How to Make a Good Combat System

Rafal Obrebski
21 Jun 202521:53

Summary

TLDRThe video explores the evolution of combat design in video games, focusing on the reboot of God of War. The developers at Santa Monica Studios aimed to create a more mature experience but faced challenges in making combat feel playful. Through innovation like the axe recall and dynamic targeting systems, they reintroduced that fun, strategic combat. The video also compares combat mechanics in God of War with those in Doom and Devil May Cry 5, highlighting how each game fosters player expression, creativity, and growth. It emphasizes how engaging combat is crucial for a memorable gaming experience.

Takeaways

  • 😀 The *God of War* (2018) combat system struggled initially to feel playful and engaging due to its slower pace and grounded tone.
  • 😀 The 'suckto target' system was introduced to make Kratos more agile and responsive during combat, ensuring smoother attacks and easier targeting.
  • 😀 The camera angle in *God of War* was adjusted to give a closer, more intimate view, challenging the combat system but enhancing player immersion.
  • 😀 A key design challenge was ensuring crowd control, which was addressed by creating systems like heat reactions, allowing for one hit to affect multiple enemies.
  • 😀 *God of War* introduced a per-enemy stun bar, rewarding aggressive combat and encouraging players to stay in constant motion for better control.
  • 😀 The combat system in *God of War* was designed to feel natural and fluid, with quick moves and the ability to cancel actions, making it more intuitive.
  • 😀 Comparisons with *Doom* showed that constant movement and being agile in combat fostered a unique playstyle that emphasized momentum over technique.
  • 😀 *Devil May Cry 5*'s combat focused on style and precision, rewarding players for performing well with fluid movements and stylish attacks.
  • 😀 In *Doom*, players felt like they were always outmaneuvering enemies, which created a sense of control and fluidity through constant, fast-paced movement.
  • 😀 In *Devil May Cry 5*, combat was reverse-engineered to make players feel stylish and expressive, with even failure being an opportunity for creative performance.
  • 😀 Across all three games, the focus was on giving players agency, allowing them to express themselves through movement, creativity, and decision-making in combat.

Q & A

  • What were the initial challenges the team at Santa Monica Studios faced while developing the combat system for God of War (reboot)?

    -The team struggled with making the combat feel fun and playful, despite having crisp animations and heavy hits. The initial prototypes felt grounded and deliberate, but lacked the playful nature seen in the original games.

  • Why did the team decide to implement the 'throwing and recalling the axe' mechanic in God of War (reboot)?

    -The axe mechanic was introduced to give players more reach, more options, and bring back some of the mystical feel of the weapon. It allowed Kratos to engage with enemies from a distance and added a playful element to combat.

  • What was the main issue with player behavior during early playtesting of God of War (reboot)?

    -Playtesters often backed away and blocked frequently, feeling nervous when confronted with a group of enemies, which contrasted with the original game's feeling of excitement and control when facing large groups.

  • How did the team address the challenge of managing combat with the new camera angle in God of War (reboot)?

    -The team adapted the camera to a 'suck-to-target' system, which ensured that Kratos would automatically move closer to enemies if an attack would miss. This reduced the need to pull the camera back and improved combat fluidity.

  • What was the solution the team implemented for crowd control in God of War (reboot)?

    -The team introduced a heat reaction system where hitting one enemy would cause a chain reaction, bumping other enemies and making the player feel safer and more in control during combat.

  • What design issue did the team encounter when using a pushing mechanic for enemies in God of War (reboot)?

    -Pushing enemies forward with every hit caused enemies to disappear from view, reducing situational awareness. This led to the development of the strike assist system, which made enemies stay in the player's field of view.

  • How did the team at Santa Monica Studios improve responsiveness in the combat system?

    -The team allowed for more flexibility in combat by enabling players to cancel moves and redirect attacks at any time. They drew inspiration from UI design principles to ensure the controls felt natural and reactive.

  • Why did the team abandon the 'grab meter' system in God of War (reboot)?

    -The grab meter was ultimately discarded because players would often hoard it, only using it in rare, perfect moments. The team found that a per-enemy stun system was more effective, encouraging aggressive play and keeping combat fluid.

  • How did enemy design in God of War (reboot) support the new combat system?

    -Enemies were designed with clear windups and attack signals, making it easier for players to read the battlefield despite the limited visibility from the new camera angle. This increased the player’s control and awareness during combat.

  • What is the key difference between the combat philosophy of God of War and Doom?

    -God of War focuses on controlled, deliberate combat with strategic crowd control, while Doom emphasizes fast-paced momentum and constant movement, where the player reacts quickly to enemies and stays in motion to maintain control.

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Étiquettes Connexes
Game DesignGod of WarCombat MechanicsAction GamesPlayer ExpressionGame DevelopmentCinematic CombatDevil May CryDoom CombatGame InnovationGameplay Analysis
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