Jason de Heras 🎮 Profile picture
Game Director Jedi team @Respawn. Fmr Design Director Jedi: Survivor.Lead Combat Design Jedi: Fallen Order. Combat Design God of War 3/Ascension. 2x @Evo Top 8.

Feb 8, 2021, 19 tweets

Melee combat design is the art of creating rules that determine when/how a player or enemy are allowed to hit each other. The inclusion of key rules determines the player’s technical burden. Let’s compare God of War/ Sekiro who have similar mechanics. #gamedesign #combatdesign 🧵

ATTACK TARGETING - Generally, the player has to control 2 axes (player facing and camera facing) during intense reaction-based gameplay. Eliminating the need to use the Left Stick to aim towards a target greatly reduces the chances of an attack missing. 1/4

In God of War, the attack targeting (or “soft targeting”) is EXTREMELY forgiving. Without touching the Left Stick (aka “Neutral” stick test), Kratos automatically turns to his target on the initial frame the attack input is registered. 2/4

In Sekiro, performing the same Neutral test, Wolf doesn’t rotate towards the enemy but instead attacks based on his previous player facing. Sekiro gives the player full control whereas God of War wants to ensure everyone feels like a god. Design for your intended audience! 3/4

Both games have manual lock on (R3) but it’s not required in God of War since they also have auto lock on based on proximity to target. It seems like a conscious design choice for Sekiro to encourage manual lock on. In the video, Kratos automatically strafes when I get near. 4/4

ATTACK STEERING - Once the attack starts, the amount the player can “steer” the attack away from the intended target determines how consistent the attack will hit. Less steering guarantees the attack will hit but reduces player agency and provides a bit of risk/reward. 1/3

In God of War, once the attack has acquired its target, you CANNOT steer Kratos away from the target no matter how far or fast you push the Left Stick away. In the video, the Left stick is pushed in the opposite direction of the enemy. 2/3

In Sekiro, you can steer the attack away at ANY TIME during the duration of the attack. In the video, I'm using the Left Stick to direct Wolf after I've pressed the attack button. 3/3

CANCEL RULES - The ability to cancel an action with another action is a common fighting game term called Canceling. Generally, the earlier you can cancel an attack with Block or Evade, the more forgiving the combat system along with increased player agency. 1/4

In God of War, you can Block/Evade cancel at ANYTIME during the attack (except during hit frames). Since the parry has no startup frames, this increases the chance the player may parry on accident when block canceling, making the player feel powerful. 2/4

In Sekiro, you have a small window at the start of an attack to Block or Evade cancel. Once the attack has committed, you cannot cancel until post hit frames. The decision to lock out canceling until post hit frames is partly due to exploiting stun lock on enemies. 3/4

ATTACK LERP - Judging distance to an enemy is a fundamental element of melee combat. Generally, hero attacks vary in their ATTACK REACH. An attack that fails to reach puts the player in danger. Artificial reach or lerp gives the player a better chance to land a hit. 1/3

God of War, unsurprisingly, has a generous amount of lerp that provides “suction” to an enemy ensuring the attack hits even if the player misjudges distance between player and enemy. In the video, you can see the normal attack reach and then the extra lerp at the end. 2/3

Conversely, Sekiro requires the player to be thoughtful and precise when choosing to attack. Missing an attack or “whiffing” is an important fail state that teaches the player to be thoughtful and learn the combat system / enemy patterns. 3/3

CAMERA CENTERING - Both God of War and Sekiro rotate the camera behind the player when attacking to gain an optimal view of the player and enemy. In the video below, there is zero input on the Right Stick (camera). Another useful rule to ease the player's technical burden.

INPUT BUFFERING - Determining player intent on when they want to continue attacking is usually handled 1 of 2 ways. If the player presses attack button 2x during the startup, most games "store" that input, then wait for the hit to land before the next attack plays. 1/3

In God of War, there is GENEROUS input buffering. In this video, I press attack 2x as fast as possible during the first attack and ALWAYS get the follow up attack. 2/3

In Sekiro, there is ZERO input buffering on normal attacks. This is a conscious choice to force the player to be precise and methodical when performing an attack. They give the player full control to develop mastery but also remove blame from the game when they fail. 3/3

EDIT- INPUT BUFFERING - Sekiro has input buffering but it's LATE in the attack (hit frames). This means you cannot mash attack and get a follow up attack unlike God of War which allows EARLY input buffering. Precision/intent/risk (Sekiro) vs encouraging damage output (God of War)

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