GAME JOBS
Contents
The Secrets of Brutality: God of War's Combat Design
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Telltale Games
Lead Environment Artist
 
Trendy Entertainment
Technical Producer
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Secrets of Brutality: God of War's Combat Design
by Christian Nutt [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
June 11, 2012 Article Start Previous Page 2 of 4 Next
 

When you are designing combat for the series, it means you have a balance between making technical, deep gameplay that people play and uncover and strategize, and gameplay for people who just want to wail on something with a big fucking chain.

JM: It's always a tough point that we think about every game, because God of War is very popular. I'm not going to lie; we do get knocked occasionally for being a little too accessible, a little too easy and straightforward. We want to make sure that most of the fans get the experience, no matter what. Our game is not designed to be one that is going to make you cry, beat you over the head, and be like "You die. Back to the start."



It's like we want it to feel good throughout. So we've got to make sure that things aren't too painful or too hard, but there's enough there with your different abilities, different items, different things that you can use for yourself, different moves, and different specials.

With Kratos in particular, in the past, a lot of his moves got the job done even if you didn't explore the depth of his move set. The multiplayer is going to be a little bit different than that, because multiplayer, you're going to have to pretty much know your character a little bit better in order to know how to counter, when to counter, and what to counter with.

Do you give thought into doing alternate weapon sets? Obviously with God of War, you're typically constrained to one weapon.

JM: I know what you're saying, yeah, yeah. It's always that line, where it's like, you want to make things advanced -- and with the Cestus last game, we did experiment [prior to release] with a few things that are a little bit more technical, and stuff like that. But once we simplified it back down, suddenly everyone was raving within the studio. We were like, "Okay." People just want to get it done, sometimes.

And when we released the game, it seemed like people agreed where it was like, "Ah, Cestus feels strong. Cestus feels good." So, the single player component of the game is always one where it's a mix of wanting to learn as much as you can about your character, and stuff like that, but not forcing you to do that. Because most of the fan base is not going to learn everything. You've got to make it work for, I guess, all players.

And then the multiplayer, we're also trying to attempt the same thing in that, even though I mentioned earlier that there's more importance here, in knowing your move set -- because obviously you need to know how to counter and know what to counter with. But there's also things in the level that help balance it out for the guy who isn't going to learn that.

So like in this demo we showed today, we showed a guy pick up a club, which is very strong, and can boot the guys like miles away, out of the arena. We showed traps that they can use to impale guys, and things like that, where it's like if you're not a master of learning the combat system, you can pretty much wrap your head around a giant club that knocks everybody out of the arena.

When it comes to something like environmental traps, or something like that, is that something where you interface with the level designers?

JM: Yes, yes.

It's kind of a cross point between combat and level design, right?

JM: It is a cross. I mean, a lot of our traps that are in there right now were constructed by level design, because they really liked the idea of it. Obviously, they love the mechanic. But we like it too, because it does, again, provide that element where you don't have to know much about your own character to know how to use a trap. You could literally have no moves, no attacks at all, and still be able to operate this trap and get people to tall into it.

So yeah, it's something that is a link between combat and level design, but in all honesty, in multiplayer, almost everything is a link, because depending on their placement, height differences, navigation, climb points, and stuff like that, there's a lot of things that we have to make sure work. Not to mention the camera and everything else involved.

You're talking about accessibility, and sort of being on that line of accessible and deep. Do you have a rule of thumb about how many moves, how differentiated you want the moves, that kind of thing? Some of those other games that we've talked about can have really crazy long move sets.

JM: I guess what we find is that we don't want you to have to memorize. That's a fine line, because, like I said, you do have to remember some things. What I mean by memorize is remembering things like, "Okay, to do this combo, I gotta go Square Square Square Triangle Square Triangle Square" or something like that, where it's like, how are you going to remember this? Who is going to remember this? The only people that are going to remember this are people that are staring at that book, or people who are really hardcore and into it.

So we try to lean against kind of the design that follows that mold. With Kratos, for example, whenever you use Triangle, whenever you do those things, you kind of can anticipate what he's going to do before he does it, even if it's not exactly the same as what you expect. You kind of can anticipate it, just based upon the rulebook that we provide on each of the buttons. So, I think we do a pretty good job of that right now.

Some of the more hardcore things -- which is funny, it may not seem hardcore to a gamer -- but just launching someone is hardcore in God of War, because it's kind of a hidden mechanic. It's like, hold Triangle. Most people don't hold Triangle, so most people don't launch. But the person that's actually looking for a few things like that may find them. We always try to intersperse a little bit of that in the game.

 
Article Start Previous Page 2 of 4 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Keith Burgun
profile image
This is so uninteresting, that actually it loops around and becomes interesting on a meta-level.

"Yeah, yeah. Most games these days, no one reads the manual anymore."

Right, because we don't need a manual for a game we have all already played 100 times in various incarnations dating back to, like, 1990. We would only need a manual for a new game with new kinds of interaction. I know this concept is kind of alien to video-gamers since they almost never, ever get a new thing, but: things which are *actually* new require some explanation.

Michael DeFazio
profile image
@keith --thanks for your scintillating insights. (You always have the option of NOT commenting on an article you don't find interesting... just a thought)

Frankly when I played GoW1 there was nothing like it (it "felt" different than anything I ever played). I'm glad they haven't deviated too far from the original formula. (If I wanted to play DmC or Ninja Gaiden, I'd buy those games)

I know they try to both add "depth" to the combat while maintaining some level of accessibility, and I think many people DO appreciate the depth of the combat system (juggles, etc.) it would be nice to throw a bone to those players (by giving them optional challenges that would really test their metal).

Michael DeFazio
profile image
@Christian
Was tempted to respond to your points but I realize we are veering from the main point of the article (with respect to GoW's combat system).

I realize you don't like GoW and I am not trying to change your mind about it, but there really is no need to be condescending to people who work very hard on the game and fans of the franchise:
"I'm saying that it would be a better dummy training game than a fighting game, because whoever likes to deal with juggling doesn't enjoy fighting."

I'd reiterate my previous post (What YOU like differs from what other people like) but it doesn't seem to be sinking in. But let me ask you:
How do any of your comments contribute to discussion or debate?

Michael DeFazio
profile image
Ha ha... before you edit it... you said exactly this:
"juggles are terrible gameplay mechanics for fighting games and games in general."
not:
"I only said that jugles in fighting games shouldn't be taken seriously in competitive play"

seriously... read your OWN posts.

Also, I didn't realize we were talking about competitive fighting games, but rather GoW's combat system.

Michael DeFazio
profile image
Ok Christian... Last post for me, it's been fun. (I'm currently drowning in the volume of text in your comments which are heavy on words and light communicating anything that is cogent)

"...you jumped to conclusions way too fast. I get that, a lot of people do that on the internet."
No, I just read your posts and they contradicted one another. By the way, your clarification:
"Because it meant ''casual mechanics'' in competitive games" in reference to Juggles in Fighting games doesn't make any sense.

If you are communicating that your opinion that you don't like juggles in fighting games fine, but that doesn't mean juggles in fighting games are casual mechanics... (I imagine a long winded explanation trying to link juggles with "casual mechanics" of fighting games may be forthcoming.)

...Also, inferring that the combat designers for one of the most popular action games is history is inexperienced or unqualified might not be the best way to get your point across:

"I wonder if the designers of today are asked to add those things (juggles) or if they are just inexperienced and unqualified."

Also:
"because whoever likes to deal with juggling doesn't enjoy fighting."
These things (juggling, fighting) are not mutually exclusive (What if I am a clown who juggles and participates in cage fighting?)

--cheers

Mark Venturelli
profile image
This was very disappointing. I was expecting something more in-depth than "yeah, we worry about making our combat approachable".


none
 
Comment:
 




UBM Tech