controlling chaos designing compelling combat in action games adam bormann

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Controlling Chaos Designing Compelling Combat in Action Games

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Post on 18-Nov-2014

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In real life, combat is unpredictable and chaotic. If games tried to realistically model combat, it would create random-feeling combat, and wouldn’t be very much fun, and far too difficult. In action games, we use systems and design principles to create scenarios were we can control the chaos, and teach the player to predict what may happen. Once they feel comfortable, the player can start playing the game intentionally; understanding the choices they are making, and anticipating what challenges the designers might throw at them next. Once the player understands how to make meaningful choices in a combat experience, your game can become an engaging and compelling experience. We will look at decisions designers often make about weapons, player abilities, cameras, combat intensity and difficulty, enemy design and patterns and see how these choices affect a player’s experience and enjoyment. By examining how designers can clearly communicate the options the player has and whether or not they chose the right option, we can learn about how the player and the designers have a dialogue through the game. Players who understand the choices that they are making in combat, can predict probable outcomes, and aren’t overwhelmed by the chaos of the game will be more engaged and will have more fun, even when the game is challenging.

TRANSCRIPT

  • 1. Controlling ChaosDesigning Compelling Combat in ActionGames

2. Introduction Adam D. Bormann Lead Gameplay Designer 2K Games, Novato, California 3. What is compelling combat? The player can Learn the tools Recognize and learn the patterns Prioritize and optimize The player needs the right level of intensity The player needs the right level of challenge 4. Learning the toolsThe Controls 5. Learning the toolsThe Controls 6. Learning the toolsCamera 7. Camera Feel 8. Camera View 9. Learning the toolsCharacter 10. Learning the toolsWeapons 11. Recognizing andLearning the Patterns Signs Feedback Enemy Archetypes 12. Signs 13. Feedback 14. Enemy Archetypes 15. Enemy Prioritization 16. Enemy OptimizationCheckpoint Test 17. Intensity vs Difficulty 18. Managing Difficulty 19. Combat Pacing The Art and Science of Pacing and SequencingCombat Encounters Travis Hoffstetterhttp://www.gamasutra.com/blogs/TravisHoffstetter 20. Managing Intensity 21. [email protected]