Hopefully, the closest I’ll get to throwing down
is a round of video games. I’d like to
think that a person can play them without fear of getting punched in the face
(unless they’re having a Mario Party session),
and seeing as how games thrive on virtual conflict, it’s no surprise that
they’re pretty good at it. Slashing up
demons, kicking rival fighters, grappling foes into oblivion, it’s all there. And despite the fact that I put on airs of
wanting higher-class art for the medium, that’s not entirely true; I’m no
stranger to a good
Heavenly Potemkin Buster.
So you know what?
Let’s take time out to talk about combat in video games -- and what
makes it good.
Let’s be real here. I said that games are good at virtual
conflict, and they’re fun a lot of the time no matter what form they take. But I’m going to go ahead and guess that if you’re
reading this, you’ve had experiences that were less than ideal. Something didn’t click, something felt wrong,
something was underwhelming, whatever -- we’ve all had to deal with
disappointment in one form or another.
In a perfect world, every game would be a TENOUTTATEN production. But since the world’s not perfect, it means
we have to value the good stuff that much more.
And as far as I’m concerned, there’s no better way
to value the good stuff than by understanding why it’s good in the first place.
Nothing enriches appreciation more than understanding the ins and outs
of a good product -- which is exactly something a nerd like me would say, but
whatever. Something, something, artistic
merit, something, something, masterful execution. Let’s cut right to the heart of the matter by
starting with a question: how is it that video games make hurting others so
much fun?
I wouldn’t dream of shooting a soldier (or even
holding a gun) in real life, but I was genuinely eager to play Metal Gear Solid 5 to do exactly that. Same goes for mech-busting in Xenoblade Chronicles, or pressing a
button and having anything happen in Tekken. If a game is going to have combat between two
forces -- which at this stage has to encompass a good 90% of games -- then it
should be good. It should be fun, so
that there’s no time to think about how it makes violence into a defanged
snake…but that’s a discussion I doubt anyone feels like having right now, so
let’s move on.
I’m writing this post because I want to try and answer
some basic questions -- chief among them, why
video game combat is fun. That ties
into what makes the best of them so drool-worthy, no question. And while I’ve broadened the scope of what
“combat” entails from game to game, I’d like to think that there are some
common traits across the genres. So I’ll
go ahead and use this space to try and nail some of the particulars. Ready?
Here we go!
If we think of games as nothing more than
functions of input and output, then we can pare this down to a couple of choice
words: press buttons and make cool stuff
happen. By that I mean it’s
important for the actions onscreen to feel good; that’s a hard concept to
objectively explain, I know, but it’s still pretty important. Audiovisual responses help mask the fact that
for all the flash and spectacle onscreen, everything is made possible by Little
Jimmy Xbox running his thumbs across pieces of plastic.
It’s important that the action creates a
perceptible feeling, even if that feeling can’t be defined in the space of a
sentence. My gold standard for this is Metal Gear Rising; it had some
lightning-fast combos, yes, but landing a successful parry released an effect
that I imagine Zeus would make every time he wanted to call his divine pals to
the summit of Mount Olympus.
So yeah, that’s a big element for me. But I think that a secret advantage to video
games -- what makes those with the best combat really sing -- is that they can
take advantage of those effects to convey information smoothly and
subconsciously. What do I mean? Well, I’ve already gone over it before, but
I’ll do it again for completion’s sake: games might not always be able to
deliver the most gripping narratives, but they can compensate for that with
their action.
In the absence of characterization in a story,
characterization can come from solid gameplay.
Even if his animations are decided long beforehand, you know exactly
what sort of person Dante is in DMC3, 4, and
even DmC. Alternatively, you know exactly what
separates Ryu from Ken -- especially with the latter’s revamps for Street Fighter V.
The next key point, I’d say, is that a good combat
system does something pretty interesting: it
turns careful thought into natural instinct. The best video games create a sense of
intimacy, and break down the obvious barrier between the action, the player,
and whatever screen (and dimensions) stands between them. When you play a good fighting game -- and by
extension get good with it -- performing basic combos stops being a matter of
regurgitating stuff from training modes and becomes second nature. The cool action is put entirely in the
player’s hands, and it’s done without having to consciously think. I’ve always thought that the high-level
players out there manage to make it look like the game is moving three times
faster than it should go, so I’m
guessing they enjoy it more than a plebian ever could.
I’m no expert on the brain and psychology, but I
have heard that there’s a phenomenon called an “alpha-burst”
that lets the player feel positive reactions whenever they land a good attack
in a video game. So if players can get
in those good attacks consistently -- in a game tailor made to allow those
rapid, consistent attacks -- then chances are high that the player will
appreciate it, and they’ll be likely
to think that the game’s pretty good.
So on that note, I’d argue that smooth controls
that let players fight opponents and not the game are critical. And not to be that guy, but 60fps action certainly doesn’t hurt the cause. The mission is to make the player not think
by overwhelming them with stuff to process on-screen and in their heads; you’ve
got a better shot of making that happen when the default speed is cranked up a
bit.
The third key point is obvious: games need a
challenge to justify the breadth of options a combat system allows. But I want to take that a step further, and
say that it presents unique challenges
that can throw a player off their game.
Having played Splatoon a fair
bit, I think this is what makes shooters -- and multiplayer, even more so --
such an enduring genre. In the absence
of AI, the human element creates randomness that forces players to adapt. If they want to win, they have to know the
ins and outs of a combat system, and apply that knowledge for any
situation.
It plays into the whole “thought into instinct”
angle; overcome a challenge, and it gives the player what feels like a tactile
reward for a job well done. And since
it’s entirely unpredictable, it means that it’s not just a matter of rote
memorization and regurgitation. It
requires activity, even if you can beat Paint Roller specialists by just
walking backward and dumping ink in their faces. (I’m an optimist, but I’m also a pragmatic
fighter.)
I think we can all agree that at the end of the
day, games are all about creating experiences -- and good ones, ideally. There are different ways to accomplish that,
obviously, and the particulars can vary even within the same game. (Look at BlazBlue
as an example; not only are the fighters different, but most of them have
wildly unique gameplay mechanics built into them.) So I’m of the opinion that there’s no wrong way to do it, as long as the
methods and concepts come together to make something that feels right.
That’s a nebulous sweet spot, for sure, but it’s not impossible to
reach. Look at Bayonetta. Look at Smash Bros. Look at that one shooter that’s really
popular right now that everyone likes.
Yeah, that’s the one.
That’s about all I can say for now. So I’m turning it over to you guys so you can
weigh in on the topic at hand. Drawing
experience from whatever games you’ve played -- character action, fighters,
shooters, whatever -- do your best to answer the question: what’s the key to a good combat system?
What tickled your fancy? What
do you want to see? What do you need out of your video games?
Enter the heat of battle. Write!
A comment, that is.
You didn’t think you’d make it past this post
without a reference to Third Strike,
did you? Pfft. This isn’t amateur hour, people.
Oh, and one more thing: I’ve started up a Patreon
campaign. It’s in the early stages now,
but at least it’s up. Read more about it here. And then, have a look if you dare -- or
you need a chaser from all the implied violence of this post.
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