DJOGamer PT
Arcane
A thread dedicated to the discussion of the Design of Combat Mechanics and associated Systems in Action games - their working, their objective, the variety of their forms and ultimately their quality.
This thread is not about any particular one style of Action Combat - be it within Figther/Brawlers (i.e. Figthing games, Hack 'n' Slashes, Beat 'em Ups, etc.) or within Shooters (i.e. FPS, TPS, Isometric/Top-down, etc.)
The reason for this, is the simple fact that for decades Action games have been blending both - we have countless game were shooting and figthing are of equal gameplay importance
This is a thread I've been thinking about for some time and while I'll personally will mostly talk about Fighters, again I stress that Shooters are equally welcome to the discussion.
With that said I'll begin with my summarised thoughts on my ideal of design and characteristics of a Melee Combat System:
This thread is not about any particular one style of Action Combat - be it within Figther/Brawlers (i.e. Figthing games, Hack 'n' Slashes, Beat 'em Ups, etc.) or within Shooters (i.e. FPS, TPS, Isometric/Top-down, etc.)
The reason for this, is the simple fact that for decades Action games have been blending both - we have countless game were shooting and figthing are of equal gameplay importance
This is a thread I've been thinking about for some time and while I'll personally will mostly talk about Fighters, again I stress that Shooters are equally welcome to the discussion.
With that said I'll begin with my summarised thoughts on my ideal of design and characteristics of a Melee Combat System:
Fundamentally, the engament of Action games comes from the choices you can make in its moment-to-moment gameplay
The Brawler subgenre in particular puts greater pressure on the player within short timeframes, as such these games require a reasonably diverse and consistently pratical array of actions that the playable character can perform
The audiovisual spectacle and the physical feedback aspect (i.e. what's commonly called game feel) is important, as it makes the action more clear (easy to follow and "read") and fun to play, but ideally that should be the icing on the cake, not the primary design focus
Since this a very mechanically focused genre, ideally the primary focus and strongest aspect of such a game, should the mechanical design
And the mechanical design, while it can take completely different forms and try to fullfill inumerable distinct gameplay experiences, it should never deprive the player of meaningful agency - the player should always have a choice regradless of the situation
The way I like to think about it, combat in a Fighter should be like a lightning fast chess match where both opponents can play at the same time
You have several pieces/actions that you can move/perform, each piece has unique properties, as such there are: contexts were each piece is more suited to operate, but each has multiple uses; some pieces and tactics can function as "counters" to other pieces and tactics; thres's a risk/reward correlation in the "power" of a certain piece and the ways it can be used (usually with the safest option being the least "extraordinary" result).
Theoretically you could win a game by using just one piece, but like in chess such approach should naturally make the game harder and require a great degree of execution from the player.
Also like in chess, ideally the design of the actions should be robust and versatile enough, allowing for a near endless amount of playstyles - i.e. it should possible, within the framework of the game, for each player to figth in own manner, therefore making the gameplay experience more personal and meaningful
The most important distinction I feel this example falls short of, is that in Chess you can not only find yourself having to use just one piece, but far worse you may find youself force to execute only 1 move otherwise its certain defeat.
Now, I do think that like in chess bad choices (and almost equally important in Action games, bad execution of the action) from the player should result in punishement and if severe enough, reduced possibilities of play.
In fact these situation can be a wonderful way to force the player to make riskier decisions and overall be a source of intense moments of Action (ba-dum-tss).
However, I believe this should never be pushed to the point where the player finds himself with absolutely no room for error and to deal with the situation he has extremely limited amount of options
Because "do exactely this or die" is an ultimatum, not a choice
Proof of this are those old arcade quarter munching bosses, that were programmed with all sort of lazy bullshit to counter any of the player's moves outside of a very specific tactic or cheesy attack
Meanwhile the best and most fondly remembered bosses are always those that while comprehensive in their figthing behaviour, still allow the player to defeat them in multiple ways