
Been a while! I moved to Downtown Baltimore (Canton really), built a new computer, etc. But the moving process is done, and I have lots to write about.
I was filing (throwing out) some very old papers, and I came across some pages of combat feedback I had written up when I was testing Blood Omen 2. This was back in late 2001, so I was just a young QA know-it-all. Very little of this feedback was implemented, but I was surprised at how spot on some of this still is even for games that are coming out now.
Here's a few nuggets from that doc, and my reflection:
[little bazooie from 2001] "Enemies block, and do not stop blocking [highlighted as a problem]. Once an enemy blocks an attack from Kain, the enemy continues to block until the user gives up and stops attacking for a long period of time or walks away. Enemies (especially early, weaker eemies) should miss opportunities to block, tire from blocking, and try to evade or interrupt Kain's attacks. Also, enemies should block at the the incorrect time, giving Kain the opportunity to grab or attack the enemy."
[big bazooie from 2009] Even now I still see this as broken, and the game shipped this way. The best strategy was to jump left or right immediately after an enemy began blocking because that would force it to walk to face you and exit the block behavior. Once an enemy entered the block motion, nothing could harm it, and it would take about 5 seconds before it exited the block motion to try attacking. I would first solve this by making enemies counter attack after blocking Kain's larger combo ending attacks. This would keep players from repeatedly attacking, and teach them by example of how to use block properly.
[little bazooie from 2001] Attacks do not collide with multiple enemies enough. Many times, Kain's sword appears to pass through two enemies and only one is affected. Attacking multiple enemies with one attack is an exciting part of combat games when all are pitted against one (ex. Double Dragon, Final Fight). I have seen this happen once, but this could be tweaked to occur more often.
[big bazooie from 2009] One enemy at a time is BORING, especially when the attack chains are limited to three hits like in BO2. It was rare for 2 enemies to attack simultaneously, the pace was slow, and the game needed some excitement.
[little bazooie from 2001] Enemies' weapons should break as well. It seems that weapons only break if Kain is holding and blocking with them. Weapons should take damage on all hits and blocks regardless of who is holding them. This is too advantageous for enemies.
[big bazooie from 2009] Hah. Well, the producer in me now knows the reason for this (more animations and more costly AI behaviors for not much gameplay gained). It's good to keep in mind that players don't think in terms of production cost. I think this wouldn't have been an issue if enemies didn't block so much.
[little bazooie from 2001] Kain's weapon draw animation is too long. More often than not, Kain is getting hit before he can pull his weapon out. If anything, the weapon-draw needs to be faster. A weapon-draw attack would be incredibly useful (pullng out a sword and slicng in the same action).
[big bazooie from 2009] This problem was at its worst when Kain was knocked down. He would play his get up animation, and while drawing the weapon before attacking, he would be knocked down again. In addition to the solution above, I would now have implemented a timer on enemy attacks to wait until the player could properly perform an action after getting up.
There's much more from the doc, but I'm not really going anywhere with this.
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