{"id":108596,"date":"2020-02-03T22:11:00","date_gmt":"2020-02-03T22:11:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/357549"},"modified":"2020-02-03T22:11:00","modified_gmt":"2020-02-03T22:11:00","slug":"dont-miss-platinumgames-guide-to-action-game-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/02\/03\/dont-miss-platinumgames-guide-to-action-game-design\/","title":{"rendered":"Don&#8217;t Miss: PlatinumGames&#8217; guide to action game design"},"content":{"rendered":"<p>Atsushi Inaba is a co-founder of Platinum Games (<em>The Wonderful 101, Bayonetta, Transformers: Devastation<\/em>.) His job is to oversee all of the company&#8217;s games &#8220;from the moment a project is kicked off until completion,&#8221; he said, by way of introducing himself in his GDC session.<\/p>\n<p>He started with a surprising definition of what an &#8220;action game&#8221; is.<\/p>\n<p>When it comes to the game design, they&#8217;re passive, he says. &#8220;It&#8217;s a set of actions responding to output. You might be wondering what &#8216;output&#8217; means,&#8221; said Inaba. &#8220;Output refers to situation such as the enemy appearing right in front of you, or you being attacked.&#8221;<\/p>\n<p>&#8220;For example, attacking an enemy because it appeared in front of me, or dodging a bullet because the enemy attacking you, these actions are reactive moves taken against the output. Something happened, and you reacted to it.&#8221;<\/p>\n<p>&#8220;And although the impression one gets from the term &#8216;action games&#8217; sounds like a genre where you are proactively doing something at will, it actually is not &#8212; there&#8217;s something that happens first and you must react to it in a certain window of time.&#8221;<\/p>\n<p>They&#8217;re inherently reactive; horror and adventure games, where the player explores the world, put the player in the active role, conversely: &#8220;They are fundamentally the opposite,&#8221; he said.<\/p>\n<p>There&#8217;s a challenge for the developer, though: &#8220;If these actions go on for a long time or the window is so short, the game becomes more difficult.&#8221; Inaba said that Platinum is very careful about this sort of thing &#8212; and also about game pacing, a topic he discussed at length.<\/p>\n<p>You need &#8220;unique selling points&#8221; &#8212; as in <em>Bayonetta<\/em>, it&#8217;s <a href=\"https:\/\/www.youtube.com\/watch?v=T2lzelelv7s\">Witch Time<\/a>, the game&#8217;s slowed-down time mode. A pro designer should be able to come up with three good ideas, Inaba said.<\/p>\n<p>Then there are features which expand the game, such as character unlocks. &#8220;It opens things up in a very lateral way.&#8221;<\/p>\n<p>Then there&#8217;s depth: &#8220;It&#8217;s not easy to give an example. A combo system is one,&#8221; Inaba said. These are gameplay systems that require mastery to engage with fully.<\/p>\n<p>&#8220;Core gamers aren&#8217;t the only ones who play action games so it&#8217;s necessary to make sure players of different levels can enjoy your game,&#8221; Inaba cautioned. &#8220;It&#8217;s important to widen the entry point of your game, but you also have to make sure that those who play straight through the path enjoy the experience.&#8221; Depth, he said, is equally important.<\/p>\n<p>Designers tend to want to create skills and abilities for characters and build a game around those, but this &#8220;does not come first,&#8221; Inaba said.<\/p>\n<p>As action games are passive, the most important question for a designer is: &#8220;What kinds of situations do I want the player to face, and what are they going to do?&#8221;<\/p>\n<p>&#8220;You need the ability to imagine them in your head,&#8221; said Inaba. &#8220;First come up with that unexpected situation, then an unexpected or surprise ability or power to get through the situation. &#8230; You need to be able to imagine that flow from the beginning to end.&#8221;<\/p>\n<p>To that end, Platinum Games does not use much in the way of design documents: &#8220;It&#8217;s fundamentally impossible to write a concept or design document on the unique selling points for action games,&#8221; he said.<\/p>\n<p>He also recommends roping in team members off the design team, like programmers or artists, to come up with game ideas: &#8220;We just tell them, &#8216;To make it fun and interesting, surprise us. Tell us your ideas. Show us what you got.&#8217; &#8230; To enjoy and appreciate one&#8217;s individuality and these ideas that come from different sections is part of the fun of making a game on a team.&#8221;<\/p>\n<p>Functional design becomes a real danger when working on sequels: &#8220;The majority of people will unconsciously use this as a basis. Taking an element that was well received in a previous game and upgrading it, or giving it a boost, is a no-brainer.&#8221;<\/p>\n<p>&#8220;However that&#8217;s not how it works. As I said earlier, the priority should be on designing the situations first. If a functionality is designed to capitalize on that situation, then that&#8217;s great. It&#8217;s really easy to fall into a trap on a series.&#8221;<\/p>\n<p>And if you rely too much on players knowing the mechanics of the first game, &#8220;you run a risk of becoming niche.&#8221;<\/p>\n<p>&#8220;Games are supposed to be fun. That is the basis&nbsp;of the game,&#8221; said Inaba. But many games <em>force <\/em>replay value (with padding, or grinding, or unlocking.)<\/p>\n<p>&#8220;What is the replay value in action games? It&#8217;s really about improving the player&#8217;s skills. I&#8217;m not talking about unlocking skills in game, but actually improving his or her skills,&#8221; he said.<\/p>\n<p>But even with that in mind, always remember the players who will only play the game one time on the basic difficulty level: &#8220;it&#8217;s important for those players to have the best experience,&#8221; too, he said.<\/p>\n<p>&#8220;We create situations where we take those players to levels beyond their own expectations,&#8221; Inaba said. &#8220;Therefore we need stages or gimmicks, or combat situations made just for those opportunities. It&#8217;s really a luxury for action games, they need to be fun and enjoyable even if you play it only once.&#8221;<\/p>\n<p>Platinum&#8217;s games have distinct and memorable main characters &#8212; none so much as <a href=\"http:\/\/www.gamasutra.com\/view\/news\/117763\/Opinion_The_Cultural_Clash_Of_Bayonetta.php\">Bayonetta<\/a>. &#8220;The purer the action game, the higher the need for a really original and unique main character,&#8221; said Inaba.<\/p>\n<p><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/02\/dont-miss-platinumgames-guide-to-action-game-design.jpg\"><\/p>\n<p>&#8220;This is the correct order&#8221; to design a character in, said Inaba, referring to the above slide.&nbsp;&#8220;In other words, the core of what you want the players to experience and the character art design are in a very long, linear relationship.&#8221;<\/p>\n<p>When it comes to story, meanwhile, all you need is a basic motivation. Inaba said that a premise as simple as that of <em>Super Mario Bros<\/em>. &#8212; &#8220;Peach is kidnapped, go rescue her&#8221; &#8212; is ideal.<\/p>\n<p>Of course, Platinum&#8217;s <em>Bayonetta<\/em> and <em>The Wonderful 101<\/em>, in particular, are very story-heavy games. When creating an action game&#8217;s story, then, &#8220;The approach becomes how to connect the previous situation to the next situation. Which means you aren&#8217;t able to create an action game by writing the whole story first,&#8221; Inaba said.<\/p>\n<p>He gave the example of <em>Mad World<\/em>, one of the company&#8217;s earlier games (for the Wii.) <a href=\"https:\/\/www.youtube.com\/watch?v=-2MYPmbgrI0\">It&#8217;s an incredibly violent game<\/a>, and engaging in violence is the motivation for the player; but &#8220;it would make the player disgusted toward themselves and toward the game&#8221; if it stopped there, Inaba said. The story of the game &#8212; as a justification for its setting, &#8220;this crazy world where the only choice is to be violent&#8221; &#8212; was developed in parallel with the game design itself.<\/p>\n<p>Since Inaba oversees all of Platinum&#8217;s games, he emphasized something he calls &#8220;high-level design&#8221; &#8212; a zoomed-out view of the games: &#8220;it&#8217;s really about the overall flow and progression on a larger scale. What we want the players to experience as a whole.&#8221;<\/p>\n<p>Here&#8217;s the crucial takeaway: Constant excitement becomes numbing.&nbsp;Players will&nbsp;get tired if games continually ramp up. &#8220;Let&#8217;s think about what to do to avoid that situation,&#8221; he said. The good news is that if you carefully tune the intensity of the game at a high level, you will get a much more favortable result.&nbsp;<\/p>\n<p><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/02\/dont-miss-platinumgames-guide-to-action-game-design-1.jpg\"><\/p>\n<p>In the slide above, Stage 1 is tuned to a &#8220;6&#8221; for intensity, but because the game has just begun, the player perceives it as a &#8220;7.&#8221; But Stage 2 ratchets down the intensity to a 4 &#8212; and it feels that way to the player. For Stage 3, it&#8217;s just as intense as Stage 1, but the player is used to the game now, so it doesn&#8217;t feel quite as intense. But ramping up again for Stage 4, you get an interesting effect: The player finds it&nbsp;<em>more&nbsp;<\/em>intense.&nbsp;<\/p>\n<p>This is an &#8220;oversimplification&#8221; for the purposes of a GDC talk, Inaba admitted, but it gets the point across.<\/p>\n<p>Here&#8217;s the thing:&nbsp;If you just do a linear ramp, you&#8217;ll end up with this:<\/p>\n<p><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/02\/dont-miss-platinumgames-guide-to-action-game-design-2.jpg\"><\/p>\n<p>A stage flow that&#8217;s&nbsp;<em>less&nbsp;<\/em>than the sum of its total, and which feels stagnant to the player. &#8220;It can easily turn out to be a disaster&#8221; if you try to continuously ramp up a game&#8217;s intensity without knowing what you&#8217;re doing, he said.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Atsushi Inaba is a co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation.) His job is to oversee all of the company&#8217;s games &#8220;from the moment a project is kicked off until completion,&#8221; he said, by way of introducing himself in his GDC session. He started with a surprising definition of what an &#8220;action [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":108597,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-108596","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108596","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=108596"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108596\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/108597"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=108596"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=108596"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=108596"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}