How do Valkyries in God of War share moves/behaviors, yet offer unique challenges? The combination of altering attack roles/properties/composition forces the player to RELEARN the familiar. Let’s compare the behaviors between Gunnr, Kara and Geirdriful. #gamedesign#combatdesign
MOVESET BREADTH - Gunnr has 2 standalone attacks whose ROLE is to ENCOURAGE parry (yellow FX); their anticipation window/attack speed are similar to allow for consistent parry timing. The air version encourages players to Axe Throw. 1/2
Kara/Geirdriful have 6 and 8 standalone attacks, respectively. Kara shares Gunnr’s Dash, but the CONTEXT of the fight makes this dangerous. If the player mistimes a parry/plays defensive, they’ll be vulnerable to nearby Draugrs. The Draugrs add an element of TENSION. 2/3
Geirdriful shares some moves from both Gunnr and Kara, but adds 2 unique attacks for a formidable/well-rounded moveset. Since the player can encounter these three Valkyries in any order, their moveset differences could throw the player off or increase/decrease challenge. 3/3
COGNITIVE LOAD - Gunnr ENCOURAGES the player to parry, but doesn’t require it. All of Gunnr’s attacks can be evaded left / right / back or parried (except the one unblockable attack). Strict memorization or technique isn’t required. 1/4
Gunnr only has 1 Unparryable (RED) attack. This attack is only performed after a series of initial attacks, so the player has plenty of time to prepare. The unblockable attack has almost ZERO tracking so the player can evade to the right with minimal precision. 2/4
Unlike Gunnr, Kara’s has 2 attacks that strongly FORCES the player to evade/block. Since these attacks have similar startup poses, the player must IDENTIFY the red FX to choose evade or block. Advanced players can use Axe Throw since she's in the air more often than Gunnr. 3/4
Their opening attacks serve to highlight their differences. Gunnr/Geirdriful always evade to the opposite end of the arena and Kara always performs a Draugr summon. 4/4
ATTACK COMPOSITION - Kara uses the Feather shot once (standalone). Geirdriful STRINGS together at least 2 to keep PRESSURE. Mirroring an animation is a gamedev technique to add attacks w/out increasing budget. Some game engines do this programmatically without a new asset.
ATTACK PURPOSE - The Wing swipe is another shared attack whose purpose is different among all three Valkyries. Gunnr uses this attack as a stun lock COUNTER. Kara’s Wing swipe is a standalone attack that gives her another MIXUP when evading away and resetting the fight. 1/4
The range that Kara’s Wing swipe is initiated causes it to miss on purpose. This serves to lull the player to sleep and bait them into attacking if they aren’t paying attention or become greedy. The small burst of forward translation at the end makes this attack DECEPTIVE. 2/4
Geirdriful’s wing swipe combo is the same as Gunnr’s, but used as a standalone attack (as opposed to Gunnr’s counter attack). This gives Geirdriful another MIXUP to make the fight less predictable. 3/4
Geirdriful shares the Gunnr wing thrust unblockable but as a standalone attack with increased translation/speed. If the player fought Gunnr first, then the REMOVAL of the wing swipes before the wing thrust unblockable, will force them to RELEARN the cadence of this attack. 4/4
ATTACK RANGE - Gunnr usually evades away to initiate her standalone attacks. This gives the player an obvious visual tell but also a HUGE amount of layered anticipation time ~2-3s to prepare and react to the subsequent attack. 1/3
Gunnr has virtually no downtime after evading and then attacking which arguably makes the fight easier. This removes one less variable the player has to strategize against. The designers’ kept the intensity HIGH, but actually put the enemy in a VULNERABLE position. 2/2
Geirdriful has 6 FAR range attacks that forces the player to RESPOND in different ways. She stays safe while keeping the PRESSURE. Her lone closing attack is unparryable and gives her a HIGH RISK/HIGH REWARD attack compared to Gunn/Kara’s dashing attack that can be parried. 3/3
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What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
FORESHADOWING - The thoughtful placement & introduction of an enemy can be used to indirectly train the player for a much harder fight later. In general, boss fights requires the player to deal with intense boss abilities/patterns where learning is often done through dying. 1/2
Boss designs that build on or have similar behaviors to enemies already encountered allows the player to have a basic strategy and muscle memory as a foundation. The aggressive Vengefly has a dash attack that is very similar to the Hornet boss you fight a few minutes later. 2/2
How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign#combatdesign 🧵
PLAYSTYLE - The player can influence the predictability of the fight with an aggressive playstyle with a mix of attack pressure and parry mastery. Passive or evasive playstyle invokes Ashina to perform arguably harder and a wider array of attacks to deal with. 1/3
Ashina’s neutral attacks (non-defensive attacks) have tricky movement/timing characteristics and hit with more frequency than counter attacks. He also has an unique unblockable grab out of neutral. Ashina rarely performs these attacks when on the defensive in the early fight. 2/3
How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign#combatdesign
GOD OF WAR (2018) - God of War employs a controller layout similar to most First Person Shooters in order to make Axe throwing intuitive and accessible to a larger number of players. Holding L2 brings up a reticle to indicate the Axe is ready to be aimed.1/5
The player can freely use their right thumb to move the camera around to select their target. R1/R2 buttons become contextual and serve as Axe throw attacks. In all, R1/R2 are overloaded with 5 unique movesets! (axe throws, axe attacks, barehanded, chains, rune attacks) 2/5
What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign#combatdesign 🧵
Generally, in melee combat games, taking damage disables the player’s input for a small amount of time and becomes vulnerable to follow up attacks. If the player gets hit consecutively without being able to escape (dodge/block) this is usually referred to as STUN LOCKED. 1/4
In DMC5, the reaction system has safeguards to prevent Nero from getting stun locked. If hit during a reaction, the 2nd hit will not trigger a reaction (only damage). If hit multiple times within a short time, he’ll play an EJECT reaction that prevents follow up attacks. 2/4
What are some design elements that make a challenging boss in Sekiro? Overall, Sekiro bosses skew hard compared to other action games so each boss needs to provide unique challenges. Let’s look at one of the middle difficulty bosses - the Guardian Ape. #gamedesign#combatdesign
ARMOR - Hit armor is an attribute that allows the enemy to absorb hits without taking hit reactions or having their current action become interrupted. This provides a risk / reward element in which the player must learn when each attack will hit. 1/3
There’s a limited number of attacks the player has time to land after the Ape has finished attacking. The player must be deliberate in how many swings to attempt before deciding to stop, block or evade. 2/3
- PART 2 - #gamedesign#combatdesign Game freeze can also be used as NEGATIVE reinforcement. In Hollow Knight, the game freezes every time the player takes damage. In Bayonetta, the game freezes when she takes damage but only when the she’s past a certain health threshold. 4/6
The CONTEXT of how freeze is used makes sense for the rules of these respective games. Bayonetta is harder to hit and has more health so taking damage isn’t frequent; conversely, Knight’s health is an important resource that needs to be managed against casting spells. 5/6
In Street Fighter V, game freeze is used to inform the players that special attacks have been initiated. Aside from providing an exciting/visceral action, the freeze gives the players time to plan their next action given the highly technical nature of the game. 6/6