Combat Design
Ongoing coverage on Combat Design.
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How Castlevania influenced Mina the Hollower's combat design
Yacht Club Games designer Alec Faulkner explained how specific titles in the early Castlevania series directly influenced the combat design for their upcoming game, Mina the Hollower. The influence was detailed in a nearly three-hour documentary about the game's development.
Phantom Blade Zero devs are happy they "didn't have to make everything 100% balanced"
Phantom Blade Zero director Soulframe discusses the game's approach to weapon balance, noting that as a single-player title, it doesn't require perfect equilibrium. The team intentionally designed weapons to solve specific combat challenges, encouraging player experimentation rather than reliance on a single favorite.
Phantom Blade 0 Has A Really Cool Detail That Hasn’t Been Explained
Phantom Blade 0 features a unique combat system that blends attacking and defending simultaneously, inspired by Wuxia martial arts. Developer S-Game, led by Soulframe Liang, aims to authentically replicate the fluid, choreographed nature of martial arts combat, a departure from traditional turn-based combat design. This innovative approach, supported by martial arts consultant Donnie Yen, creates a dynamic and liberating gameplay experience.
Diablo 5 puts buildcrafting ahead of execution, following "the core tenet of ARPGs"
Diablo 5 Game Director Joe Shely stated that the upcoming RPG will prioritize buildcrafting and strategic planning over moment-to-moment execution, aligning with the ethos of older Diablo titles. This approach aims to ensure any challenge can be overcome with the right build, a sentiment that has been positively received by figures like former Grinding Gear Games founder Chris Wilson.
Warlock: Dungeons & Dragons will have a smaller set of spells with multiple uses rather than a large variety to make 'everything accessible on a controller,' Invoke says
Invoke Studios head Dominic Guay explained that Warlock: Dungeons & Dragons features a smaller, multi-use spell set to improve controller accessibility and maintain fast-paced combat. This design choice also incorporates resource management, requiring players to blend melee and magic. The game is set to launch in 2027 for PlayStation 5, Xbox Series X/S, and PC.
"It started to feel like there wasn't any stealth": 007 First Light had to pull Bond's punches to protect IO Interactive's specialty sneaking
Senior combat designer Tom Marcham revealed that 007 First Light's development saw multiple instances where the game's combat mechanics became too overpowered, threatening to overshadow the stealth and social stealth elements. The team had to rebalance the game to ensure all playstyles remained interesting and viable. The article also touches on the game's product placement and the player's freedom in interacting with in-game brands.
Assassin’s Creed Black Flag Resynced Team Focused on Core Combat Because Edward is Already Powerful
Assassin's Creed Black Flag Resynced game director Richard Knight explained that core combat was prioritized over features like picking up enemy weapons due to protagonist Edward Kenway's existing power. Despite mixed reviews on PC regarding microtransactions, Ubisoft stated the Standard Edition is complete and optional DLCs offer power boosts. The game has achieved significant player counts on Steam and generated substantial revenue from its DLC packs.
"0.63 is the perfect default delay": Bungie, Respawn and Firaxis game developers talk NPC barks, grenade timing and other questions of craft
Game developers from studios like Firaxis, Bungie, and Respawn shared practical advice on various aspects of game development, including NPC dialogue, UI animation timing, and combat design principles. The discussion, initiated on Bluesky, highlighted the importance of small details in creating satisfying player experiences.
‘Slower combat, longer battles’ becomes the focus of sandbox MMO Profane
The sandbox MMO Profane is implementing significant combat adjustments to slow down battles and increase strategic depth. Developers aim to reduce combat explosiveness, improve reaction times, and provide clearer on-screen feedback. Future updates will also introduce features like offhand shields and dual wielding.