Dishonored Review

Dishonored is a game I wanted to love. I was excited with all the features they were originally planning on integrating into the stealth system, but ultimately it all fell flat. when I picked up the game, I was glued to it. It seemed like the son of Thief, but after the initial rush, I began to notice how stupid the guards were, and the laziness in level and puzzle design.

I’m gonna start with the good first. One thing that is awesome about this game is the spotting mechanic. Frankly, throughout the history of stealth games, stealth has been really unforgiving and not necessarily the most intuitive with their spotting mechanics. Pretty much everyone knows the pain of edging into the enemy line of sight and suddenly full alert that you have to wait out until things die down. In Dishonored, guards spot you based on how close you are, what’s blocking the line of sight, relative darkness, and partially spot you or fully spot you based on how long you remain in sight, and how obvious you are. I think this type of spotting mechanic is what the stealth genre has needed for forever.

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Now if only the guards were a bit more persistent.

Blink honestly is a really fun way to move and it has enabled a cool stealth design that allows for guard sweeps without any breaches to sneak through, which has really helped move the stealth in this game past the timing puzzles you commonly find. Another cool feature of blink is that even on full alert or investigation phases, you can still keep moving around enemies and trying to get better positioning. When changing anything, I’d balance it around Blink, because it’s a feature I really wouldn’t want to lose. Blink would also be nicer if it made a slight sound with a very short range around you at the start and end of it, and lead guards a bit when trying to find you. Like, if they already see you, give them a clue where to investigate. As is, it’s a get out of trouble free card that you can almost always use, which is kind of disappointing, especially in levels with high areas and no direct line of sight or way up for guards.

The bad however is everything except this exceptional spotting algorithm. Up to a level 2 alert, guards won’t investigate at all. You’re given a short opportunity to run away if you get seen at a distance, but the guards won’t even follow up by investigating. They just stand where they were awkwardly staring at where you were until they dismiss it as rats. They won’t investigate around until a level 3 disturbance, which is relatively hard to provoke without being seen. On full alert, enemy guards will chase after you, but if you find a hiding spot and they don’t see you duck into cover, it’s pretty much guaranteed that they won’t find you. Cooloff times for full alerts are short as hell too, nothing compared to other games. I once ducked around a corner, and the guards never even made it that far. I never liked waiting for cooloff times in other games, but here it feels like they’re not even trying to find you if you escape, not to mention that Blink should have solved that issue and allowed the player to keep active even during full alert while trying to be stealthy. Escapes are much too simple. After full alert, guards are still on guard for you and will make comments about finding you again, which is a nice step forward from older games that totally forgot that you were around if you escaped detection, but ultimately this doesn’t change anything. Guards still patrol the exact same routes, and they don’t patrol it any differently than they did before, just they’re always at level 1 alert and so spot you quicker if you enter their view.

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A guard standing around on level 2 alert staring at where you just were is a pretty common sight
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It’s almost sad to see him give up that easily

One feature they originally said the game would have but didn’t was the guards noticing missing guards on their patrol routes and adjusting their patrols to cover the missing ground. I noticed a few guards remarking on missing guards, but patrol routes never changed unless I forced them to temporarily change with a disturbance or a scripted event like guards talking to each other happened when you passed by.

Another issue I have is with how unconscious bodies are handled. There’s absolutely no difference between an unconscious and dead body except that an unconscious body is liable to become a dead body if you drop it from too high, or drown it, or have rats eat it, and therefore get a black mark on your record for killing someone. Unconscious people never wake up, either by their own volition, or when another guard tries to wake them up, which they are actually programmed to do. Not to mention that there is a hard limit of 7 bodies at any given time and older bodies disappear as you take out more guards, removing a lot of the reasons to worry about hiding bodies well. Patrol routes never change or move in any unexpected ways so there are tons of blind spots that are useful for body stashing. One of the later levels really compounds the unconscious body issue with a moral decision to either incapacitate a ton of guards or turn them to ash. There’s honestly no difference at all, and if you choose to exercise either choice, the level is over anyway. It doesn’t alter the experience in any meaningful way and that is depressing.

There’s absolutely no difference between a sleep dart and a normal crossbow bolt except that sleep darts take enemies out in one hit and crossbow bolts take a few and that you can carry less sleep darts. One of the upgrades allowed you to use sleeping darts in battle, but I used them in battle anyway and they worked fine. Frankly, this simplicity takes a lot away from the stealth style of gameplay. The game was promoted as a stealth game, yet stealth feels extremely sterile. More than half the powers aren’t terribly useful for stealth, and way more than half the weapons are lethal. Worse, you couldn’t customize your power wheel menu to only have the options you wanted, so it got cluttered fast. The inventory screen did absolutely nothing besides show your inventory. Also irksome was the sword CONSTANTLY being held out. I went through my entire playthrough using nothing but the right mouse button, yet I constantly had that sword there ready to kill someone.

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I tried to make a body pile. This did not end up terribly successful as the bodies began disappearing very quickly.

The lighting system generally worked really well, but I can’t help but lament the baked lighting. It was announced late into development that the environments were very pretty and so the team elected to use baked lighting instead of dynamic lighting like the old thief games, so they could show off all the world. As a result, dark areas never looked terribly dark, and they totally lost the old element of the thief games where you could create patches of darkness for yourself to hide in by putting out torches and candles.

The entire stealth style of gameplay would be more interesting if sleep darts took a while to make enemies drop and headshots or shots closer to the head made it happen sooner, so you had to plan for where they would drop in the future so as to avoid rousing suspicion. It would be more interesting if partial alerts drew guard attention and caused them to investigate instead of staring blankly. Blink should give guards an idea where to investigate if they partially spotted you, and make a bit of noise up close too, to discourage its use or make it at least somewhat trickier. It would add another consideration if guards noticed doors opening and shutting and reacted to that in a meaningful way. It would be more interesting if discovered dead bodies kicked suspicion up a lot and caused a full search of the level, but unconscious bodies resulted in the guard getting woken up and a minor search of the area. Having guards eventually wake up on their own and resume their patrol after an investigation would also add more depth to the game. Having multiple dynamic patrol routes would add to the game. I wish guards actually noticed missing comrades and searched for them. Having Thief’s water arrows and dynamic lighting would have given the stealthy player more things to do and more ways for the guards to interact with the player. There are so many ways they could have made the stealth more dynamic and fulfilling that they completely fell through on.

This is honestly a minor issue but guard conversations bugged the shit out of me. There are a few stock phrases that guards say to each other as they pass by and unfortunately that means you’ll be hearing the same ones a lot. I heard the same ones repeating before I beat the first mission past the tutorial. Other minor issues were a lot of things with the settings. FOV maxed out at 85, when I prefer FOVs around 110 or so (not having at least 90 is pretty sad). Mouse sensitivity by default was in the toilet, and I could never raise it to a totally acceptable level. A lot of the UI elements dumbed down the game, like constant tutorial messages, objective markers, heart markers and others. I disabled the lot of them as soon as I got the game, and frankly, it was much more rewarding to search through the levels based on the clues I was given rather than having things spelled out for me, but I’m still not happy the options exist at all. There was also a hard cap on the number of save files you could have at once and I hit it only halfway through, and the save files weren’t very clear about where you were in the mission, so you sometimes had to try random files, sit through the loading screen, and see where you ended up, unless you could identify files purely by their time stamp.

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Why are these even an option?

The item distribution through the level was planned well generally, except that there was too damn much of everything. There were rare loot items to discover and tons of trinkets to steal, but not much reason to, unlike thief. You could use it to buy ammo, but ammo was so common, and very frequently offered as a reward for exploration itself, so that was relatively pointless. Very soon I found myself with more money than I ever needed and nothing to spend it on, and full ammo and potions of every variety. I’d frequently only use potions when I found a new one to replace the top one in my stock. They absolutely showered the player in powerups and yet there was often so little reason to ever use them at all. Finding item caches in the level ended up feeling disappointing because it was a lump of things you couldn’t pick up because you were already full up.

Darkvision was a nice power that deserves a mention of its own. Darkvision honestly broke a lot of the information game. There wasn’t a lot of reason to not have it active at all times. Any mana it consumed simply recharged. The original developer talks on Dishonored said it would drain mana at a slow rate, but this didn’t end up being the case. Dishonored had a nice leaning system, and it was pretty fun to use in the first mission to get information, but Darkvision really killed that interesting choice by providing you with sight through walls, and highlights on areas of interest to boot. About the only reason not to use Darkvision is it’s a bit harder to spot books. I like the concept of Darkvision as it was nice for determining where view cones were and helping to teach the player that, but this fell apart as it became a mandatory tool to pick up the loot scattered through the level and there was no permanent cost to using it. They also had a really nice keyhole feature where you could peek through the keyholes of doors to be sure there weren’t enemies lurking on the other side, but it was totally pointless due to Darkvision rendering it invalid. That and Darkvision is so cheap to purchase, it’s stupid not to buy it.

In Developer talks and a lot of chats online, “Isn’t this going to break the game?” was a question that was asked a lot about various powers. The reply was, “That’s the point.” To a large degree, yes it is. You’re supposed to allow the player to come up with clever and ridiculous strategies, but Dishonored makes feeble attempts to resist being broken, even on the hardest difficulty, the only one I played. For breaking a game to be worth something, there has to be a level of difficulty worth breaking in the first place, and the game still needs to remain engaging beyond that. And as I covered, it generally doesn’t bother with that.

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Nothing to it, regrettably

The story was frankly predictable and that’s your indication of a spoiler warning for the rest of this paragraph. It’s predictable from the instant you get the heart. You can hear the secrets about the people around you, so the twists ahead are really plain. The other major twist is straight from the line said by Leo Gold in Deus Ex’s opening level, “I think the government made the plague on purpose to control population growth.” Subtlety is dead. I liked some of the flavor text found in books, but it’s not really a world with much mystery. It’s a world with no secrets worth sharing. It doesn’t seem like much work was really put into the setting apart from putting some corrupt bureaucrats into power. None of the characters were terribly likeable or had much dimension to them. There were no affectionate touches in any of their actions and they never really engaged with the player in any way that would enable them to become endearing in any way. You were practically encouraged to ignore them entirely when you visited the hound pits. None of them really acted out of the ordinary or showed any special strength of character, except maybe for high chaos playthroughs where Samuel is close to outright hostile towards you, going as far as to fire a flare, warning the enemies ahead on your final mission. The alternate dialog for various levels of chaos was fairly interesting in concept and execution though even if it changed basically nothing.

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I almost wish these numbers were higher.

The levels are generally well constructed with a lot of Z axis focus and tons of details scattered everywhere and things to find, even if most of it is useless. There are loads of routes through and the powers you have as well as your attentiveness greatly affect that. There were a few puzzles in the levels, like getting safe combinations, and a couple of these are relatively ingenious, like the seven strictures one, because it’s impossible to know the seven strictures without sneaking into an area with a ton of eyes on you or searching the level thoroughly (unfortunately the reward for that one was completely worthless, just ammo I couldn’t use, and it was a bitch to sneak into the drop zone too, huge disappointment to not have a reason to even bother), and one with paintings in a man’s house that I honestly had a lot of difficulty realizing was a puzzle in the first place, and so greatly enjoyed when I figured it out (then to my disappointment realized it told me everything in the mission clues). But as I go over in more detail later, the level design generally never tried to force the player into confrontations or tricky situations and almost always let the player avoid whatever threat was headed their way, which lead to more dull lethal and nonlethal, stealth and non-stealth playthroughs.

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A pretty genius puzzle totally ruined by the mission clues

On the whole, Dishonored is a game that wishes it tried to encourage intelligent play and discovery, but ultimately is forced to explain everything to the player. It’s like a riddler who blurts out clues and solutions right after he’s told the riddle. One of the later safe puzzles had a note next to the safe it unlocked that literally said, “If you want your share then remember this poem” and the poem listed 3 months in a specific order, then a book next to that note listed the 28 months, and solving the puzzle was literally as simple as checking the order of the months. One nice thing about the levels is the lack of a map screen of any kind, and maps being posted up in the levels for you to examine, so you need to figure out the map layout based on that instead of some sort of minimap telling you where you are at all times. With objective markers turned off, this meant that I had to use a lot of environmental clues to determine level layout and where I had to go, which was very involved and interesting, although I could have negated all of that at any time, which is depressing.

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This was a neat touch, I wish they had gone to this much effort for something worthwhile instead of another completely replaceable elixir, by this point you probably have an inventory full of them anyway.

There were a lot of complaints about the length of the game, and I’d say that the total mission count felt a bit low, but really I just wish that each mission engaged you a lot more. I’m not sure of my exact playtime, but I’d imagine it was at least 15 hours if not in the range of 25, although I did a very comprehensive playthrough. I later did a lethal playthrough that I didn’t need to spend nearly as much time on. Blink and the other powers made blazing through the game a breeze.

Unfortunately, even in a lethal playthrough it’s difficult for the game to ever force you into a tough situation (I had to practically create my own), and I didn’t really have any trouble until the later missions, like the return to the tower. And that was in tight quarters with literally every guard alerted. Not to mention that I rather deliberately didn’t take terribly safe routes. Dishonored, even on its hardest difficulty is an easily cheesed game. For all the talk of the amazingly clever combinations you can do with the engine, it’s all totally pointless. Why on earth would I summon a rat swarm, stop time, and attach a razorwire trap to a rat when I could shoot the guard in the face? Bullets are a more common resource. For that matter, why bother with that silly combination when the rats will just eat the guy anyway and disappear?

Honestly lethal is more interesting to play than nonlethal, but only marginally, because it’s faster, and generally involves more of the game elements, however at any time you can pull out a pistol or crossbow and wail on the enemies. In general though, it’s easier because of that, and just because you have to be a lot less cautious with the choking and the stealth. There are many great setups you can do, but precious little reason to bother because the enemies aren’t challenging enough and the level design isn’t constraining enough to really force your hand ever. I still had inventories filled to the brim with elixirs and remedies What the game should really focus on isn’t just making open levels that can be traveled through in a wide variety of ways. Open level design is really cool, but it isn’t everything. What the game should try to do more than that is to create interesting situations with its levels that require clever thinking to pull yourself through. One of the most interesting parts of the game for me was breaking down the bunker in the return to the tower mission, then throwing the target’s corpse off the tower and diving down after him into the water and attempting to escape when literally everyone in the surrounding area was alerted to me. I ended up replaying those two segments back to back a lot to find the way through, and I ended up finding out more new information about the game in those moments of crunch than anywhere else, like how you could bake grenades by holding down the button, music boxes could be used as a weapon, and possessing a summoned swarm rat for the first time all game. Honestly, I could have bypassed all of that by just taking the stairs back down after killing the target and sneaking out the front, but to make the game interesting, I had to impose a few challenges on myself, leading to some actually interesting complex gameplay when I was being mobbed from all sides by defense towers, tallboys, dozens of soldiers, and briefly some of my own rats.

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I seriously question why anyone would put the rewire panel here from a level design or diegetic perspective.

What Dishonored really needs here is better AI and general planning for player interaction so it can actually cope with the player and provide some sort of challenge and engagement. Why swordfight when I can just walk backwards and drop razorwires as I go? I killed three guards in a row this way, just dropped one after another as they came around the corner. The guards take so long to aim their pistols it’s silly. I mean, obviously they’re compensating for the melee playstyle, but why not have pistol aim times be slightly shorter all around, and twice as short if the player has already used a ranged weapon? Why should I be able to cross the border into a new area and suddenly have all the guards in the last area not bother to follow me? We had that in MGS2 and MGS3 years ago. Why don’t guards run away from grenades and rats? Why can’t guards recognize that I placed a tripwire, or that I rewired a wall of light instead of idiotically running straight into it? Why bother buying shadow kill when there is a 7 body limit anyway? A lethal character would never really need to worry about hiding bodies, and a nonlethal character would never kill. The amount of time guards spend searching when they find a body is too pathetic for it to even matter. In the golden cat mission, I killed the first guard I saw, others approached after him and found the body. I was behind the railing of the stone staircase they were standing on, and they never got as far as searching anywhere around there before giving up. Why give all these tools to the player if there is no reason to use them? Why make an engine with such sophistication when none of the gameplay demands it unless you really force yourself up against a wall? It really kills the whole assassination thing to know that you could seriously just walk up to most of the targets and shoot them in the face and be done with it.

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This assassination method felt really redundant. Especially when there’s a random chance the target might not even be here, or that you might obsolete killing the target completely with the nonlethal sidequest.

Dishonored gave the player a ton of really powerful tools to use. Even the ordinary weapons are really powerful and can shut down enemies easily. I think that empowering the player this way is generally a good thing. What Dishonored truly failed to do however is give the enemies any sort of recourse against your powers. They failed to design the levels to play off them at all. Abilities like Blink should enable them to design tighter stealth than ever before, because they know that no matter what they throw, the player can handle it. Guards should recognize the razorwire trap in the middle of the floor their buddies ran into and got cut up by and avoid it if they can. If the player uses it as a wall to harass the guards, they should take cover. The guards should flee from rats, prompting the player to use mice and razorwire to lead the guards into ambushes. For every measure the player has, the guards should have better countermeasures than swinging blindly and trying to kill you before they die. There should be tighter guard patterns that need to be disrupted, rather than my nonlethal routine of choking each and every single guard to death then running around looting the level. The limits sorely needed to be pushed here in all sorts of ways but they never were. They had the framework, but lacked the substance. No matter how you play Dishonored, it ends up braindead, because it never forces you to think and easy solutions are always viable and simple. Sure, you could go for fancy sophisticated solutions, but you just end up wasting more and more valuable resources than the simple method, which is faster anyway.

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In this mission, I decided to clear out literally every soldier in the entire indoor area with just crossbow, windblast, and pistol. It was no contest.

Before I wrap up, one thing that has to be praised is the way they handled the morality system and the effect it has on the world. Most games have you make blatantly black and white moral choices which do fuck-all to determine how you play the game. Dishonored has a system called Chaos that measures how much chaos you cause in the level, meaning how much violence you commit and people you kill, and whether you help civilians in need. As your chaos goes higher, events in the levels become crazier, more rat swarms spawn and more weepers walk the streets. This eventually has reflections in conversations with your comrades and Emily’s character development, as well as the ultimate ending of the game. I honestly think this is one of the best morality type systems I’ve ever seen, as it is affected by and ties directly into gameplay, determining the contents of levels, without asking dopey moral choice questions up front like other games.

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Definitely one of the game’s most charming lines.

Dishonored is Thief for a modern audience in every way you think that means, and I believe it’s going to kill Arkane, being too niche of a game for general audiences and castrating itself in front of the people who would have loved it for what it was. The game is polished to a fine sheen, but in the process of making it accessible, they destroyed all hope of making it an entertaining or engrossing game, so I’m left wishing for the game it could have been and hoping Thief 4 (or Thiaf if you prefer) won’t be a similar disappointment. Dishonored really was a game that had a lot of love, effort, and dedication put into it. At the end of it, I really wouldn’t mind a return to the world of Dishonored, hell, I’d welcome it, because there was so so much untapped potential here and places in its setting that could be explored, but ultimately it fails to use any of its vast potential in any meaningful way and falls flat. I honestly hope Dishonored 2: Rehonored is a game worthy of the legacy it has inherited from the pioneering stealth titles before it and tries harder than ever to show us Arkane’s talent has not gone to waste under Bethesda. Dishonored has its heart in the right place all around, just it was forced to pander so much it ended up breaking mine.

Randomized Horror

Horror games are a genre infamous for almost no one doing it right. Creeping horror is in uncertainty. It’s in tension. It’s in that horrible dread that tightens up your chest and slows your pace to anxious steps. A big trouble with too many mainstream horror games is you can metagame them. A while back I streamed some early areas of penumbra. I did some unfunny joking about the night vision and the various bits and bobs around the environment, and upon review of the footage, the only times I was really scared was generally when something was uncertain or acted in a way I didn’t really expect. The trouble with a lot of horror games is that a player can easily extricate themselves from the situation. They know their surroundings are not going to hurt them generally, so a reasonable player feels totally safe in an area they’ve already explored or know has no enemies. What a horror game must do to terrify a player is threaten them personally through deception and subtlety.

I think in a way that horror movies have a power stronger than games because in a horror movie, that shadow on the window isn’t a scripted sequence that your can run around or ignore, it could very well be a real threat. They don’t have to obey the limitations of the game engine, in the movie’s world, that black tome with blood running out of it is scary for being what it is, whereas in a game’s world, you know it’s just another trigger for an event flag.

Playing penumbra, the moments that scared me the most were when you entered the work area past the first dog, opening the gate into the next area after the power generator puzzle, and the spider cave.

When I entered the work area the first time, I had to pass through a wooden door. I assumed at that moment that the dog couldn’t open it. In most games an enemy like that couldn’t. Then I got a little pop-up telling me I should block the door. I thought it was rather clever of them to plan like that. So I stuck a barrel in front of the door and stood back to watch it as the dog approached. Then the door opened as the dog nudged it and I gasped really hard. I hadn’t blocked it terribly well, but I had no idea the physics would work like that. Afterwards the dog immediately discovered me and I ran away only to die. At that point I commented nonchalantly on how I was gonna die and all the tension was really gone. The true tension wasn’t the thing itself, it was the horror of uncertainty.

The second time I entered the work area I was certain to place a barrel in front of the door, the another, then one in front of the two to stack further weight onto the door. This time I was sure the hound wasn’t getting through. Again I watched the door. The dog approached and I thought it left. Then the barrels exploded as the dog crashed through the door. I shouted and was chomped down by the demon dog soon after. They managed to catch me with the same trick twice. The third time I wasn’t fooled and left immediately onto the next area. I even ended up running around the dog a bit to lead it out of the way and grab things I needed around it.

The gate opening and spider cave were both freaky for similar reasons. I had the enemy right in front of me and had to brush up close to them to get past. Before opening the gate, I ran around the surrounding area a lot. I was sure there weren’t any enemies except the dog behind the gate I was unlocking. When unlocking the gate itself, I had to run up to the button, lead the dog up to a catwalk, then hop down the catwalk, and with the time I bought, get away. It was tense and in the process I was even bit once. The spider cave was worse.

In the spider cave, I soon discovered that the giant eggs hatched and I needed to run away, warding off new swarms of spiders as I went. It was very claustrophobic and I died a few times. I always hated approaching it again because of how harrowing it was. At one point I got autosaved in a section where I had to bust down a wall and of course the hammer’s controls are very awkward. The auto save however was not far along enough in the tunnel and I replayed over and over only to discover it was impossible to break that wall with the time allotted before the spiders killed me and I had to restart from scratch.

If you’d like to see my freakouts, I have a trimmed version of the stream on youtube, mostly with me being unfunny. https://www.youtube.com/watch?v=GGnWlPEUnac

A recording of someone frantically trying to convey information only to be squelched by some unknown enemy. This is a common horror trope that, to me at least, completely fails to scare. In real life, it might make me worry about what sort of creature might have cut the informant short. In a game, it’s usually an abstract threat at best. A lot of these narrative set pieces are, and a big issue with them is how scheduled and by the book they are. The writing in blood on the wall doesn’t scare me because it’s not real blood. In a movie’s world, it’s real blood (but still the effect is dampened because it’s not real real blood). In the real world it is real real blood and jesus christ, why is someone bleeding out here. In a game’s, it’s a decal. Blood isn’t a sign of a struggle in a game’s narrative, it is wallpaper. The only place where blood is a sign of struggle is a multiplayer game and in those, the decals vanish rather quickly (for that matter, why has no one tried making a multiplayer horror game? Dead space co-op doesn’t count because it’s not a horror game.)

What games must do to scare us is make these set pieces into real threats. They must educate us about their threat worthy nature, but not drag out the fountain of blood every time they pop up, they must create uncertainty. Silent hill 2 gave the player a radio to help detect monsters and at first it was accurate, but over time it sent out false positives,warning the player of threats that weren’t there, and misdirecting the player. This would only be possible if it first gained the player’s trust.

To create true uncertainty, I believe that fractal or random elements must be introduced. Games by their nature are frequently replayed. Because enemies kill you, and you restart at checkpoints or save states, you may find yourself replaying the same section a few times or even ad nauseum. If everything merely repeats itself, then there is no uncertainty. What may have shocked you the first time could become mundane, dull, or worse, tedious if repeated. To ensure total horror, the game needs to mix it up. This could even be as simple as scripted events like a torch igniting on its own, a bat swooping down and shrieking, or a shadow crossing past a window, having a 1 in 10 chance of activating as you pass them.

More pertinently, the enemies of the game should have calling cards. They should have distinct recognizable sounds, marks they leave on the environment. Have them kill the player in certain ways, then leave bodies in new areas behind for the player to discover and recognize that loathsome nemesis is back. Better yet, have these calling cards be randomized, have them sometimes tell off the player and some playthroughs not be there at all.

Play with common fears, especially those which are in some way physical and can affect the way the game is experienced: fear of tight spaces, fear of insects, fear of heights. Most of all, make them intermittent. Games have this fantastic possibility to directly engage and horrify like nothing but life can, but best of all, they can do so in ways that can’t be metagamed, solved, or even remembered, unlike a movie that always pulls the same tricks and plays the same way every time. The key to this is randomness.

More than anything, prey on a player’s lack of information. Make them believe there are threats there aren’t, but also give them a legitimate reason to believe there is a legitimate threat by sometimes having it be an actual threat. Make visibility difficult and give them a hard time figuring out the positions of enemies, through darkness, obstruction, or camouflage. Have the enemy’s silhouette flit by. FEAR absolutely terrified me with the cloaking device ninjas or any hint of them where the actual scripted horror sequences I was more bemused by. I even took pictures. I know I shouted several times when dealing with the ninjas and my general strategy with them was always to crouch in a corner and desperately try to ward them off until I was sure the area was clear.

Glitches augment games

Games like any other form of art are a work of design and interpretation, and sometimes interactions occur that the artist does not intend and sometimes they aren’t entirely mistakes. In Animation we call these happy accidents and they often occur when a sequence isn’t animated pose to pose. When designing layouts, or dealing with moving scenes in film, there is a huge potential to create bizarre, flat, or varied compositions within shots. In programming games or even board game design, there is a similar potential. Sometimes rules interact in ways that cannot be predicted or the precise algorithms function weirdly in some corner cases.

In general, most glitches are destructive, falling through the world, causing something to fail in function, freezes, etc, but sometimes these glitches can add a lot of flavor to a game or enable new strategies that increase the overall depth of the game. I would say that it is the role of a designer or programmer, like any other artist, to figure out what role these glitches play in the game and whether they add to it or not instead of rigidly abiding to their design document. Works of design are frequently a process of trial and error to discover what works and what doesn’t. Glitches can be just another possibility in the system.

In general, one of the goals of game design is to give the player a bunch of cool tools to use and give them reasons to use all of them, glitches sometimes result in new tools, or new uses for old tools that can spice up a game. Sometimes glitches can completely invalidate other aspects of the game, and you gotta make a decision, does that glitch add enough to the game to be worth it?

Beyond this is the topic of what exactly is a glitch or not? A lot of “glitches” are just uses of intended game mechanics in unconventional ways to derive an advantage, such as wavedashing or SHFFLing in Super Smash Bros Melee or snaking in Mario Kart DS and are closer to exploits than glitches outright. This invites a lot of questions over what comprises intentional or unintentional programming or how glitchlike something has to be to be classified as either a glitch or an exploit. I’ve personally looked into the means of various advanced techniques coming about for a lot of games and I hope to explain them in ways that make them easy to understand and help illuminate both how they came to be, and how they have augmented the games they came from. I obviously cannot list every amazing glitch ever, so I’m going to stick to some of the bigger, more iconic ones.

One of the most classic advanced movement tricks in video game history is strafejumping or bunnyhopping. Another contributor covered Bunny Hopping quite extensively with his video here:

Before strafe jumping there was another trick that dominated in old FPS games such as Doom, Goldeneye, System Shock 2, Perfect Dark, called Straferunning. A common programming practice among amateur programmers is to simply say that when forward is held, to move X speed forward, and that when side is held, to move X speed to the side. The result of this is that when both forward and side are held, you move both forward and sideways at the same time at that speed in both directions. Anyone with basic experience in trigonometry will realize that this means that you could move 1.4 times faster in a diagonal direction than if you were to move either cardinal direction independently. Therefore, to move fastest in these games, one simply had to turn to the side a bit and run diagonally all the time.

In developing Quake, Id Software knew about this exploit and decided to patch it by having your velocity vector be computed by your player speed variable in all 8 directions of movement using basic trigonometry. This means that no matter what they set the speed variable to, you would always move the same speed, diagonal or not. However what they didn’t realize was that in doing so, they had created an even greater source of speed, strafejumping. In the development process for Quake 2, Id decided to use integers for velocity instead of floating points. This meant rounding whatever velocity calculations were done into integers. Incidentally they set all velocity variables to be rounded up no matter what their values were (so 5.2 would be rounded to 6 and so would 5.8). What this means is that every frame in which you have a velocity that is an irrational number, your velocity will be rounded up. This creates the effect of an extremely slight speed boost. Since diagonal velocities were now computed with trigonometry, every time they were recomputed they would be an irrational number and need to be rounded again. So what players discovered was that by jumping while pressing forward and side at the same time, and moving their mouse in a whiplike pattern, they would steadily accelerate (jumping was required to prevent ground friction from reducing your velocity).

The funny thing about this glitch is that because it’s dependent on how often velocity rounding occurs, when Quake 3 was first released, players with better performance and higher framerates were capable of moving a lot faster due to it. Eventually the CPMA mod altered the game and the server software, changing the calculations and management of player velocities from clientside to serverside with a stable tickrate, preventing players with better computers from having an unfair advantage over others.

There are actually multiple styles of Bunnyhopping and they differ between Quake games and Source engine games. Both styles exist in Quake in the form of Strafe Jumping and Circle Jumping, but only Circle Jumping exists in Source engine games and it’s the dominant means of travel, referred to exclusively as Bunnyhopping. Valve in the creation of the goldsrc engine, a modification of the Quake engine, didn’t intend for bunnyhopping and fixed the rounding error that caused it. However this left a completely different exploit in place that no one could have predicted. One facet of the engine is that while you are in the air, you have a limited means of controlling your velocity. Pressing a direction will redirect you slightly, enabling you to control your jump direction after you have left the ground. In addition to this, strafe movements arbitrarily have a higher value set, making them more effective than forward or backwards movements. This can also be noticed by climbing ladders in Counter Strike, you will climb much faster with strafe movements than forward or backward ones because strafing movements simply have a higher air velocity. Turning while pressing strafe will result in this velocity addition being repeated every frame you turn. This effectively enables you to build velocity by jumping, strafing, and turning smoothly with the mouse.

Valve further attempted to limit this style of movement by making it very difficult to repeat jumps. Quake has a buffer in the air that catches your jump inputs so that you will jump again the next time you touch the ground, making it a lot easier to avoid ground contact and friction slowing you down. Source engine games have no such buffer, so you need to hit jump on the exact frame you touch the ground or you will begin walking on the ground, slowing you down. A lot of Source engine players get around this by taking advantage of Source’s support for scripts to make one that repeats the jump input in one way or another. A popular method is to bind jump to both up and down on the mousewheel, remove the binders preventing the mousewheel from being spun freely, and spinning it every time you come in for a landing, so that the jump input will be repeated every frame, ensuring that no velocity is lost to friction.

Valve eventually got wise to players circumventing their countermeasures and added a server variable called sv_airaccelerate that limits maximum accleration while in the air, to prevent players from moving fast in the air. Initially this was set to 20, but eventually Valve locked it to 0 in most of their games including Counter Strike: Source and the entire Orange Box. This effectively ended Bunnyhopping in Source games. Despite the death of Source Bunny Hopping, the techniques lived on in TF2 in the form of Air Strafing. Air Strafing took advantage of the air velocity system in much the same way Bunny Hopping did before it, by making smooth mouse motions in the air to repeat the slight burst of aerial velocity from strafing. The big difference however was that sv_airaccelerate’s systems prevented one from acceleration, so all that was possible with Air Strafing was redirection of movement. Rocket and Sticky jumpers in TF2 were capable of turning in smooth curves around corners using air strafing, which enabled movement between a lot of points that were otherwise not possible, or costly in terms of health to attempt. On 2fort, using air strafing, one could rocket jump entirely around the small room on the front upper level of each fort.

Overall, Bunny Hopping in its various incarnations adds an incredibly mesmerizing and blindingly fast style to the games where it is represented. It requires players to evaluate the terrain in much different ways than normal running because of the snaking motions it requires, and opens up a lot of pathways across far horizontal gaps in a lot of levels, like the rail gun to the overpass on Campground, but only to those who are skilled enough and have invested the time into building up velocity first. Bunny hopping also make aiming harder, as one is not only moving faster, but needs to keep up the serpentine motions of the hop as well or you’ll lose speed. Players who can bunny hop have a lot of advantages over those who can’t, but in many situations it simply isn’t a good idea, meaning that it doesn’t completely overshadow normal running or walking as a movement option, and players can express a range of skill with how well and consistently they can Bunny Hop. Normal movement, as opposed to Bunny Hopping, in games like Quake 3, has the advantage of being quieter, because every time you jump in Quake, your character grunts, which can be used by the enemy to get a hint as to your position in the level. In other cases, it simply pays off more in terms of accuracy to not be moving so wildly.

Another classic glitch that shaped fighting games forever is special canceling otherwise known of as 2in1 canceling. When Capcom designed Street Fighter 2, they added a feature where for the first 5 frames of a normal move, you could cancel its startup into a special move. This is believed to be a form of “input leniency” designed to make special attacks a bit easier to perform. Fans of the series call this Kara-canceling or “empty” canceling because it is canceling from nothing. This feature however gave birth to special canceling, which has since become a staple of all traditional 2D fighting games. One feature of Street Fighter 2 and many other games featuring melee combat since, is that when you hit an opponent the screen freezes for a few frames. This is known of as a Hit Freeze, and it exists to help make the impact seem harder animation-wise. Despite coming to exist as a fighting game concept, a lot of other games make use of it for mostly the same reason. The weird thing about the hit freeze though was, it paused the kara-cancel timer. What this meant was that if you successfully hit an opponent, the hitfreeze would make it so you could kara-cancel into a special attack even though it wasn’t the startup period of the move. One could chain attacks one into another using this technique, giving birth to the concept of combos, which have since become a nigh universal foundation of fighting games. Since SF2 invented the concept of canceling moves into each other in combos, many other fighters have used the concept creatively to make their own combo systems, such as chain combos in Marvel and Guilty Gear, and Guilty Gear’s roman cancels, Street Fighter 4’s Focus Cancels, or King of Fighter’s HD Cancels. Even series far outside of fighting games like Devil May Cry have implemented things such as jump canceling.

What 2in1 or special canceling, and later super canceling, enabled is they added a means for greater payoff for attacks in exchange for more vulnerability in case they fail. Special moves as a design point, usually have longer periods of recovery than normals, making them more vulnerable to counter attack. If one is skilled, they can use cancels to their advantage to squeeze out more damage, but against more skilled opponents they need to be careful not to hand their enemy a huge advantage. Since the invention of special canceling, it has since been programmed intentionally as a function of the hit freeze and certain moves are given or not given the special cancelable property. When Capcom added Supers in Super Street Fighter 2 Turbo, they also added the ability to cancel certain normal and special attacks into supers, further increasing the range of what was possible with combos and cancels, and adding the potential of wasting your super on a bad setup.

Gunz: The Duel, is a game with niche popularity made by a Korean company called MAIET that later got bought out by Ijji and is currently free to play. Gunz styled itself as a modern game that took a lot of inspiration from the Matrix and similar modern films where the gunmen have supernatural ability to run along walls, dodge bullets, and wield guns akimbo. Gunz also allowed players to fight with katanas, daggers and kodachis (two swords at once). Early in the game’s life span, it was noticed that a lot of animations could be canceled by slashing with a katana or kodachi and it would usually reset a number of variables, like the ability to airdash or walljump, much like jump canceling in Devil May Cry. Furthermore, the slashing animation could then be canceled with the blocking animation, so one could dash, slash, block, and dash again without the normal cooldown time. This trick became known of as the butterfly step and it completely tore out the original foundation of Gunz by the roots, replacing it with one of the fastest and wildest shooters around.

The collection of sword tricks, all originating from the butterfly cancel became codified as a style, called K-Style, because it was Koreans that invented them. In contrast to K-Style, there was E-Style, meaning European Style. E-Style in contrast to K-Style’s focus on swords was much more focused on guns, especially those that sprayed a steady stream of bullets which were unsuitable for the butterfly cancel because they required the weapon to be out for extended periods. E-style was derided by K-stylers as spray and pray, and didn’t rely on nearly as many tricks with the game engine. Alternatively there was D-Style, which relied on tricks with the dagger, but was incapable of using the butterfly cancel due to the dagger simply not having a block.

Using the butterfly cancel it was possible to scale walls by walljumping, canceling the waljump animation with the slash and block, then dashing forwards to stay close to the wall, and repeating. Suddenly, the players were no longer confined to merely the sections of the stage you could reach with walljumps or wallruns, absolutely anywhere there were walls was now a battleground. The butterfly step could also be used to glide through the air with a very slow rate of descent to cross large gaps at a high speed. Players upped the ante from there with the slash shot, essentially the butterfly step, except now with a swap out to a gun, like a shotgun or magnum, a single shot, then switching back to sword and doing the butterfly cancel. Using this weapon switch technique, they could continue scaling walls while also firing their guns at an even higher rate than the guns would normally allow fire, because the butterfly cancel also reset the refire times on the guns. This meant that shotguns became the weapon of choice. To make it even sweeter, the butterfly cancel could even be used to cancel reload times, making shotguns essentially automatic.

Beyond the fundamental tricks, K-Stylers took the butterfly cancel to further extremes with double slashing, where one would butterfly cancel twice in the same dash, slashing twice as much as normal. Once they mastered that, they moved onto the triple butterfly which used 3 slashes in the same dash. Instant Falls were a trick done with the katana’s ability to flip people into the air, where they would flip, block, jump and slash the person they had just flipped. Slashing the enemy this soon canceled the otherwise long animation where the enemy was knocked into the air and given a large window to escape from knockdown. The instant fall sent the enemy into knockdown immediately, leaving them open to get shot up. An auxillary trick was the reload shot, where by reloading a shotgun, one could then switch to a second shotgun and immediately fire.

Many more K-style tricks were invented that got progressively more complex, with the culmination of it all being the instant kill that would seriously do enough damage in one go to instantly kill the enemy. This one was done by flipping the enemy, blocking, jumping, slashing to trigger instant fall, switching to shotgun, firing, reloading, switching to a second shotgun, and firing to finish them off. Absolutely brutal, luckily rather rare in actual play.Between all of these tricks, Gunz was transformed from an average pace shooter with dodgerolls and wallrunning, to an absolutely insane shooter with people constantly slashing and firing shotguns as they crawl all over every vertical surface.

Super Smash Brothers Melee is one of the best known and widest played fighting games of all time, despite it’s extremely alternative take on the genre. This was by and large created by not only having an intuitive base level of gameplay, but having more mechanics than anyone initially realized, taking players a full decade to unravel and integrate into tournament play. Many traditional fighting games tested player’s skills with tight timing windows and muscle memory. Melee’s approach instead encouraged players to play as fast as they possibly could, with the upper limits on the game’s speed being completely unattainable by any human player. Though to be honest, Melee doesn’t fall into the same territory as the other games in this article, because every advanced feature wasn’t the result of a glitch, it was an intentional feature of the game, with few exceptions (Samus’s super wavedash being a notable one).

Domination in Melee all starts with the SHFFL. SHFFL is an acronym standing for Short Hop, Fast Fall, L cancel. In Smash 64, there was a technique called Z Canceling (the official Smash website called it “smooth landing”). If you pressed Z after performing an aerial attack shortly before landing, it would completely cancel your landing animation. This feature was brought back in Melee under the fan name L Canceling, only instead of completely canceling landing lag it now played the landing animation twice as fast so you had half the landing lag. Shorthopping and Fast falling are both standard features that despite not being listed in the manual or how to play video, nearly every player knows about. Shorthopping is performed by pressing the jump button and releasing it before the pre-jump crouching animation ends. Fast falling is done by pressing down on the control stick any time after hitting the apex of your jump. What professional players do is, they shorthop, attack, fast fall, and L cancel to get rid of most of their landing lag. Between these 3 techniques, one can attack at a highly accelerated rate and threaten land and air. Luckily for people defending against SHFFL assaults, Melee is a game where you almost never get frame advantage from air to ground on a blocking opponent. This means that SHFFLing can be defended against by simply blocking it and hitting A to shieldgrab while they’re recovering from landing lag. SHFFLing offered players a massive advantage as they got better at it, being able to chain together attacks more and more quickly as their timing got more accurate. It was SHFFLs that truly transformed Melee into a combo game.

Wavedashing is ironically a situational move that doesn’t see terribly much use (though definitely an essential part of any player’s repitoire) which receives tons of criticism despite being a really well balanced movement option and not impacting the game nearly as much as SHFFLing. In the transition between Smash 64 and Melee, Airdodges were added as an aerial defense against attacks. Players could airdodge by pressing shield in midair and holding a direction to move a small ways over in that direction, or stop in midair briefly if they held nothing. This also granted them a small period of invulnerability and put the player into a special fall where no jumps or attacks could be used. Initially this was just used as a defensive measure for avoiding aerial attacks in high risk situations, however players eventually noticed that if one airdashed diagonally against the ground, the momentum from the airdodge would carry over into ground velocity, with friction determining how far the character slid. So players would jump and immediately airdodge diagonally at the ground to produce a motion that looked like an instantaneous slide across the ground.

This varies a lot from character to character based on their friction, with most of the characters having wavedashes too small to be useful, including many of the better characters in the game. The three best characters for wavedashing are Luigi, Ice Climbers, and Mewtwo due to their low friction (although ironically none of them are ranked terribly high as characters). These three characters have such good wavedashes that they are actually faster than their normal dashes, and capable of being used as a replacement for normal dashing. Luigi replaced his dash attack completely with wavedash into down smash. The primary advantage of wavedashing is that it enables a character to slide in a short burst while still being in a neutral standing position. This can be useful for situations in which you don’t need a roll dodge’s invincibility frames or don’t want to have your attack options limited like a normal dash.

A common use is wavedashing backwards as an attacking enemy approaches, then charging up a smash attack as you slide to punish the enemy’s recovery time. Another common use is preventing enemies from recovering successfully by wavedashing backwards off the ledge they are recovering to. If performed correctly you will grab the ledge and be able to roll back onto the stage as they approach, preventing them from grabbing it because you already occupy it. Furthermore the wavedash concept can be put to more use with wavelands, which are just airdodging diagonally before you hit the ground on landing. You can even jump up through platforms and waveland as you go up through them to get a boost. Wavedashing has for whatever reason attracted a ton of controversy over glitchiness despite not being a glitch of any kind and having limited use. In the original beta testing Sakurai noticed it and left it in the game for players to discover on their own.

Melee is unique among fighting games for another feature that is never brought up in any of the tutorials called Directional Influence (DI). When you are hit by an attack, you can tilt your control stick to control the angle of your flight trajectory. Despite not being mentioned in tutorials, players definitely do this instinctively, enabling them to survive at much higher percentages. DI has no effect on how strong the knockback of an attack is, so pressing towards your point of origin is useless, with the most effective DI being perpendicular to your trajectory (In Brawl, DI is no longer computed radially, instead the most effective is always up and towards the stage except when you’re being hit straight upwards).

In Smash 64, DI actually didn’t exist, but another one called Smash DI (SDI) did, which has persisted through all 3 versions of Smash Bros. Smash DI is named because players typically do it with the C-Stick so they can focus on regular DI with the control stick. Smash DI involves mashing the control or C-stick over and over again during the hitfreeze of a move to slightly jiggle your character in the direction you want them. Some characters have more effective versions of it than others, with Luigi’s being the most powerful (try getting Luigi caught in Zapdos’s lightning stun, he can fly). By using both DI and SDI in conjunction, players can survive at higher percentages and escape combos by redirecting velocity. You have some level of control in Melee on absolutely every frame. Using both in conjunction, a perfect Melee player could survive at ludicrous percentages over 200% against even the most powerful attacks.

Additionally and more accessibly, there is Automatic Smash DI, which applies Smash DI on the first frame you are hit in the direction you are currently holding the control stick. This is frequently used by players to crouch cancel, which enables them to absorb blows and retaliate by bracing themselves against the stage, which becomes less reliable at higher percentages as there is a strong chance of being pushed hard enough to go off the edge of the stage, and inadvertently DIing straight into the pit, dooming yourself.

In terms of the real Melee glitches, there are a lot to list, like Samus’s super wavedash. Samus has a capability to slide all the way across the stage (or further with better execution) by using her morph ball bomb. If you hit back then forward exactly on the 40th and 41st frames (exactly when Samus touches the ground) she will hurtle forward. This can even be performed in midair, although it is significantly harder to time without a visual guide. High level players like Phanna can use this almost on command, giving Samus a tremendously useful movement tool in ground combat. Another Samus glitch is the extended grapple beam. By pressing Z and up down up down and the direction you want it to go, you can make the grapple beam extend an extremely far distance in any direction, even directly behind Samus. Oddly though, Samus’s grapple beam is coded to be completely incapable of grabbing people in the air, unlike every other grab in the game, making this not as useful as it should be.

Another odd one is Moonwalking. A small handful of character can do it, such as Ganondorf, Link, and Young Link, but only Captain Falcon is really good at it. No one is quite sure how moonwalking works, but it’s possible by smashing forward to dash, then immediately doing a half circle back motion like from Street Fighter. This causes Captain Falcon to first dash forward then slide backwards while still running forwards. You can jump during this for a big boost in backwards velocity. A lot of older smashers mostly used this move for mixups and mindgames, whereas newer smashers generally only do it for show.

Jump Cancel grabbing is a staple, involving pressing jump before you dash grab so that your dash is canceled into prejump frames and those prejump frames are canceled into a standing grab. Nearly all characters have a faster standing grab than dashing grab, so jump cancel grabbing is generally preferable. It’s a bit like Kara-throws from Street Fighter, only with more lenient timing. Some characters also benefit from boost grabs, which involve starting up a dash attack for added momentum, then canceling the startup into a dash grab, which gets additional range from the cancel. Boost grabs cannot be jump canceled due to the incapability of canceling a dash attack into a jump, but in some cases can greatly increase a character’s range. Sheik’s boost grab range is 3 times her normal dash grab range.

While not a Melee trick, the DACUS doesn’t deserve to go without mention. In Brawl, dash attacks can be canceled into jumps, which lead to people canceling dash attacks into up smashes. The Dash Attack Cancel Up Smash (DACUS) enables a character to use the momentum from their dash attack to slide across the stage while charging their up smash. This is most effective on Snake, who can use it to slide into his mortar launcher, which bizarrely has a hitbox in the charging animation where he pulls out the mortar. This means that he can slide nearly an entire stage length, holding out a hitbox that sends anyone foolish enough to stand in the way into the air, then he can launch a mortar at them to boot. The DACUS is typically performed by smashing forward to dash, then using down on the C-stick to activate the dash attack, sliding the control stick upwards to trigger tap jump, and hitting Z, which will combine with the tap jump input to cancel the prejump frames into an up smash. Though every character can perform this, only very few actually have a useful DACUS, and this varies with friction.

Dark Souls has its fair share of advanced tricks. It’s getting close to the bottom of the barrel now after a good 2 years of investigation, but new stuff is still turning up. A basic one is block canceling. At the end of attacks that have a successful hit, and a lot of actions in general, there are these frames that Melee players would call, “IASA frames” or “Interruptable As Soon As frames.” These frames can be canceled into any other action except walking around, so you can block or dodge a bit sooner than when the full swing animation ends. In Dark Souls terms, this means making a bunch of attacks a lot safer on block or hit than on whiff if you block as soon as those frames come up. Not exactly a glitch, but certainly worth knowing about.

One glitch worth mentioning is the spell pivot cancel. Back in Demon’s souls this was all kinds of broken, but in dark souls its efficacy was severely limited, so now it’s just good for mind games. The pivot cancel itself is a trick where the walking pivot animation will cancel the casting of nearly offensive spell. This means that you can start casting a great fireball, pivot and instead of actually casting the spell, you will instead just flash a fireball and turn around. A lot of spells are typically difficult to hit with, so having the option of canceling them instead of casting them means that you can threaten with a spell but only throw it when you think it will hit. For the opponent, t

Dark Souls: Are glitches cheating?
http://Dark Souls: Are Glitches Cheating?/watch?v=cnZDU2nvuw

Dark Souls: Pivot Cancel, toggle escape, bleed reset, block canceling, dead angle
Quickscoping sucks
dolphin diving
Skiing, Tribes
BXR, in halo along with doubleshotting rrx and quadshotting, rrxyyrx http://Double Shotting and Quad Shotting Compilation by TD5x D5/watch?v=aeFfWD1EaCU and superbouncing http://halo.wikia.com/wiki/Super_bouncing
http://halo.wikia.com/wiki/Double_fire
snaking in mario kart and F-zero
GTA and the police chasing glitch
Mario backwards longjumping
Zelda speedrun tactics
Missingno and pals
DMC Jump Canceling, distortion burst, and all the other tricks
alternate guard (KOF)
Jump install (guilty gear)
Dust Loop (guilty gear)
Urien unblockable (3s)
Cross Assault (MVC3)
Kim stomp (kof)
http://wiki.shoryuken.com/The_King_of_Fighters_98:_Ultimate_Match/Mechanics_and_Notes
Painkiller-jumping

>What kind of advanced tech is in DMC aside from jump cancelling(enemy step cancels included), royal guards, and jump invincibility usage? Most if the “cuhrayzee” comes from people using them creatively.
in DMC3: Ultimate Tempest, sword hangers, buffering, switch cancelling, shottgun knockback cancelling, mini DT flux to prevent enemies from touching the ground, or to inflict stun mid air combo where another action that does not hit must be performed, stun and knockback launching, reversed attacks, reversed attacks with direction inputs, JC tricks like E&I raves, Artemis Raves, Shotgun raves, or trick up helm breakers, attacks that get cancelled faster than they can hit, side switching, using walls to continue combos past the point of knockback, doppelganger desync, wildstomp cancelling, E&I cancelling, twosome time cancelling, literal shit-tons of boss glitches, exploits, and loops and probably dozens of other things I can’t think of right now. DMC4 has tons as well.
doing iori’s taco kick during backdash
sprintmash GTA

Vanquish weapon analysis

I’ve been playing through vanquish (hahaha, I’ve beaten it long since this was written) and I really love the weapon design so far. it’s the only game with 3 weapons that has ever actually made me consider the weapons I choose for the situation instead of just an optimization function.

The LFE gun (which shoots a huge bubble of energy in case it isn’t obvious) is great for encounters against small enemies that clump together because it destroys them instantly and has a wide fire radius. it’s balanced by having a short range and only 10 shots max. It’s useless against larger units, barely doing damage, if any at all, but can be useful against romanovs because it knocks them down, opening them up for melee attacks. It totally ignores obstructions so it’s good for catching enemies behind cover too.

The shotgun is one of my least used guns, having a pretty miserable effective range. It has huge damage output up close though, so it’s really useful against larger units if I can get in close. It has only 20 ammo, so it has a reasonable amount of firepower.

The Disc launcher strikes me as one of the less useful guns, only being good against single enemy units. It has limited ammo, like 40 I think, and it homes slightly. It has decent damage and great range, so it’s better than a shotgun in most situations, but I think it’s a bit underpowered.

The armor piercing pistol is great against armored units and takes out regular units in a single shot, but that is a complete waste of ammo most of the time. It does damage like a shotgun does up close. They’re extremely rare drops however, but come with more ammo than a shotgun does, like 26 shots. Has more potential firepower than a rocket lawnchair, but takes more shots and is even more rare a drop.

The Rocket Launcher has a manual firing mode and a lock on that takes time to activate. It does tons of damage, and stuns romanovs. It has a very wide blast radius, like a grenade, making it useful for clearing tons of standard units in a close area. Better than a grenade on heavy units. Balanced by the fact that it has only 3 shots, less than anything else. Despite doing the best single hit damage, I tend not to choose it in situations with diverse enemies because it’s not flexible enough.

The laser cannon is a huge laser with great damage over time. It requires a few seconds to warm up though, and it drains energy directly from the suit, and can even overheat it. It’s really useful in situations where you won’t get fired on and need to do a lot of damage over time. It has no ammo limit, but I end up discarding it when I enter standard sections because it’s just not practical against regular enemies.

The sniper rifle is a sniper rifle. It’s useless against armored units, because a regular submachine gun gets better damage output. Its most useful in sections where the enemies are far away and you are free to line up headshots with the scope. It nearly kills an enemy on a body shot, and kills them instantly on a headshot. All the submachine guns kill instantly on headshots too, but the scope is the difference here. Also good for when an enemy is even slightly weakened.

The lock on laser locks onto a wide array of targets and fires at all of them with lasers kind of like a predator missile or something, but has shit for damage. I think it may be the most useless weapon. Takes a long time to kill even a large amount of standard units. I didn’t pick it up much at all.

There are 3 types of submachine guns and they’re all pretty similar, and good for long range engagement, and dealing damage to heavier units.

The boost machine gun is the best of the three I think, balanced by poor accuracy, small clip, and smaller ammo supply. Great damage output though, more than worth it. Drops rarely, so it’s a bit of a bonus weapon.

The heavy machine gun is my favored over the assault rifle, for better damage output despite smaller clips and less ammo. The boost and heavy machine guns both have around 260 ammo versus the assault rifle with 600.

The two grenades are also really cool and have nice application. The standard frag grenade has a great range and does great damage, which is useful against enemies big and small, especially if they’re clumped together. The EMP grenade has a wider radius and freezes the robotic enemies for a decent period of time, enabling moving forward, melee while they’re stunned, taking them out with an AOE, or just plain shooting at them.

Melee attacks are massively risky, because they instantly overheat the suit, and require moving forward into enemy lines. They leave you defenseless, so they’re a terrible idea except as a clutch defense or for attacking unassisted romanovs (large enemy units).

Interesting Choices versus Optimal Choices

“A game is a series of interesting choices.” – Sid Meier
This statement drives, this statement damns, this statement creates. Games are, no matter how you look at them, a series of decisions. Interaction, no matter how it is integrated, is offering decisions to the user. To move left, to move right, to jump, to walk, to run.
Interesting choices as Sid Meier explains are choices that the player frequently makes different decisions on in the same or similar situation(s). Interesting choices enable players to express their personal style and force them to think about their actions. Interesting choices are almost always choices that involve a tradeoff of some sort. One thing for another thing. Interesting choices are the cornerstone of RPS style gameplay and without them, tactics and strategy as a concept is impossible.
Opposing interesting choices are Optimal Choices. Optimal Choices are choices where one option is better than others. Games that feature optimal choices over interesting choices tend towards a centralized metagame where the best options dominate over worse options and gameplay involves repetition instead of exploration and thought. Simple examples of games with optimal choices are Batman Arkham Asylum, Rhythm games as a category, Racing games, and Chess, Tic Tac Toe, or Connect4 as played by AI. However from seemingly optimal choices, interesting choices can also arise.
In games such as Quake 3, Virtua Fighter, the combo systems of many fighting games, Yomi, and Mahjong, there are some decisions that are outright better than others. These relate to my concepts of integrating efficiency races into RPS style games, but ultimately each of these seemingly optimal choices make the game better overall.
In Quake 3 a vitally important part of winning matches is controlling item spawns. The Red Armor, Yellow Armor, and Megahealth, are items that each increase the defenses of the character picking them up. By grabbing these items as they spawn and smaller armor shards, one can maintain a lead over their opponents and bully them out of a lot of situations. In addition to this, there is a style of movement, strafe jumping, that is the absolute fastest way to move around the map. Naturally this means that for every map, there is a fastest way to pick up all the items in sequence as they spawn. However I can tell you right now that merely figuring this out and mastering it doesn’t dominate the metagame. The reason for this is that by making the optimal choice, by grabbing weapons and armor exactly when they pop up, you are not only required to devote attention to one area of the map, but you become predictable. The opponent can counter this on the basis of simply knowing where you will be before you’re there, and spring an ambush. For this reason, counter tactics have evolved such as delaying the timing on armor and health spawns to make movements more unpredictable and making controlling them more difficult. Beyond that, every time a character in Quake jumps, they grunt. This grunting, how loud it is, and what direction it is coming from, is a subtle hint towards where the enemy is, and moving at the fastest speed possible isn’t always the best idea, especially for ambushes and escapes.
In a similar vein, in Virtua Fighter, there are a few different types of throws, but a general rule is that the forward throw is the most powerful. In response to the different types of throws, there are different types of throw breaks. Knowing that the forward throw is the best throw, this is generally the best choice that one can make. However your opponent knows this of course and if you’re dumb enough to always go for forward throws, then they’re not gonna let you do that and will throw break you every time. The end result is that people end up using a lot of different throws because of that.
A similar example in Marvel Versus Capcom 3 is the way Team Aerial Combos pass off enemies between team mates. When pressing the S button to do a TAC, you press a direction at the same time. This direction determines if the combo victim is tossed up, wallbounced, or ground bounced. The defending player however is also capable of inputting a direction and S, and if you both choose the same one, the defending player will escape the combo, and the repelled player will take damage as punishment. The thing about the TAC is though, wall bounces and ground bounces have effects on the players’ hyper meters, and the upwards toss doesn’t. If wallbounced, the enemy will lose a bar meter and if groundbounced, you will gain a bar of meter. In this way, you can stymie the enemy out of hypers and bolster your own ability to use hypers, which can reduce their damage potential or increase yours. This in of itself is an interesting choice, but choosing either of those is an optimal choice over simply bouncing the opponent. A big reason why someone might choose to simply bounce the opponent over doing either of the meter sapping or gaining options is simply because it is unexpected and therefore has a lower risk of getting punished, enabling one to get more damage out of the combo with less risk of taking damage. However the opponent can also anticipate this and counter upwards if they anticipate it, bringing things full circle.
The combo systems of a lot of fighting games and other games are at first glance a huge matter of optimizing damage counts, this has arisen the (moronic) criticism that fighting games are all just memorization and involve no other skills or strategic thinking. Of course this ignores that frequently combos are a matter of what is possible from the starting position, the desired end position, and sometimes other factors. A combo off a crouching MK at a far distance in the center of the stage is going to have different possibilities than a launcher in the corner, obviously. Combos in a game like Devil May Cry or Bayonetta frequently have the important rule of not getting interrupted by the other enemies you’re dealing with in addition to environmental concerns. Frequently a goal with combos is also to position the enemy in such a way that they can be set up for more damage, like stuffing them in the corner or going for hard or soft knockdown. Combos are also interesting choices with regards to how difficult they are to execute, and Bread and Butter combos are usually compiled on the basis of being relatively simple to perform and not requiring special positioning. Using longer combos often means risking dropping the combo, which can lead to punishment, a famous example being the 2012 EVO SFIV competition where Human Bomb playing Sakura lost to PR Balrog playing Balrog due to dropping a lot of one frame links and eating retaliatory headbutts.
In Yomi, a card game designed by David Sirlin, there are frequently situations where you can set up something that tips the odds heavily in your favor, such as DeGray’s ability Troublesome Rhetoric, which essentially outlaws one option (Attack, Throw, Block, or Dodge) to their opponents, forcing them to play RPS without one option frequently. In other situations, one can narrow down what they expect their opponent to do and play a card that beats out multiple possibilities. I love playing Kings as Rook against beginners on the first turn because they have a tendency to start with a defensive option, and Rook’s King is faster than nearly every throw, and beats both blocks and dodges outright. However even in this situations, with a bit of anticipation, an opponent can overcome an optimal choice by simply choosing the counter to it.
In Mahjong, there is a lot of probability behind what tiles will be drawn or other opponents have based upon what you are holding, other people have discarded, or otherwise. A smart player can easily work out the probabilities behind what will produce the most effective results, like which tiles are safe to discard and which are risky, however a more clever player can figure out the intentions of their opponents and force that opponent to deal into their hand or otherwise. The anime Akagi gives a number of great examples of Mahjong strategy and probability versus mindgames in the arc featuring the fake Akagi Shigeru. Playing it safe means winning a bit more consistently, but it also prevents one from being able to game their opponents and ultimately pulling out larger victories.
Ultimately, interesting choices exist to give rise to variation and to create surprises. No one likes repetition except in a general sense. The magic of games is they change every time you play them, enabling a wide range of possible experiences. Every time I play fighting games, although many similar situations emerge, none of them are completely identical and I experience many new upsets and learn new and better methods of play. Fighting games I get sick of tend to be those where the game is so centralized on a specific concept that it dominates over all others, like reducing one set of matches in Garou with a friend to just Butt versus Butt with just jumping hard kicks and crouching light kicks and sweeps. Though I admit that I had a lot of fun there for so completely pissing off my friend by forcing the whole game to revolve around just jumping high or low and kicking.
In a lot of ways, choices are made interesting to help reinforce the central idea of the game and methodology and to prevent any one tactic from centralizing as the best tactic. If there is a section of the game that is ignored by players, then it should be made more powerful so as to entice players into using it, removed completely, or replaced with something better. If there are features in your game that players are not using, this is an indication that they are not interesting features, or rewarding features. And while it’s almost always a good idea to use everything you can, sometimes that’s perfectly alright
The Instant Kill attacks in Guilty Gear require the user to go into a special instant kill mode that drains meter, and health if they are not careful and have long activation times that are easily interrupted and cannot be combo’d into. Worse, if they fail, you are denied use of your meter for the rest of the round, and meter is very critical in Guilty Gear for Roman Cancels. This means that IKs are generally pretty silly and go unused in tournaments. However they are perfectly fine occupying that slot. Having them there, despite all the drawbacks making them inviable, still adds depth and a sense of aesthetic to the system that despite them not being exercised much, is made up for when they occasionally do actually work by someone insane enough to actually try them and succeed.
Kusoru is a famous Guilty Gear player who is known for having tremendous success for using crazy options with Sol Badguy that a player with a firmer grip on mental health would never consider. Through his crazy tactics and an ultra strong sense of fighting game fundamentals, he managed to dominate both a US Guilty Gear and Marvel Versus Capcom 3 tournament at the same event, using a number of techniques that were previously unseen. Between using frequently moves that experts shun (Such as Riot Stomp, Dragon Install, and forward high slash), and ridiculous tactics (spending an entire meter to cancel two sweeps then tick command throw) Kusoru is an embodiment of the interesting choices possible in Guilty Gear.
Of course, all of these examples are from multiplayer games, mostly because in games with RPS type interactions, optimal choices can never truly exist, while in a single player game, one set of choices dominates over all others simply because of their static nature. There is technically always a perfect option because there is no human on the other side to predict you and counterpick. However this isn’t to say that interesting choices cannot exist in a single player game too (just I like multiplayer examples better).
In Vanquish, the guns you choose matter a lot more than in any other game I’ve played that restricted you to 3 guns at a time. Every weapon is varied in its range, killing power, effective radius, ammo, total damage output, and sometimes other effects, meaning that every weapon has its time and place and choosing weapons for the situation is a big deal. Vanquish adds further interesting choices by having weapons get upgraded if you pick them up when you are already carrying that weapon at full ammo, for bonuses such as increased firepower or ammo. Beyond this, there is the interesting/optimal choice of picking up a weapon when you find it and that weapon has nearly full ammo, versus waiting to pick it up when you have less or run out. On the one hand, you get more total shots with the latter method, but that means backtracking to the weapon’s spot when you need it, which in the heat of battle can sometimes be a very costly decision. In the sniping “stealth” mission you are directly handed 3 sniper rifles to use. You can decide to immediately upgrade your sniper rifle 2 or 3 times, but considering that you need more than 10 shots to complete the mission, and may require even more if you miss, this is a terrible choice.
Sometimes games are entirely about optimal choices, such as racing games. There is a definitive fastest way to clear every track. In these cases, the game is closer to a puzzle or a test, even in multiplayer, than a game proper, and the best that can be done is to provide lots of options and to make it a difficult and kinesthetically pleasing puzzle to solve, similar to snaking in F-Zero or Bunny Hopping in Quake Defrag. It could be argued that all single player games are in a way like this, except only Racers and Rhythm games test optimization so perfectly. Most games leave a lot of room for interpretation, enabling variance and depth in play, which is frankly a lot more satisfying to most players than being based entirely on replication of the perfect method. Games such as this usually prevent repetition through having more wide and varied outcomes based on choices made with analog information and less discrete choices. The degree to which humans are even capable of being consistent results in a vast number of outcomes for individual players with such design.

Kinaesthetics/Game Feel

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Kinesthetics are the way games feel to us, also called Game Feel (as named by the book Game Feel, and I highly recommend reading it to anyone out there). The way a game feels is heavily tied to how it conveys information to us and the level of control we have over it. The way a game’s interface and the animations ingame are designed determines a lot of how a game feels to play. Humans have a sense of “visual proprioception” for games and even animated cartoons. When there is a character or moving body we become invested in it, and feel its motions in a simulation of the way we feel our own, similar to how we can recall the feelings of motions in our own mind and play them out in our head. We project ourself onto the things we see, the things we touch. It’s why I wince when I get shot in the back, it’s why people tilt their controller in racing games, it’s a big part of why the Wii took off.

Crouch jumping as a mechanic, is kinda arbitrary, but from a kinesthetic point of view, I just don’t want to do without it. When I play Half Life or Team Fortress 2, I have a sense of my characters body as I jump through the air, and crouch jumping is like pulling my feet up so I can go a bit higher, something I do in real life when I hop onto high rises in parks and balance on the edge. It’s a very natural motion to me, and it feels great to pull up my legs in a game to get that extra boost.

Despite how important interesting choices are, not everything necessarily has to be an interesting choice, sometimes you just have to do something, like 360 inputs in fighting games on grapple characters, L Cancels in Smash Bros, slashing an enemy to finish them off in No More Heroes, Snaking in Mario Kart DS or F-Zero GX, or the static bullet spray patterns in Counter Strike. I think that sometimes games are richer for having these things, because no matter how many rules a system has, it’s gotta add up to something coherent.

360 and 720 inputs in fighters are tough and require a lot of setup to perform, because otherwise you end up grabbing nothing, and this helps convey the whole idea of how tricky it is to land such a powerful move in addition to being a natural force that prevents command grabs from being too powerful. It’s a tricky motion that gives a lot of feedback and as a result feels awesome to pull off. To do a standing 720 is considered a sign of mastery over grapple characters in Street Fighter. Ordinarily to perform a 720 in a match, you need to jump in, or dash in to buffer it, and the sheer execution difficulty of doing it in place combined with the even greater feedback from the animation of the 720 than that of the 360. Honestly, every attack I do in fighting games I judge its power based purely on the feedback I get from it than anything like the health bar or actual statistics. Across fighters, more powerful moves have animations that feel more powerful, and responses to them that feel more powerful and this is a huge part of the feeling of fighting games.

In Super Smash Bros 64 and Melee, there is a technique called Z Canceling, or L Canceling (The official Smash Bros 64 website called it Smooth Landing), where if you input L, R, or Z shortly before hitting the ground, you would halve your landing time. A friend of mine always compared it to tucking in your legs before landing, or sticking the landing. It’s always advantageous and there’s no reason not to do it, but if you remove it like the mod Brawl+ did, instead halving everyone’s lag automatically, then the game just doesn’t feel the same. Project M later added in a white flash on doing it which added a positive feedback for confirmation, which is even better for players, especially those still learning the technique.

In No More Heroes, when an enemy is low on health and you hit them, a circle appears on the screen and an arrow spins around in it until it settles on a direction, then you slash in that direction to finish the enemy off. It’s more than a bit indulgent, but it completely works. It helps that they have a fancy canned animation of Travis powering up his beam katana and a huge hitfreeze when the enemy explodes into a cloud of red mist, sliced in half, pieces sliding to the ground.

Snaking in Mario Kart and F-Zero GX are tactics named for the way people who use them wind across the track in a serpentine pattern. In Mario Kart DS’s case snaking involves drifting and mashing left and right to get the drift boost as fast as possible, then drifting the opposite direction and doing it over back and forth across the track. In F-Zero’s case, it involves holding left and L, then smoothly switching to right and R over and over, to carve a wavelike pattern into the track. In both cases, it looks like stylish handling of the vehicle and it makes you reconsider the way you travel across the tracks to accommodate for your snake-like twists.

Static Bullet Spray patterns in games like Counter Strike enable players to learn which way the bullets go and adjust their aim accordingly to fire more accurately. What this does is, it allows the game to have guns that spray fire everywhere like actual guns do, but players can learn how to control the recoil of the gun with practice and aim more accurately, similar to learning how to deal with recoil in real life, giving a sort of relatable context to the action.

This may sound a bit odd, but to some degree I think this sense of momentum exists in board games or card games as well. Yomi and Puzzle Strike, games by David Sirlin that I can’t stop mentioning, have mechanics in them that to me feel like they have a certain weight or momentum to them. In Yomi, when I play a thunderclap with Rook, then chain it into more thunderclaps, it’s a strategy almost like Hugo’s linked claps in Third Strike. Or when I use a throw on someone with rook and do big damage but can’t follow it up, the way its designed suggests slamming something on the ground in the way none of the other characters seem to with their throws. Sirlin has gone to a great deal of effort to give all of his characters a sort of personality that is represented in the way they play that I personally relate back to fighting games. A lot of traditional gaming fans will say, the crunch has to match the fluff.

In a big way, kinesthetics represent the most fundamental conceptual part of how players interact with a game. All the details on interesting choices, framedata, physics, and so on, all add into how a game can feel to someone playing it. This is reflected in the level design, in the way the characters are animated, in the weapon choice, in the amount of damage different attacks do, in the overall lethality of the game, in the speed of the characters, in the way some moves connect and others don’t. There’s not any ostensibly or universally right or wrong way to do kinesthetics, unlike something like balance or depth of strategy which will or will not produce results, however there are certainly guidelines and kinesthetics can themselves help inform the way the system is designed.

In a big way, the right way to do video game design is to come up with these kinesthetic feelings and figuring out how to work rules and goals into that. Like the feeling of skydiving, extreme speed, straining to lift something and crashing it down onto something else, hopping across high places. Video games are simulations of space. Space, time, and other analog pieces of information are things that humans are naturally adept in dealing with and respond well to interacting with. Many of our most powerful games are things that have a strong kinesthetic sense and identity, such as Tetris, Mario, Sonic, Quake, Doom, Dark Souls, Castlevania, Megaman, Katamari, Megaman Zero, Shadow of the Colossus, God Hand, Devil May Cry, Pac Man, Street Fighter, Need for Speed Shift, F-Zero, Mario Kart, The Receiver, Okami, Kirby, Prototype, Infamous, Prince of Persia, Tribes, Jak and Daxter, Space Marine, Metroid Prime, Section 8, Portal, Team Fortress 2, Trauma Center Wii, and No More Heroes. Each of these has a unique and distinct feeling to the players that helps differentiate them and create an identity for them. Good Kinesthetics is as much about establishing a connection with the player as it is creating a unique identity for the game, which is part of why there aren’t any real rules on the right and wrong ways to do kinesthetics. However you can’t build a game on pure kinesthetics alone and No More Heroes is a great example of that. No More Heroes had spectacularly expressive animations and tons of segments and features that played with the player’s feelings of kinesethesia, but it fell flat in a lot of other ways. Without a solid system of interesting choices and other systems to create depth, a game has very little left.

I’d argue that beyond this, Quick Time events are a cheap way of trying to cash in on kinesthetic sensation. They have next to no gameplay elements, but are an barely interactive reaction to a kinesthetic experience. However the trouble with them is that all the inputs in these sequences tend to lack context. Actions done in standard gameplay have an established precedent and predictable context where quick time event cutscenes are segregated from normal play and consist of inputs that have no connection to anything. Quicktime events can be done better having them smoothly cut into normal play like in No More Heroes’ or God Hand’s case and by having an established context for the action you’re performing versus its outcome. In God Hand, there are quick time events that involve either escaping an opponent by rapidly pressing left and right, and ones where you mash the buttons to stack on damage or beat out an opponent’s attack. What’s great about these is that they have anticipation, the player is given warnings of it on screen before it happens in the form of the enemy approaching the character, and it cuts into the quicktime event, and during the quicktime event itself, it displays how well you’re doing. In the case of the mashing QTEs, as you mash faster, so does Gene on the screen. Best of all, all the QTEs are generally optional. The escape ones are like a last ditch attempt to escape the enemy if you mess up and get grappled, and the mash ones are a bonus if you can manage to dizzy an enemy.

In a big way, game design is about capturing interactive experiences we have, quantifying them, and enabling other people to experience and create new experiences with them. As I say, Art is the conveyance of nonliteral information. Despite being nonliteral and abstract, information is very quantifiable and this can be reflected in the design of a game.

Kinesthetics is also partially a matter of using metaphors in the form of input methods to represent actions appropriately relative to how users trigger them, such as how countless console first person shooters use triggers to shoot, Shadow of the Colossus had you grip with a shoulder button, fighting games have you go down, downforward, forward, punch to throw a fireball or otherwise use a move that moves forward, Smash Bros has directional inputs plus buttons to trigger attacks that go in specific directions, Skating games have you balance by trying to keep an icon from sliding off a bar,

Do Reboots Make Sense For Games?

Reboots exist in comics and film franchises because eventually a storyline completely arcs and there is nothing left that can be done with it. Stories and characters eventually as a part of how storytelling works, generally need to reach some type of catharsis in everything but an episodic format without significant character or plot development. Eventually Spiderman gets married to Mary Jane, and everything is working out fine, and you can’t really do much else with the character, so either you retcon something or you reboot. Or have the devil undo it. Alternatively, sometimes there are just so many restrictive elements in the canon of a story that it’s just plain difficult to write anything new without contradicting something that’s already happened and the franchise needs a reboot so that new ground can be tread at all.

Lately we’ve been seeing a lot of reboots of video games in a similar fashion to all the recent reboots of film franchises and the question that nobody has really considered is do video games need to be rebooted? Unlike film franchises, video games aren’t based on stories. Sure, video games have stories in them, much in the same way films have soundtracks in them, but it’s rare that films are made to be about soundtracks. Stories, by their nature, need to come to a type of catharsis eventually. They need to reach a resolution where the dramas of the story are set to rest and sometimes you have room to make a sequel, but frequently it’s just odd to drag characters that have reached fulfillment, or are dead, out of retirement like that. Games don’t really have that limitation because that need to come to a resolution isn’t a part of game mechanics. So do we really need reboots of games? Can the mechanics of a game ever reach a type of complete that prevents new iterations on them without tearing down the previous formula completely and starting from scratch?

One example of a series that never seems to die is Mario, specifically, 2D Mario. Mario has been trotted out with roughly the same mechanics in 2D for over 25 years. It’s received some revisions over the years, such as the ability to carry shells or other objects around and some changes in powerups, but for the most part, the Mario we have today is the same Mario we met in 1985. The closest thing to a reboot Mario ever received was Mario 64 in 1996, and again in 2006 with New Super Mario Bros. This is a long stretch of time, but 2D Mario was still being kept alive on the handheld systems with updated rereleases of previous titles, such asSuper Mario Bros Deluxe andSuper Mario Advance. For the closest thing that could beinterpretedas a reboot, New Super Mario Bros didn’t try to get away from the foundations of the series much at all, rather bringing them back just how they always were with a few new features, like the mega and mini mushrooms, wall jumping, and triple jumping.Despite the New in front of New Super Mario Bros, it’s hard to say that much had changed in it from previous Mario titles apart from the visual style.

Street Fighter is a series with upwards of 20 games in it and several subseries, with every numbered release (and whatever you’d call Alpha, EX, and some of their Versus games) being closer to a completely new take on the series rather than an update on what came before. Since Street Fighter II: The World Warrior Capcom has released about 6 titles all sporting the Street Fighter II name, depending on whether you’d include some of the updated rereleases and collections or not. By about Super Turbo, it’s arguable that Capcom really had nothing left they could do with SFII. New characters just wouldn’t fit the cast they had developed, with combinations of rushdown, keepout, grapplers, and a good mix inbetween. New mechanics probably wouldn’t be supported by the architecture they had programmed and wouldn’t mesh with the system they had already established. In 1996 Capcom rebooted with Street Fighter Alpha in a style similar to their more cartoon-like and cel shaded Darkstalkers games. Street Fighter Alpha introduced air blocking, multiple supers, tiered levels of supers, each with more power, carry over of meter from round to round, chain combos of moves from weaker to stronger in strength, alpha counters, and a few new characters (a lot of these new characters being carryovers from previous Capcom franchises and the original street fighter). The Alpha series went on to develop completely differently from Street Fighter II in style. Alpha 2 introduced custom combos, and set a very different pace for the game from other street fighter titles with its fast normals. Alpha 3 then introduced -isms, and the guard gauge and had maybe the most robust air combo system of any Street Fighter to date. Street Fighter 3 set out to redefine street fighter with beautifully animated characters, a new parry system that allowed hits to be completely blocked with good timing, attacks that all contrasted in timing to cut down on button mashing, a new dash system, EX attacks, very few normals that linked or chained, 3 different supers, and a whole new cast of characters unlike any seen before, or after, in the series. Street Fighter 4 then set out to try to try to distill the roots of the series and iterate on it with its own take. Street Fighter 4 featured focus attacks, which worked like parries from SF3, except with regenerating white health, and the ability to cancel special attacks with them. It also brought back dashes and EX attacks from SF3, but instead of selectable supers, it now has 2 ultra attacks, powered by the revenge meter. The current iteration of Street Fighter 4 has the largest selection of characters from across the franchise ever, and adds a couple new characters of its own. On top of that, SF4 is the definitively most balanced game in the franchise. To say the least, Street Fighter across its various subseries, has handled rebooting itself really well. Every version reaches a point where it’s eventually really distinct from all that follow it, and pretty much feature complete, then they start it over again with a new series. I’ve left out some of the weirder Street Fighter versions, like EX and the versus games, which are odd compared to the main series in their own right.

The Penny Arcade RPG, On the Rain Slick Precipice of Darkness, is a title I figure few have actually tried, but was actually really enjoyable in its own way. The first game set up a simple combat system which was rather dull until I discovered action queuing, which made the whole thing explode with vibrancy. During animations for damn near anything, you still had complete control over the menus, and any action queued up would execute after the current one completed, without allowing the enemies a chance to act even if they were ready to. This mechanic ended up creating a tremendously cool system of trying to judge timings for attacks, waste time with actions that had long animations to build up meter for stronger attacks, factoring in what the enemies were weak and resistant against, and tons of fun realtime evaluations of circumstances and frantically hitting buttons all over the menu, trying to completely choke the enemy out of all attacks. After a few trips around youtube, I don’t think anyone other than me discovered this rather basic trick. In any case, after 2 episodes worth of this, it seemed a lot like they had pushed the system they made to its limits and tried basically every possible combination on the theme in terms of enemy and attack variations, so naturally they switched over to a completely different format by teaming up with the Cthulhu Saves the World developers. I kinda regret that there wasn’t another one in the original style, but there just wasn’t any room to expand I believe.

A recent reboot on everyone’s minds is the new Devil May Cry game, DmC. It’s here where it is hard to hard to argue that a reboot was really necessary, or that the series needed it. Every iteration of Devil May Cry continually set up larger and larger expectations, with a greater feature set than the previous games. The original game had basic attacks and jump canceling, DMC2 had aerial raves and gun switching, DMC3 had a way more developed combat system, styles, tons of weapons, and DMC4 had style switching, a whole new character, new enemies and new weapons. DmC removed lockon, had way less technical combat, and a ton of other bad business that I’m sure you’re already aware of. Was this reboot really necessary? Devil May Cry 4 was the best selling game in the franchise, despite the killer deadlines that required them to reuse tons and tons of content. They were on the track to make a better DMC game after it, but instead they decided to reboot something that still had room to grow. They could have integrated the aspects lost of DMC3’s combat system. They could have expanded on Nero’s. They could have implemented more weapons and styles. There were a lot of things they could have expanded on.

CASTLEVANIA

METROID

The big conclusion here is, sometimes reboots do make sense for games. Sometimes games reach a level of finished where there isn’t much left to explore with them and your only choice is to define something new from scratch. However, sometimes a series is perfectly in its stride. Sometimes it just needs to grow a bit more and still try new things, even if it’s just new level designs like from Super Mario Bros to The Lost Levels. If this is the case, then a reboot can risk seriously alienating the fans, especially if it’s aimed at a broader audience and doesn’t respect the soul of the series, like so many modern reboots seem to do.

Stop trying to make your game an esport

Here’s an open letter to all competitive game developers, stop trying to make your game an esport, support the competitive scene for your game

Hearing that a game is “designed to be esports-worthy” or “designed for high level competitive play” almost always means the opposite thing to me. None of the best competitive games were designed to be competitive in any sense other than “some players win, some players lose”, none of them were designed for the

Design for fun, create accessibility where it is absolutely necessary. Any time accessibility is brought up as a reasoning for removing a feature, it’s always a bad thing. Leave hard things in the game, some people are drawn to things like that. Consider whether any given thing in question is too easy, too hard, or not hard enough, basically whether that thing should be as hard as it is relative to how useful it is.

Move for a design that creates balance across options, but don’t consider balance a be all and end all. A balanced game isn’t necessarily a fun one.

Try to design the game to have a lot of options open, the idea is predictable uncertainty. Players have to be uncertain about whether they will succeed or not, but everything they attempt should have predictable results. what they see on the screen should make sense on the basis of what they did, so that even if they fail, they know why. Consider how options counter other options, and what sort of unorthodox tools you can provide to your players. Try to make options that have a variety of outcomes and interact with other options to create more permutations of outcomes.

Don’t crush or shackle the fans with your attempts to market the game. Don’t just see esports as a huge viral marketing/astroturf campaign, leave it up to the players to make your game a success or not, and allow them

Try making it so there is an easy way to get people into the game without compromising it, meaning good tutorials, a simpler beginner character that focuses on the fundamentals and does well with just fundamental play, or generally designing so the way the system works is evident and players can derive conclusions about how everything looks from just seeing it so people can feel like they have a grasp on the game without much investment, but give people skills to master so the dedicated players can move up. If the base game happens to be complicated, don’t strip it down for the sake of accessibility, just make sure you have good teaching methods for players and a simple base point for them to get into the game and expand on from there.

Don’t design the game so that it is centralized on your continued operation as a company.

Note: This essay is less than half baked, I’d like to expand on everything in here if possible.

Phases of Level Design

This essay is meant to address the game design equivalent of pacing in films. In films there is establishment, development, twists, and conclusions. The 3 act structure. In games there is a progression between the point where you don’t understand anything of a concept, where you know a bit of the concept, and where you are so familiar with a concept that you can have your predictions fooled or distorted about a new situation.

Phase 1: Teach
Phase 2: Challenge
Phase 3: Subvert

Level design is the essential process of progression through a game. Its intent is to lay bear how the game works, test the player’s mastery of it, then try to destroy the player by all means possible once the player understands how to combat it. Good level design can be judged by the phase of the game, and by how well it constrains the player while also letting the player play off it. Phase 3 is the type of level design that we want to aspire to, but the other stages must exist because a player must learn. They can’t play at the top level immediately. This is why difficulty curves exist, to bring the player up to the top. From this point of view, level design is a process of crushing the player via any means possible, and making them accept their defeat. It’s an iterative process of building the player up so you can fairly send them to fall. To use the classic metaphor, give them enough rope to hang themselves with.

Portal and especially portal 2 is a game that never moved past phase 1, and their dev commentary expresses this. Portal 1 later on got into phase 2, and the challenge chambers satisfied phase 3. Portal 2 lacked at anything past phase 1

To a smaller extent, every area and new mechanic has to go through these phases, where first the player is taught about the new thing, the lay of the land, the new enemies, the new tools, and how they’re used or work, then they go through challenging the player, and

Beyond that, level design, and game design in general is a process of both giving the player things to work with, and making it hard on him. In general, the thought goes, how can you make this harder on the player in an intellectual way? The easiest way to make something hard is just to give the player almost no ammo and tons of enemies in tiny space without options for escape, but this isn’t interesting, it isn’t smart for the player or developer, and it’s not good level design.

A better thought process is to think about giving the player options, and the enemies means of countering these options. The difficulty comes from using the environment to the advantage of the player, from making the correct choices given the tools offered. To both succeed in terms of manual dexterity, and in terms of intellectual problem solving. Games that aim for one or the other often get neither. Beyond this, a good way to think about level design is as a process of giving the player things to do, ways to succeed, and then thwarting them, so that the player must dig deeper to try to find viable strategies. If there is a common way to exploit enemies, instead of just removing it, leave it in but give enemies a way to fight back. If there is a spot on the map where the player can stand and never get hit, then either trim it out, or put a firepit there, or make it so the player can’t hit anything while there either. If the players can easily avoid enemies by just ignoring them and running past them, then make the enemies chase them or block off exits. If you give the player the option to heal then have enemies try to close in if the player tries to get in a safe spot to heal.

A great recent example of this sort of thinking would be hotline miami which is heavily based on taking out enemies and provoking them. Enemies carry guns and melee weapons. You start out each level with just your fists. Your fists are silent, and you provoke enemies by being seen. Your fists however are inefficient, and you must pummel the enemy on the ground to guarantee they will not attack you again. Melee weapons generally have a better range than fists and kill instantly, and can be thrown to stun enemies. They are also generally silent. Guns have limited ammo, and are generally trickier to aim than melee weapons, but they kill and can do so at a distance, but the cost is that they make a loud sound which can provoke enemies that cannot see you.

Notes for expansion:
twists early on disrupt learning and consistency in the learning environment
owata style games are universally simple, so that they can throw tons of twists

Alternate proposal for phases:
1. teach
2. test
3. challenge

Stealth Game Spotting Deconstruction

This is ultimately a fine-tuned taking apart of how enemies spot you in stealth games. Might read a bit dry, enjoy.

In a conference on stealth, the Monaco developer mentioned that he red to at all times if possible have every bit of feedback to the player and all decisions be completely binary. Either yes or no. This is in contrast to a stealth genre that is seemingly devoted to more obfuscation and more gradient perceptions. His stated reason for this design decision is because in a gradating system players must learn to get a feel for the interactions which makes it difficult for beginners to act with much certainty, where completely binary interactions make it immediately extremely clear how the system behaves. I think this concept of binary versus fuzzy feedback is worth exploring. A companion idea worth relating to this is that as people have more choices they become overwhelmed by those choices and incapable of judging the choices they are making very well. A similar phenomenon might be at play here. Though as a corollary, as more choices are open, the range of expression becomes wider and more precise. I have been a fan of analog information in the past, but it may be worth investigating the benefits of its opposite, digital information. Analog information may be an easy way to create a wealth of meaningful playstates, however the difficulty of reading some forms of analog information may be its downfall. People are hardwired to recognize the rate of descent on falling objects and calculate their future positions, but something like realizing how far sound travels from you is very hard to perce ive in a digital 3D space. It may be that human minds are only good at processing certain forms of analog information and poor at processing others that have less tangible effects. Obvious example being the aforementioned process of objects moving through space, angular velocity, and the affects of physics on them. Worse analog perceptions could include things such as temperature, volume, or something like top speed versus acceleration in F-Zero, as those are represented more abstractly from their real world counterparts in a game, and some of those have no spatial visual representation. It may be possible though to augment our perceptions of those by mapping them to something spatial and visual such as a bar that fills in proportion to the fuzzy value. Back on stealth games, Mark of the Ninja is not as binary as monaco, but almost all its interactions are also extremely distinct with only small gradations where gradations exist at all. If investigations were done of more games in this respect then it may be possible to devise an overarching theory of information feedback for stealth games, or more games where information feedback is especially critical.

Worth noting is this conflicts heavily with my proposed perfect stealth spotting system, which took the complete opposite approach by making all the information as fuzzy as possible.

As a deconstruction, mark of the ninja had only 2 states of light, in the light and in the dark. The guards have 3 vision cones, one for the dark which is extremely close to them (1), one for the light which is further out (2), and one for the light that activates partial spottings, which is even further out (3). Enemies without night vision could only spot you if you were within cone 1 while in dark, or if you were within cone 2 in light. With night vision they use cone 2 all the time. Cone 3 was unused unless you were in light or I think if the guard has night vision, triggering partial spottings. Partial spottings have the guard mark your current location, then they move over to that spot until they see you or are standing on the same X coordinates as the partial spotting point, then they enter a routine where they stand in place and look around, giving up if they don’t find you and returning to their prior positions. Sound is completely binary, emanating from running footsteps and a few other sources. The source of the sound will mark an partial sighting spot, resulting in the same routine playing out. Sounds never result in alarms, only getting seen in cone 1 or 2 triggers an alarm. On normal game mode, cone 1 is displayed visually, as are partial spotting points, and sounds that can trigger guards, such as footsteps, distraction items, grappling, and environmental objects. Between these there is a set of extremely predictable and understandable behaviors while still offering a large range of potential game states.

To compare, Metal Gear Solid 1 did not have states of light, and had only 1 cone of vision, displayed on the minimap. Being in this cone would trigger an alert phase, as would assault of a guard or being seen by a camera. Creating a noise such as by stepping on a loud floor tile or tapping on a wall would trigger an investigation phase for guards close enough to hear it, causing them to move over to check out the source of the sound. If they see the player, they will initiate an alert phase, and if not they will return to the standard route. An additional and case specific example would be creating footprints in the snow, which would cause the guard to enter an investigation phase, following the footprints. This system is even more binary and more simple than Mark of the Ninja’s, and characterized the game’s emphasis on pattern memorization to get through the stealth challenges, with a few additional means such as the cardboard box, chaff grenades, and deliberately creating distractions to draw guards. Metal Gear solid displayed the viewcones and positions of guards on the minimap at all times, except during full alert status, where the radar would “jam”, preventing them from telling where enemies were. The radar would also jam when chaff grenades were used, or in certain areas such as revolver ocelot’s boss battle. The radar’s effectiveness, having both the map and enemies and yourself displayed on it, enabled players to play almost entirely using it alone.

In Dishonored there is a much more fuzzy system in comparison to the two above. The spotting algorithm’s state is clearly displayed above each guard and civilian’s head as a three stage alarm. If the player is spotted from a long distance away, the NPC will stare in the direction of the player and will fill up one or two bars of the alarm meter. Creating a loud sound somewhere in the vicinity of the NPC will cause a stage 2 alert immediately, and they will stare at the source of the disturbance. As they continue to stare at the player, the alarm stage will build up and eventually reach stage 3, at which point they will cause a full alert and chase after the player or alert other NPCs. The rate at which this alert status builds is proportional to the player’s distance from the NPC and the level of darkness they are in, with it being impossible to be completely invisible to the NPC unless they are out of the NPC’s vision cone. NPCs in Dishonored never investigate disturbances by moving around except during full alert, in which they will chase the player based on the last known location, investigate the area for a short while afterwards, and eventually return to their routes. Once an alert has been called all guards on that area of the level are permanently on stage 1 alert status, meaning they will respond to the player much more quickly in the event of a future spotting. If a player appears very close to an enemy there is a grace period before alarm is called where if they can dispatch that guard immediately, such as by assassinating them with the sword, the alarm will not be triggered at all, and they can stealth kill the guard in one hit as if they were doing it from cover. There is a similar grace period on partial sightings where one can blink away and be forgotten. It might even be on full sightings too, but I cannot remember. I’ll need to investigate more if I ever replay the game. Dishonored’s more fuzzy system is more difficult to read than the prior two, which made interpretation of it a bit more difficult for me. To alleviate this, they added an ability called Darkvision, which could be used at the cost of mana to view the vision cones of guards. Darkvision’s mana cost was only 25% of the bar, and was only a temporary cost, so in general you could bring it up at nearly any time at minimal cost. It also allowed you to view guards through walls if they were close enough.

Thief 2’s system is significantly more fuzzy and complicated than any of the prior systems. I do not understand it well enough to evaluate it at this point. I believe there are at least 5 viewcones involved, but I do not understand their operation or ranges. (found this gamasutra article, I guess I’ll have a look through this at a later point. Though I think it got adjusted in the transfer to Thief 2 from Thief 1, as thief 1 had a really irritating detection system that wasn’t very clear, and Thief 2 seemed easier to read.)
http://www.gamasutra.com/view/feature/2888/building_an_ai_sensory_system_.php

One thing worth noting after my playthrough of Thief 1 and most of Thief 2 is my analysis of the different surfaces that can be walked on and the alerting sounds they produce.

Noises have an apparent range based on the type of noise they are, with jumping being the loudest, and having the furthest range. Noises are dampened by doors, and do not operate strictly on line of sight like vision, and can go around corners. The four distinct classes of movement are all crouching movement, standing walking movement, standing running movement, and jumping. Soft surfaces such as Carpet, moss, and grass can be traversed in any form of movement without producing any sound, soft dirt I believe can be traversed in any way except for jumping, which creates noise. Harder surfaces such as soft stone or hard dirt are silent when crouching or walking, but will make noise if you run. Hard stone will make noise if you walk, and I think wood will too, though I am not completely sure. The loudest surfaces, tile and metal, will make noise regardless of the type of motion across them, but can be traversed silently by crouching and mashing the movement keys to continually reset the phase of the walk cycle so the sound never plays. It is theoretically possible to do this at higher rates of movement, but the walk cycle is much shorter the faster the movement is, so the amount of time the key can be held down is shorter as well. I imagine a macro might be able to silent run if it spammed motion keys on alternating frames.

There are three guard states, aroused, investigating, and alert. In the aroused state they will comment on slight sightings or disturbances, and I have no idea how slight this is. In the investigating state they will actively investigate the area that is of interest until the cooldown timer runs out. In thief 1 guards are immune to backstabs and the blackjack in this state, in thief 2 they are vulnerable to both. In the alert phase in both games they cease to be vulnerable. Quieter noises in the investigation state will mark a new place of interest and reset the cooldown timer, and louder noises will cause an alert. Guards in the investigation phase periodically update their place of interest to be wherever the player is at regular intervals, even if the player is perfectly concealed in total darkness. This effectively mangetizes guards to the player’s position, so the player must avoid guards even while cooldowns are going off. On tile floors or bright areas this can be very tricky. In the neutral state, quieter noises will provoke an aroused state, and in that state they will provoke an investigation state, which has the effect of creating an escalation as noises continue. When an alert state and the post-alert investigation state cools off, guards will return to their original patrols in the aroused state, and so are easily provoked, at least in Thief 1. In Thief 2, they seem to be in a neutral state instead.