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 🧵
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
Delayed inputs force players to fight their INSTINCT to button mash. In DMC5, the player must press attack during a certain RANGE of time during the initial animation to perform this sword slam. If they press too fast, the next attack in the combo will trigger instead. 3/10
Once the sword slam is triggered, there’s yet another LAYER of input (fast tapping) that is communicated through this animation. The faster the player presses attack, the more slams they are allowed to perform until the combo ENDS in a finisher. 4/10
HOLD inputs are another common method to increase the player’s arsenal without adding extra buttons. Generally, hold attacks have long anticipation before they trigger. If the animation is authored with this gameplay constraint, the posing will serve to enhance this buildup. 5/10
In Spiderman, the hold attack sends enemies into the air. In the first few frames, you can see the normal attack; if the game detects the button is held past a certain frame, the animation will instantly blend into the launcher ensuring normal attacks can be responsive. 6/10
Defensive mechanics can be designed with input depth. Sekiro’s parry/block is a single input. Press block right before an enemy hits to parry or HOLD block to have your guard up. The benefit of this depth is the forgiving nature - mistime a parry and the FAIL STATE is block. 7/10
In Metal Gear Rising, the parry/block button IS the attack button! The player must press the Left Stick in the direction of the incoming attack and press attack simultaneously. This layering requires more technical skill to master, but, arguably, a more REWARDING experience. 8/10
Royal guard is DMC’s version of a blocking mechanic except with multiple LAYERS of technical complexity! The player can hold down the button to block incoming attacks but incur small damage. If the player presses block at the moment they get hit, they won’t take damage. 9/10
The timing window is STRICT (~0.2s), requiring HIGH technical PRECISION from the player. If the player RELEASES block (and locks on while pressing a direction) at a specific time frame they deal MAJOR damage to any enemy. High player technical skill results in HIGH REWARD. 10/10
COMPLEMENTARY DEPTH - Mechanics that ENHANCE another mechanic provides motivation towards mastery. Nioh’s Ki Pulse is a TIMING-BASED mechanic that allows the player to regain stamina back at a faster rate compared to normal stamina recovery. 1/3
There are 2 levels of timing (ok/perfect) that determines how much Ki the player recovers. The player must layer this input into the flow of combat. The mechanic is simple but the added tension of performing it in combat makes this an opt-in risk/reward mechanic. 2/3
DMC’s Exceed system is mechanically similar to Nioh’s Ki Pulse, but in pure DMC fashion, mastering this technique requires the player to use strict timing. The player must press L2 right when an attack hits. The player can press L2 normally but takes longer to fill up. 3/4
In the video, it takes ~3-4 L2 inputs to fill an Exceed pip (upper left). Each pip enhances an attack with extra damage and is used up on each hit. But the player can SHORTCUT this fill up threshold by pressing L2 right when an attack lands to instantly fill up a pip. 4/4
ADDITIVE DEPTH - Bayonetta’s Witch time is an example of additive depth. Pressing evade performs a dodge. Pressing evade right before getting hit, triggers a global slowdown where enemies are slowed. The player uses the SAME input to MODIFY the outcome based on a SKILL TEST. 1/3
This skill-based mechanic requires no resource to perform and is generally safe when mistimed. It’s also easy to trigger by accident (which is good!). The player is locked out for a few seconds if evade is continually spammed as a GENTLE REMINDER to be more deliberate. 2/3
Spiderman’s evade is a different take on Witch Time. Evade right before getting hit to contextually change the evade into an evade attack. This additional ability (acquired through an upgrade) keeps the button command the same, but requires stricter timing to pull off. 3/3
CONTEXTUAL DEPTH - Player characters are designed around STATES such as Movement/Blocking/Attacking/Targeting. The type of attack can vary based on the current state but utilizing the same input. A common contextual MODIFIER is performing unique attacks if holding Block. 1/6
In Sekiro, Combat Arts are performed by pressing Block (L1) and Attack (R1). Since the player is usually blocking or attacking, this dual input requires the player to be strict and deliberate when choosing to perform either action to avoid accidental triggering. 2/6
If the player wants to attack normally, they need to first RELEASE the block button. Combat Arts are resource-driven, so the player’s technical burden is increased simply by the addition of these special attacks and the pressure of not wasting resource. 3/6
Locking onto an enemy is another CLEAR state to modify the attack button. In DMC5, the player is given access to at least 1 unique attack (uppercut/launcher) when locked on and pressing the Left stick away. Additional moves can be purchased that are gated behind Locking on. 4/6
Since the player can move freely in any direction, pressing the Left Stick away is player relative. Once locked on, however, pressing Left stick away always means opposite of the player’s target. These DIRECTIONAL inputs become reliable modifiers to perform unique attacks. 5/6
In Bloodborne, the player must press the Left Stick forward/attack SIMULTANEOUSLY to perform a unique attack. Since the player uses the Left stick to move, the designer’s didn’t want this attack to happen accidentally. This dual input requires strict and deliberate timing. 6/6
FINAL THOUGHTS - Mechanical depth provides a strong CONNECTION between player action & game feel. A downside is a high technical ceiling to perform these in the heat of battle. A solution to mitigate this is to BALANCE the player’s need to require these for a satisfying exp.
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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