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.
– 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?
– 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)