Game Design Theory Level 3 – Customization and Creative Design Techniques

Level 3 Section 4 Summary – Combat

– Be mindful of ESRB guidelines when creating violent gameplay.

– Violence is all about context: a violent act is going to feel more violent if it is the player who does it.

– Give your character a signature attack or weapon.

– Create an attack matrix to track your combat moves and reactions.

– People want to play games that make them look cool. Help them look cool.

– Use a lock-on system to enable players during combat. Make it optional.

– Close battles are more exciting. (snipers vs rifles) Encourage confrontations.

control (realism)

– Be aware of the three A’s when designing projectile combat. (Action, Aiming, and Ammo)

– Action is loading, firing and handling. Automatic or Semi? Auto-reload? Rate of fire?

Recoil? Damage?

– Use attacks to hamper and incapacitate players rather than kill. Taking away their control is effective, just don’t overuse it.

– Make it clear to players that they have taken damage.

– Always strive to enable players even when disabling them. Let them have options to take back control.

– Keep the players playing (adjust difficulty, collision accuracy etc. to make up for lack of skills)

– Show them preview of what’s coming up soon (level, upgrade, plot point) to entice them to keep playing.

– You can add conflict without combat (timer, game speed increase, limited options or space, precision)

Level 3 Section 4 Quiz