One of the silliest arguments that serious designers often get into.
The silliest argument that game designers get into, and why it’s a serious consideration: when is your game “too gamey”?
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One of the silliest arguments that serious designers often get into.
The silliest argument that game designers get into, and why it’s a serious consideration: when is your game “too gamey”?
Jul 13, 2021
posting videos on tumblr seems to be a billion times more enjoyable than trying to post them on twitter. oh and yea now the characters move a bit when they do stuff.
Halo 3: ODST Makes Being Weak Fun!
“Powerless” is not the word I would use to describe how the lead character feels to play in the 2009 Halo Spin-off “ODST”, but I also wouldn’t use “Powerful”. Landing somewhere in the middle of hapless civilian and the series regular, an 8 foot tall super cyborg named “Master Chief”, “The Rookie” and his ODST squad mates are not all powerful killing machines, but damn are they fun to play. Somewhere along the line making this game, Bungie made the excellent decision to make you the player, vulnerable as hell. Don’t get me wrong, this isn’t a tactical shooter by any means. You can still jump inexplicably high, blast dozens of enemies by yourself and even somehow carry large turret weapons around like they were a few bags of groceries, but you can’t do it all. You can be sniped if you’re not staying aware. Your health can go from 100-0 in seconds if you get overwhelmed. Even enemies you may be used to taking out left and right in other Halo games pose much more significant threats to you even just on their own, let alone in the large groups they still travel in.
There’s an excellent line drawn in this game where you’re clearly noticeably weaker than the series usual protagonist, but it’s that same division that gives ODST it’s unique flavor. ODST is fun in it’s own unique way even among the other Halo games (Which it largely feels identical to game feel wise) because of the limitations of your characters relative weakness imposes upon you. It even helps that it’s set in a place fans of the franchise already fondly remember, specifically because they spent their time there tearing bad guys up with little effort. Suddenly that same setting and those same enemies get new life breathed into them. ODST isn’t a perfect game (too much backtracking!) but it’s one hell of a unique experience for the kind of small scale spin-off it really is.
Fix Your Isometric Controls!
This is a pet peeve of mine: I push the right arrow key, and my player character goes in any direction other than right!
It applies equally to games with isometric pixel graphics, games with isometric 3D graphics (orthographic projection), and grid-based games with 3D graphics (perspective projection), where the 2D grid is angled 45° against the camera.
I have mostly encountered it on the Ouya, because I played so many isometric games on there, and I had to play them all with a game controller. I rarely see isometric puzzle games that get the gamepad-based character controls right, instead many puzzle games I play use an axis-aligned view and avoid this problem altogether, or they use mouse controls.
Arrow Keys
When your isometric game is played with the D-pad, arrow keys, or WASD, there is no choice but to pick an “up“ direction. In any case, your controls may be misaligned by 45° compared to the keyboard or controller, or by 30° and 60° depending on the direction (45° on average).
Either up is North-East (the more common choice), or up is North-West. If up means NE, then right means SE, down means SW, and left means NW.
This mock-up shows a stick-figure character in an isometric world where up means North-East: When up is pressed on the D-pad, the character moves one square into the North-East direction. The way this is represented in the code doesn’t matter to the player, whether the NE-SW axis is x, y, or z does not impact the feel of the controls.
When right is pressed, the character moves into the South-East direction.
If the movement is not constricted to the grid, directional controls could be aligned with the screen, so that up corresponds to North on the screen, but in this case your character would either constantly run into walls at a 45° angle (in world-space), or the player would have to push two buttons to walk at most times.
If player movement is constrained to discrete grid steps, pushing two buttons might trigger two consecutive steps where the player only intended to make one.
One solution to this could be to only move the player character when the second directional button is pressed and one is already held down, but while this removes ambiguity, it is cumbersome and may be physically impossible to do on some gamepads.
The best way to go is to let the player choose between NE, NW, and eight-way-D-pad configurations, and to allow key rebinding and numpad arrows on the desktop.
Unfortunately, my Ouya controller only had a four-way D-pad. It had two analog sticks though. I could play isometric puzzle games with the analog stick, and I could move the stick diagonally, corresponding to the axes on the screen.
Except often enough, the games converted the analog sticks into cardinal directions, so I couldn’t point diagonally to go where I wanted.
And if I tried to anyway, I would end up right on the 45° border between up and right, so 50% of the time, this happened:
Because I was one degree off the diagonal, I was 90° off in world space!
Pushing the analog stick in the direction I saw on the screen felt natural and intuitive, so this happened a lot.
Please, game developers, don’t let this happen to your players! Support 8-way D-pads when possible, and don’t let Unity just convert the X and Y axes of the left gamepad analog stick into arrow keys.
Please read the analog stick one the gamepad, and interpret it like this:
NE corresponds to x=+1.0, y=-1.0. You can do a simple change of basis transformation by computing the dot product between the x,y vector of your analog stick and the NE and SE vectors.
Don’t just use the default Unity3D InputManager! Let players move on the screen without rotating the map in their heads!
Basic Premises of Game-Entrainment
Game-entrainment is psychosimulation therapy. It describes any act of participation in a game whose effects extend into the unconscious mind of the player. To an extent, all gaming is entrainment. Whether the player is dropping blocks, zapping aliens, or kicking balls, they are, in different measure, inhabiting these games. When the player partitions part of their mind into the game world, and actions are performed upon that projected part, those actions affect the whole of the psyche. This is the basic premise of alchemy, and much has been written about the participation mystique in theater, dance, visual art, fishing, archery, tea ceremony, and almost every other human endeavor under the sun. But gaming offers a unique capacity in this task, and it deserves much more attention.
Game juice please
I recently taught myself and added to an old project some small game feel tweaks.
There is now camera shake and the game freezes for a split second when you hit an enemy.
It’s not perfect: the camera doesn’t quit reset to its original position and I also had to make the camera shake quite vigorously to get through gif compression.
These small tweaks definitely add something to the overall feel of playing the game.