Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 15, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 God of War 's combat lead: you've got to make it accessible above all

God of War's combat lead: you've got to make it accessible above all Exclusive

June 11, 2012 | By Staff

June 11, 2012 | By Staff
Comments
    4 comments
More: Console/PC, Design, Exclusive



When asked about the complexity of the God of War series' combat, lead combat designer Jason McDonald admits that "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," he tells Gamasutra.

The key, he says, to making it "feel good throughout" is not difficulty, but instead variety: "different abilities, different items, different things that you can use for yourself, different moves, and different specials," says McDonald.

Even when the combat team has experimented with more gameplay depth, internal testing has shown it's not the way to go.

"It's always that line, where it's like, you want to make things advanced -- and with the Cestus [weapon] 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."

And on release, he says, players agreed with the decisions made, in the end.

Sometimes, he says, players just want "to get it done", not struggle with memorizing complicated combat commands.

"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," says McDonald.

The full interview, in which he further discusses how the team approaches combat design -- and for the first time multiplayer, with next year's God of War: Ascension -- is live now on Gamasutra.


Related Jobs

Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[09.12.19]

UI Artist
Cold Iron Studios
Cold Iron Studios — San Jose, California, United States
[09.12.19]

Senior Content Designer
Cold Iron Studios
Cold Iron Studios — San Jose, California, United States
[09.11.19]

Senior Systems Designer
Wargaming Mobile
Wargaming Mobile — Berlin, Germany
[09.11.19]

Lead Producer









Loading Comments

loader image