At Games The Designers Dream drop in and play enemy behavior Less scripting and environment authoring Less predictability more procedural surprise moments for the player The Reality ID: 188929
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Creating Satisfying Combat Experiences
At
GamesSlide3
The Designer’s Dream
“drop in and play” enemy behavior
Less scripting and environment authoringLess predictability, more procedural surprise moments for the playerSlide4
The Reality
Sadly, “drop in and play” is:Chaotic
IncomprehensibleFrustratingSlide5
Solutions
Establish a Front
Create Layered SetupsUnderstand Combat FocusFunctional Cover PlacementAttack in WavesGood Flanking PracticesKnow When to Re-Direct the FrontUse High Priority TargetsGood Ally UsageSlide6
How did Insomniac Games arrive at these concepts?Slide7
RCF: TOD and Resistance
2Tightly directed by Insomniac veterans
Design staff experienced in the franchisesR2 had very linear spacesSlide8
RCF: A Crack In Time
Departures and promotionsDesign staff noobs
to the franchiseLess linear spacesSlide9
Back to the basics …Slide10
RCF: ACIT and Resistance 3
Immediate and dramatic improvementsSolid core combat means fewer changes
More effort can be put into dramaticsSlide11
Hill 609 by Fletcher MartinSlide12
Establishing a Front
Establish two distinct fronts
Use the architecture to help define frontsUse cover placement to define frontsFront lines determine flanking opportunitiesSlide13
Example of a poorly established front
Player front?
Enemy front?
No Man’s Land?Slide14
A well-established frontSlide15
Layered Setups
= 2 distinct setups both requiring enemies to be present at the start
Keep layers clearly separated (combat distance)Use vertical spaceSlide16
Layered Setups
Player only truly engages the first layer – second layer is spectacleOn the last 1-2 foreground enemies, pull them back, move allies up, then allow second layer to engage
Player rushes the second combat-area = engageSlide17
Needs Layering
Tons of enemies
No separation
All on same levelSlide18
Well LayeredSlide19
Combat Focus
= where the player’s attention is – the anchor of the setup
It’s narrower than you thinkKeep distinct – associate with geometryCan have 2 – keep distinct – separate geographically Slide20
Combat Focus
Keep cover positions pretty tight Intro enemies into a tight “home” and keep them there
Intros route new enemies behind the combat focusPlayer exit/goal behind the combat focusSlide21
Poor Combat Focus
Enemies too spread out
Intros from too far
Player’s FOV
Exit off screenSlide22
Better Combat FocusSlide23
Cover Placement
Defining each setup should BEGIN with your cover placement
Use cover to define the front lines and combat focusBe conscious of facing and shape of cover Use cover to lure the player into their initial combat positionUse multiple cover positions to create player choiceSlide24
Cover Placement
Resist the urge to randomly scatter cover for realism
Ideal Combat Distance between player and enemy coverFlanking cover = 1-2 pieces of good cover (rarely more)2+ cover positions for each shooterSlide25
Poor cover placement
Front lines?
Combat focus?
Initial combat pos?
Player choice?Slide26
Better cover placementSlide27
Waves - Composition
Enemies over time is key – waves are the way to do thisFirst wave is the “
gimmee” – it’s the second and subsequent waves that are the real combatEach wave is *about* a single – and different – class of enemySlide28
Waves - Composition
Filler enemies OK – but NOT a homogenous mixtureKeep melee enemies and projectile enemies in separate waves
Pacing across waves – build up to a crescendoSlide29
Waves - Intros
On last 1-2 enemies in current waveOr on <40% health of single tougher enemy
Intro new waves through the current combat focus – then fan outSlide30
Waves - Intros
Long intro paths, perpendicular to LOSStagger enemy spawns – temporally and spatially
Dropships – intro through combat focus and loop around battlefieldSlide31
Waves – pausing between
ONLY when there is a story reason to do
soExposition should happen hereAs well as your allies repositioning themselvesThis is usually a rare moment, that precedes a new enemy intro or significant story eventSlide32
Poorly done waves
Toughest enemy first?
Waves from afar?
Grunts in every wave?Slide33
Improved wavesSlide34
Flanking
A solid combat focus and front lines allow for a flank
1-2 good pieces of cover and a single path define a flank (more = messy)Let the player get anchored before flanking (8s delay)Slide35
Flanking
Must flank through the combat focusMust call out the flanking maneuver really well
Dialog/foleyFirst shot miss behaviorAdditional wave makes a good flank, BUT this is really Redirecting The FrontSlide36
Bad Flanking
Front lines?
Flank from afar?
Clear flanking pos?Slide37
Better FlankingSlide38
Re-directing a front
You must establish a new front and combat focus
Do on new wave entry Retreat remaining enemies to their new frontSlide39
Re-directing a front
Move allies up into their new frontCall out with dialog or significant event
Use the new combat focus to attract player to setup exitSlide40
Needs redirecting
Now what?Slide41
Front RedirectedSlide42
High Priority Targets
Usually tougher enemiesT
ake prominent positionsUse the geography to highlight themSeparate physical space from filler enemiesWave is “about” this high priority targetSlide43
Muddled priority
Just another in the mixSlide44
Improved PrioritySlide45
Tight environments
Hand script each enemy
Enemies generally take a single position and stick to itSometimes fine to just let the enemies run wildexample: coming upon two easy enemies in a room with no coverthese are usually quick surprise momentsSlide46
Poor tight environment work
Can wander off
Can clump up
Looks dumbSlide47
Good tight environment workSlide48
Allies
hand scriptedgo to specific cover points every time
in small encounters, stick to that cover point indefinitelyin larger encounters, can have a small home areaSlide49
Allies
keep allies and enemies separatedallies will define the front line and the player’s initial position
allies should run ahead of the player to the front lineSlide50
Poor ally usage
Allies muddying the front
Player ahead of allies
Action off-screenSlide51
Better ally usageSlide52
How it all comes together …Slide53Slide54
Finally…
“no surprise for the writer, no surprise for the reader”
Do something unexpectedSurprise yourselfSurprise your leadsSurprise the player