How do 3rd person melee combat games communicate GAME and HIT feel? Combat design is one part rules/goals and one part FEEDBACK. Let’s examine some popular techniques that enhance moment-to-moment interactions. #gamedesign#combatdesign 🧵 - PART 1 -
ANIMATION - In 3rd person melee games, animation readability is the FOUNDATION for game/hit feel. Properties like sound/vfx/etc enhance the animation. Attacks are authored with gameplay CONSTRAINTS (hit timing/attack distance) that focuses the construction of the animation. 1/10
In Street Fighter V, Ryu’s jab hits on frame 2 (or 0.03s) giving the animator literally NO TIME to include certain traditional animation principles. The 12 principles of animation have to be modified or even ignored depending on gameplay needs. 2/10
Melee combat animations showcase personality, intent and motion within a small window of time. EXAGGERATED POSING is a way animators can manipulate the body posture past normal range of “real life” motion. This is key to creating ACTION POSES that catch the player’s eye. 3/10
Nero’s attacks in DMC5 hit FAST. The combat is built around mixing up attacks to achieve a better rank. The player can chain moves together via combo strings and attack canceling. In the video, notice how exaggerated posing allows FRENETIC action to be readable. 4/10
The ANTICIPATION portion of an attack is considered the “wind up.” Generally, its purpose is to reach a pose that flows seamlessly into the FOLLOW THROUGH where the kinetic energy is “stored”. Its other purpose is to communicate attack intent (power, direction). 5/10
The HIT FRAMES are poses that trigger reactions, sound/VFX/cam shake/controller rumble/etc. Tekken 7 has some of the hardest hitting attacks due to animation design. In the video, the mid kick HOLDS the hit pose for a few frames to sell the aftermath of the impact. 6/10
The hit frames FEEL powerful because the end of the follow through frames do not rely on blending or excessive in-between frames. The hit frames are PRECISELY authored to show the transfer of kinetic energy from the attacker to the victim. 7/10
HIT REACTION - Newton’s 3rd law of motion states for every action (force) there is an equal/opposite reaction. Hit feel wouldn’t be BELIEVABLE without reactions that sell attack intent/KINETIC energy. Directionality/displacement are key characteristics for selling a hit. 8/10
In the video, attacks hit from various ANGLES (low/mid/high), POSITIONS (standing/crouching) and STRENGTHS (small/medium/hard). The reaction system supports a variety of attacks. Also, notice how the enemy SNAPS to a dynamic pose for an INSTANT SILHOUETTE change. 9/10
Proper SPACING between the attacker/victim ensures the hit collision makes contact in the “sweet spot.” Most melee games use game physics to IMPULSE the victim backwards a set amount based on attack strength. This kick SETS UP the next attack perfectly due to LARGE impulse. 10/10
VISUAL EFFECTS - Particles can IMPART a feeling of energy release when the directionality, shape and intensity matches the attack strength. In DMC5, Nero’s basic attacks triggers radial particles that are camera facing and can be seen at angle the player attacks. 1/4
In contrast, Nero’s heavy attacks trigger layers of fx that sell strength/directionality. Particle effects size can also be exaggerated to communicate the importance of the hit. In Hollow Knight, getting hit is a big deal as evidenced by the full screen particle impact. 2/4
Designers can use visual effects (VFX) to communicate the player’s power level. In Street Fighter V, there are normal and special attacks where the animations are shared between them, but the VFX is key to making the attacks feel more powerful/unique. 3/4
In the video, Zangief’s normal piledriver has NEUTRAL colored swirls during the piledriver. The EX version adds a unique RED trail along with the UNIVERSAL yellow highlight that signifies EX moves. The animations are shared but the layered VFX makes it feel special. 4/4
SOUND EFFECTS - Authoring sounds in the CONTEXT of gameplay rules ensure the sounds serve a ROLE. SFX can contribute to game/hit feel by conveying player states/enhancing abilities. Stylized/non-diegetic sfx have the benefit of standing out to catch a player’s ear. 1/10
In Bloodborne, Parrying is a risky ability where the player must shoot the gun as an enemy has started to attack. If the player timed it correctly, the enemy will enter a stun reaction. The sound conveys the feeling of knocking out an opponent or “ringing one’s bell”. 2/10
Stylized sounds can also be used to reinforce the THEME of a game mechanic. The Witch Time activation sound CONVEYS the actual functionality of the Witch Time mechanic which is slowing down all enemies. The “powering down” sound is something most people are familiar with. 3/10
Gameplay sounds can also reinforce UNIVERSAL rules. In Sekiro, the parry success sound is the same whether the victim is human or an animal. This RULE makes interactions with all types of enemies less confusing when the player pulls off a technical move like parry. 4/10
Non-diegetic sounds can be used to great effect to convey critical gameplay STATES. In Sekiro, the posture broken sound is used for both player and enemy since the posture system rules are the same across the game. The ominous sounding drum conveys a sense of doom. 5/10
In SFA3, an explosion-type sound plays when the player’s guard is depleted. The player is highly vulnerable during this state. The sound’s design ALIGNS with the player’s state. The sound itself also conveys a sense of destruction. 6/10
In Breath of the Wild, the player can hold the attack button to “charge” up attacks. The longer the button is held, the more powerful the attack. In addition to the animation supporting this build up, the sound conveys PROGRESSION by increasing the intensity of the “ping”. 7/7
GAME FREEZE - Freezing on screen actors is a technique that has been around for decades. Pac-Man, which was released some 40 years ago and, arguably the 1st melee game ever, froze all actors (except the Power Pellets) for ~1s when the player ate a ghost. 1/6
The freeze gives the player a moment to locate the other ghosts and strategize which direction to move in order to eat more ghosts. Pac-Man himself disappears revealing the amount of points gained which provides another layer of positive reinforcement. 2/6
Super Mario Bros freezes all actors when Mario touches a power-up but compared to Pac-Man, Mario’s animation plays out. In both games, the sound of each interaction is played in real time to create arguably two of the most iconic hit feel moments in video game history. 3/6 CONT.
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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