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Brawler Theory

Posted by Cole Stryker

 

We've come a long way since TMNT II, folks. You might not think that brawlers are the most cerebral of genres, but there's a surprising amount of theory that goes into the creation of games that allow players to do little more than smack NPC's around. 

Gamasutra has posted an interview with Creative Director Tom Smith from THQ, who discusses different beat-em-ups, and how they managed to occupy specific niches within the genre. Here he talks about attack groups: 

Prince of Persia and Ninja Gaiden both keep enemies in a single group, with one enemy breaking from the group to make a single attack. This works well with smaller groups, but for our game, we want over a dozen enemies at once, so we need to spread them out more if we're going to fit everyone.

Mark of Kri and Genji felt a bit artificial, because one enemy from the group would call the player character out for multiple attacks while the others watched. Genji could at least argue that the pattern fit the dueling style of the game. I did like the surprise attacks that Mark of Kri added from the far group-it made those distant enemies much more meaningful. The player has to keep half an eye on the outer ring at all times.

But overall, God of War and Heavenly Sword had the best feel. Having multiple enemies near you keeps things on edge and makes it harder for the player to tell what to expect next-which was reassuring, since that was the basic direction we were already considering.

I never really gave it any thought!  He also throws in a nugget of weird human psychology:

God of War: Enemies in the far group just stand around and look relatively uninvolved. But they're zombies, so it looks OK. (Personally, I believe the popularity of zombie-killing games is partially fuelled by the lower AI expectations-they're supposed to be mindless, so game development is easier. That, and zombies are the only thing as fun to kill as Nazis.)

So, zombies are an easy way for developers to slack off a bit when it comes to programming peripheral enemies. Sneaky. 

There are six more pages of crunchy design theory. Go read it!

Related Links: 

Trailer Review: Golden Axe

New Watchmen Throwback Browser Game

NYCC 2009 - DC Universe Online


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