Creating Satisfying Combat Experiences

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Creating Satisfying Combat Experiences
At
Games
The Designer’s Dream
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“drop in and play” enemy behavior
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Less scripting and environment authoring
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Less predictability, more procedural
surprise moments for the player
The Reality
Sadly, “drop in and play” is:

Chaotic
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Incomprehensible
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Frustrating
Solutions
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Establish a Front
Create Layered Setups
Understand Combat Focus
Functional Cover Placement
Attack in Waves
Good Flanking Practices
Know When to Re-Direct the Front
Use High Priority Targets
Good Ally Usage
How did Insomniac Games
arrive at these concepts?
RCF: TOD and Resistance 2
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Tightly directed by Insomniac veterans
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Design staff experienced in the franchises
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R2 had very linear spaces
RCF: A Crack In Time
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Departures and promotions
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Design staff noobs to the franchise
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Less linear spaces
Back to the basics …
RCF: ACIT and Resistance 3
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Immediate and dramatic improvements
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Solid core combat means fewer changes
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More effort can be put into dramatics
Hill 609 by Fletcher Martin
Establishing a Front
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Establish two distinct fronts
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Use the architecture to help define fronts
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Use cover placement to define fronts
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Front lines determine flanking opportunities
Enemy front?
No Man’s Land?
Player front?
Example of a poorly established front
A well-established front
Layered Setups
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= 2 distinct setups both requiring enemies to
be present at the start
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Keep layers clearly separated (combat
distance)
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Use vertical space
Layered Setups
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Player only truly engages the first layer –
second layer is spectacle
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On the last 1-2 foreground enemies, pull them
back, move allies up, then allow second layer to
engage
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Player rushes the second combat-area = engage
All on same level
Needs Layering
Tons of enemies
No separation
Well Layered
Combat Focus
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= where the player’s attention is – the anchor of
the setup
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It’s narrower than you think
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Keep distinct – associate with geometry
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Can have 2 – keep distinct – separate
geographically
Combat Focus
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Keep cover positions pretty tight
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Intro enemies into a tight “home” and keep them
there
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Intros route new enemies behind the combat focus
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Player exit/goal behind the combat focus
Exit off screen
Intros from too far
Enemies too spread out
Poor Combat Focus
Player’s FOV
Better Combat Focus
Cover Placement
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Defining each setup should BEGIN with your cover
placement
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Use cover to define the front lines and combat focus
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Be conscious of facing and shape of cover
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Use cover to lure the player into their initial combat
position
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Use multiple cover positions to create player choice
Cover Placement
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Resist the urge to randomly scatter cover for realism
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Ideal Combat Distance between player and enemy
cover
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Flanking cover = 1-2 pieces of good cover (rarely
more)
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2+ cover positions for each shooter
Poor cover placement
Combat focus?
Front lines?
Initial combat pos?
Player choice?
Better cover placement
Waves - Composition
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Enemies over time is key – waves are the way
to do this
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First wave is the “gimmee” – it’s the second and
subsequent waves that are the real combat
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Each wave is *about* a single – and different –
class of enemy
Waves - Composition
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Filler enemies OK – but NOT a homogenous
mixture
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Keep melee enemies and projectile enemies in
separate waves
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Pacing across waves – build up to a crescendo
Waves - Intros
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On last 1-2 enemies in current wave
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Or on <40% health of single tougher enemy
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Intro new waves through the current combat
focus – then fan out
Waves - Intros
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Long intro paths, perpendicular to LOS
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Stagger enemy spawns – temporally and
spatially
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Dropships – intro through combat focus and
loop around battlefield
Waves – pausing between
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ONLY when there is a story reason to do so
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Exposition should happen here
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As well as your allies repositioning themselves
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This is usually a rare moment, that precedes a new
enemy intro or significant story event
Poorly done waves
Waves from afar?
Toughest enemy first?
Grunts in every wave?
Improved waves
Flanking
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A solid combat focus and front lines allow for a
flank
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1-2 good pieces of cover and a single path
define a flank (more = messy)
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Let the player get anchored before flanking (8s
delay)
Flanking
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Must flank through the combat focus
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Must call out the flanking maneuver really well
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Dialog/foley
First shot miss behavior
Additional wave makes a good flank, BUT this is
really Redirecting The Front
Bad Flanking
Flank from afar?
Front lines?
Clear flanking pos?
Better Flanking
Re-directing a front
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You must establish a new front and combat
focus
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Do on new wave entry
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Retreat remaining enemies to their new front
Re-directing a front
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Move allies up into their new front
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Call out with dialog or significant event
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Use the new combat focus to attract
player to setup exit
Needs redirecting
Now what?
Front Redirected
High Priority Targets
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Usually tougher enemies
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Take prominent positions
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Use the geography to highlight them
Separate physical space from filler enemies
Wave is “about” this high priority target
Muddled priority
Just another in the mix
Improved Priority
Tight environments
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Hand script each enemy
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Enemies generally take a single position and stick to it
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Sometimes fine to just let the enemies run wild
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example: coming upon two easy enemies in a room with no
cover
these are usually quick surprise moments
Can clump up
Can wander off
Looks dumb
Poor tight environment work
Good tight environment work
Allies
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hand scripted
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go to specific cover points every time
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in small encounters, stick to that cover point
indefinitely
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in larger encounters, can have a small home area
Allies
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keep allies and enemies separated
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allies will define the front line and the
player’s initial position
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allies should run ahead of the player to the
front line
Poor ally usage
Allies muddying the front
Player ahead of allies
Action off-screen
Better ally usage
How it all comes together …
Finally…
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“no surprise for the writer, no surprise for the reader”
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Do something unexpected
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Surprise yourself
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Surprise your leads
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Surprise the player
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