How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games. #combatdesign #gamedesign ImageImageImage
Sekiro replaced the global stamina system from Souls game and implemented a Posture/guard meter. This discourages the player from being PASSIVE; however, the addition of the Parry mechanic allows the player to COUNTERACT this limitation via skill and mastery of each enemy. 1/5
Combat mechanics in modern melee action games have their roots in fighting games. Guard meters have been around for 20+ years and their purpose is to discourage players from INACTION. Since fighting game rounds are time limited, guard meters force the pace of the action. 2/5
Street Fighter Alpha 3 takes this a step further by losing a chunk of guard meter every time the player gets Guard Crushed. This extra tension creates emergent situations where strategy, counter-counter strategy and risk taking increases tenfold. 3/5
Sekiro’s Posture system is slightly more forgiving, yet functions similarly. The meter fills up as you block (or take damage). If the player is blocking as the meter overflows, they become stunned/vulnerable for a few moments. 4/4
Posture reduces fastest by, ironically, blocking (without getting hit). Parrying is HIGH RISK (mistime a parry and increase your posture) HIGH REWARD (increase ENEMY posture meter/stall yours). Attacking/evading/sprinting stall your meter as a way to balance unlimited usage. 5/5
Rage mode in God of War is a PASSIVE system where an (orange) meter fills up based on SUCCESSFUL attacks. The player isn’t forced to resource manage and it operates separately from the special move cooldowns. Instead of encouraging a playstyle, Rage mode serves as a REWARD. 1/6
Rage mode also has its roots in a common fighting game mechanic called Super meter. A bar fills up over time, and once full, gives the player access to a new ability. Super Street Fighter 2 Turbo was one the first fighting games to introduce this mechanic, some 27 years ago. 2/6
The player can activate it to unleash massive damage. The Rage meter is a mechanical interpretation of the metaphor “Get Out of Jail Free Card.” Its advantageous to use in ANY situation. There are a handful of elements that make this mechanic extremely FORGIVING/POWERFUL. 3/6
The Rage meter can ONLY deplete if activated. The player isn’t penalized for playing poorly as you see in the 1st part of this video. The ACTIVATION serves as a powerful hit that launches nearby enemies. A full screen filter let’s the player know they are in a special state. 4/6
Kratos plays unique attack animations for Light/Heavy Attacks. The translation/reach of attacks is also increased to ensure the player has less chance of missing. The meter reduces on every attack button press as well as over time, so there's a small layer of strategy. 5/6
Enemies play UNIQUE hit reactions to sell the feeling of immense power. Also, the player gains some health over time and with each successful hit to enhance this RUBBER BAND mechanic. Finally, Kratos doesn’t play a hit reaction and I suspect there's damage reduction when hit. 6/6
In Spider-Man, the Focus bar is divided into 3 segments. It fills as Spidey attacks/takes damage. Each segment allows Spidery to perform 1 Finisher. The player can use meter to Heal as well. Similar to God of War, the bar doesn't deplete based on poor performance. 1/2
This element of choice/strategy designed into one meter is another staple of fighting games. In Street Fighter V, the player can choose to use each individual segment to pull of special "EX" moves. Or they can wait until bar is full to perform a Critical Art (super move). 2/2
The Regain system in Bloodborne is a high risk/situational-reward mechanic that allows players to regain a portion of health they just lost. When the player gets hit, the player loses health but can fill up their health up to a certain point (indicated by the white tick). 1/2
The player has ~3s to incrementally gain back health per successful attack. If the player is hit during this timeframe, the player loses the chance to gain back that initial chunk of health. This is an example of a HARDCORE rubber band mechanic with DIMINISHING returns. 2/2

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More from @jasondeheras

7 Apr
What are some techniques melee combat games use to add DEPTH to player actions? Depth = “doing more with less.” Deep mechanics gives the player more possibilities to explore/master. Let’s examine some popular techniques for adding mechanical depth. #gamedesign #combatdesign 🧵 ImageImageImage
INPUT DEPTH - Input depth requires the player to manipulate button inputs in various ways. A single button input can be pressed/held/released and each of these input types can have timing variance (fast, slow, delay, long) to create a wide array of input timing/feel/intent. 1/10
Devil May Cry combat is built around single button input depth that allows the player to mix up their attacks. This type of depth COMPLEMENTS the combat rating system which encourages the player to mix up their attacks to look the most Stylish. 2/10
Read 25 tweets
7 Mar
How do Hollow Knight enemies provide meaningful challenge with minimal behavior? Each enemy builds on the ones before it, introducing small TWEAKS. These INCREMENTAL changes forces the player to be deliberate. Let’s look at EARLY GAME enemies. #gamedesign #combatdesign 🧵
VARIANTS - Husk Wanderer and Husk Hornhead are perfect examples of NUMBER-BASED variants. Their base behavior is EXACTLY the same except for 3 variables: charge speed/distance and hit collision reach. 1/5
Husk Warrior is a LAYERED variant that builds upon the previous offensive Husks, but adds an entirely new behavior (Blocking) that forces the player to wait for enemy attack recovery to land hits. The player can sneak in hits during sword swings, but requires good spacing. 2/5
Read 20 tweets
28 Feb
How do you realize the fantasy of being Spider-Man while creating approachable combat for the mass market? The player’s core mechanics need to have a LOW BARRIER of entry AND make you feel like a SUPERHERO. Let’s look at Spider-Man’s combat system. #gamedesign #combatdesign🧵
FANTASY - The EXPECTATION of how Spider-Man should FEEL in combat is ingrained in players' minds before they even play the game. Combat mechanics need to showcase Spider-Man’s LORE of Strength, Speed, Agility, Reflex, Balance, Healing properties.
CONTEXTUAL ACTIONS - The visual BREADTH in Spider-Man’s actions does not increase the player’s technical burden or alter acquired muscle memory. The actions change based on Spidey’s state (wall, ledge, ground, air, timed, close/far range), but the button input remains the SAME.
Read 21 tweets
21 Feb
God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵
HARD LOCKS - This enemy category ELIMINATES at least one of the player’s tools. The player is FORCED to ENGAGE with another player mechanic. In this video, the Hel-Reaver causes basic axe attacks to bounce off. The player must switch to Barehanded stance to inflict damage. 1/4
While the Hel-Reaver puts the player in a vulnerable reaction when hit, the Revenant EVADES away when the player attempts any Axe attack including Axe throw. The player is forced to use Atreus's arrows to stun her and allow Kratos to land a few hits before she resets. 2/4
Read 10 tweets
18 Feb
What makes a combo feel POWERFUL? Most melee action games have a series of related attacks the player can STRING together. Combos usually have a FINITE number of moves until they END. Let’s look at Kratos’s barehanded combo in God of War #gamedesign #combatdesign 🧵
CADENCE - Combos are a TOOL the player uses to make PROGRESS on an enemy. The cadence/tempo of a combo gives the player a sense of progression and anticipation towards a satisfying climax or FINISHER. "Even" or linear feeling combos tend to be less exciting. 1/2
Notice in this diagram that the TIME in between each hit grows progressively smaller, EXCEPT right before the final hit where the amount of ANTICIPATION frames is the LONGEST. 2/2
Read 12 tweets
14 Feb
Enemies exist to encourage/discourage various strategies (and to make the player feel smart among other reasons). Sekiro is largely built around parrying (and stealth). Let’s examine the EARLY GAME enemies and what they try to INVOKE from the player. #gamedesign #combatdesign
GRUNT - This enemy is helpless once he starts blocking Wolf’s attacks and will be Posture broken in a few hits. His only STRENGTH is taking advantage of a PASSIVE player. Once you block his opener, he’s hyper aggressive forcing the player to evade to mitigate Posture break. 1/2
He has a VARIED mix of opener attacks (different anticipation poses, slower/faster hit frames) whose sole PURPOSE is to trick you into parrying early so he can force you into block stun. If there are nearby enemies, a passive strategy will be less effective and dangerous. 2/2
Read 12 tweets

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