So if you're making factions in your game then here's what you can learn from Swadia:
Have easy enemies to allow for xp farming
Use geography to create challenges
What lessons did you take from Swadia?
#gamedevanalysis #gamedeveloper #indiegamedev
The big drawback is the location
Swadia takes up the middle of the map, meaning every enemy faction can attack from any direction, and will often move through it to attack other factions
It means you're never safe even when you're in your own territory
#gamedevanalysis
I think the lesson from this first quest is:
Give the player a reason
Use weak enemies but use them strategically (high numbers / against even weaker allies)
Reward the player at every step
What's your thoughts on the first quest?
#gamedevelopertips #gamedevanalysis
Why the Skulls are terrifying enemies
The Skulls, Metal Gear Solid: The Phantom Pain, feature periodically but are a terrifying encounter
I believe this is due to a few simple characteristics done expertly, a trademark of Kojima game design
#gamedev #gamedevanalysis #games
A version of this system can work for randomly generated gangs with a theme and trait, but it's just not the same
It does change the way you deal with them, but you don't get that personal nemesis
#gamesystems #gamedevanalysis
Microwave man is a simple platformer
But it's more interesting because it uses a microwave robot
lesson here: be a little weird, a little strange, a little different, and you can make simple into interesting
#gamedevanalysis #gamejamgame #gamejamgamereview
Ignore the blur, I'm not sure why it's like that
1 v 1 fighting is hard, but Wombat Combat had an interesting feature that makes it interesting
The enemy is constantly darting around, leading to moments where it's behind you, and can get hits in
That's neat
#gamedevanalysis
The Hardland fight is great
He starts on the upper level, and runs between walkways
So you're looking up, but he's placed mines on the ground
A great example of using elevation to create gameplay moments
#gamedevanalysis #gamedev #bossfight #falloutnewvegas
Fallout New Vegas is terrifying
The Repconn basement is cramped corridors with invisible enemies that attack with melee weapons
Cramped spaces, strong melee enemies, and a player disadvantage = memorable gameplay moment
#gamedevanalysis #gamedev #falloutnewvegas
Telltales Batman manipulates players PERFECTLY
We all know Harvey Dent in 2 face
So we do everything we can to prevent him from turning
Saving him instead of others etc
But he turns anyway
Which reinforces the question of "does Batman make a difference"
#gamedevanalysis
TellTales Batman is the best Batman gaming experience
Because it puts you in the mind of Batman
Do you choose your own interests, or the interests of the city?
THIS IS BATMAN AT HIS CORE
And you have to make those choices
#gamedevanalysis #telltalebatman
Manbat is memorable because his introduction sticks with you
It's a completely unexpected jump scare, which shocks the player
That shock stays with you, and stays in your mind whenever you're grappling in case it happens again
#gamedevanalysis #arkhamgames
Deadshot changes the rules, which makes him a memorable boss fight
Everyone else sees in a straight line
But his laser can bounce off walls, making cover weaker
1 enemy having simple but different behaviour can lead to memorable movements
#gamedevanalysis
Mr Freeze is the perfect Batman game boss fight
Because it puts you in the mind of Batman
YOU must think of ways to damage him, and then execute them
It makes the mental connection between player and character
#gamedevanalysis #arkhambossfight
The Scarcrow boss fights are simple
Avoid him, and some simple traversal challenge
But it shows that simple mechanics can be memorable if you have great visuals
and in this case... the enemy is MASSIVE
Simple changes, memorable experience
#gamedevanalysis #arkhambossfight
Minecraft's Spiders can be terrifying
All because of their unique behaviour compared to other enemies
Here's why it works and how to replicate easily that terror in your own games
#gamedev #gamedevanalysis #enemybehaviour
jambuckett.com/why-are-mine...
Why is the Warden so terrifying?
He spawns due to your failure
The player will sneak through his lair trying not to summon him
But if they fail, they’ll likely be deep in the lair
Meaning just running away is a HARD task
Creating a memorable moment
#gamedevanalysis
The gulag creates a memorable moment of high tension
Fights in the game are sudden and frantic
But the gulag is a 1v1, you wait for it, you watch others fight, and death is the end
It turns simply dying into a moment you don’t forget
#gamedev #gamedevanalysis #gulag
Lowdown is a fascinating map
The underwater sections allow for almost invisible traversal but leave you open to attack
Leading to a trade off between surprise attacks (that need to work) or a more traditional firefight with fallback options
#gamedev #gamedevanalysis #cod
Why is Nuketown a fast paced map?
Each "area" has a minimum of 3 possible routes enemies can come from
Meaning that you're always running around, always watching your back, and always at risk
#callofduty #gamedev #gamedevanalysis
Minecraft’s zombies, while not a lethal threat, do require the players attention
Want to make interesting enemies for your games?
They don't have to have complex behaviours, but they do need to do this...
#gamedev #indiegamedev #gamedevanalysis
jambuckett.com/analysing-mi...