Combat Design
Monday, September 1st, 2008Another discussion I saw on the web sparked an interesting idea regarding combat. What it boiled down to is this: For combat to really work in game like Quake or Gears of War (or any other game), the player has to have the opportunity to improve or it gets boring fast.
This may sound obvious but many games get this wrong. Say you have a slow moving player character and the enemies can move faster than you. The player is assured of taking damage in every encounter as they simply can’t get out of the way quickly enough to avoid it. Even if they know exactly where the enemies are going to spawn from and they know their weapons backwards and forwards, it won’t matter. They simply can’t evolve the motor skills to avoid the incoming enemy shots so they will always take damage. This is something a developer might do to falsely create tension or fear but what it really creates is annoyance in the players mind.
The player doesn’t have to be faster than the enemies but he does have to have a chance to become better than the enemies through practice. Look at Quake. When people first started playing it some of the monsters were pretty scary. The Shambler was terrifying the first time it came running at you! However, now that people have figured out the attack patterns and movement cycles there really aren’t any Quake monsters that pose a serious threat to an experienced Quake player.
And that’s a good thing. The players were able to evolve to that level of mastery and had a great time doing it.
Don’t handicap your players unnecessarily. Let them evolve. Your game will get played longer and people will have more fun.