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
Suboptimal parrying disrupts his attack pattern which causes him to reset/perform attacks usually not seen with an aggressive playstyle. Also, mistimed parries against certain attacks prevents his follow-up that can be “easily” countered using a Mikiri Counter. 3/3
COUNTERS - Ashina ~99% of the time performs a counter action after blocking the player’s 2nd consecutive attack. When he has ~full health, he’ll either deflect and counter with a quick slash or evade back out of reach. 1/4
These two actions serve as a primer to encourage the player to be deliberate in different ways. The predictable tempo allows the player to count when the enemy will perform a counter. Each counter attack is varied in tempo to throw the player off from button mashing attack. 2/4
The quick slash is faster than the player’s first attack. The player can be aggressive and attack right after being deflected but there’s a moderate chance the player will get hit. This <40% chance is enough to make a player hesitate from button mashing attack. 3/4
When he first performs the evade, he’ll never follow up with an attack. This allows the player to OBSERVE the enemy's defensive options without any danger. He'll chain attacks from this evade after losing health. At this point, the evade becomes a “Tell” for the player. 4/4
ATTACK REUSE - Using the same attack in different situations is a smart way for designers to keep the fight fresh and the player on their toes without greatly increasing the player’s cognitive load. (It also smartly reduces development scope). 1/2
The unblockable thrust is used as a chain attack AND as a defensive counter. As Ashina gets lower on health, he’ll start to incorporate this attack as a block counter. This also increases how many counter attacks Ashina has after blocking. 2/2
50/50 - Once he loses some health, the leap now has 2 options to branch into: thrust or spin slash. Each of these moves are defended against by using the Jump or Mikiri Counter, respectively. This is an example of a COIN FLIP decision the player has to make by reading the enemy.
PROGRESSION - During the final phase, Ashina gains a far leaping slash that could be Mikiri countered. Ashina ALWAYS performs this far leap at the start of the final phase. This gives the player an opportunity to land a guaranteed hit while making the boss feel intimidating. 1/4
Additionally, he gains 2 NEW attacks that forces the player to learn how to defend against them. This is especially difficult since most players will probably learn by dying. With no checkpoints in between each phase, the player is forced to start from the beginning. 2/4
Parrying some phase 1 attacks now adds a BRANCHING attack that wasn’t there initially. When the player parries the final attack of the flurry, Ashina will now branch into an unblockable thrust where the player must evade or use the Mikiri Counter. 3/4
This linear difficulty ramping is a design technique to continue to give the player a sense of mastery while throwing them a curveball; however the unblockable thrust added here is still a move the player has dealt with in the past making it easier to digest under pressure. 4/4
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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
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
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