Fighting Game Design Fundamentals
"Good fighting game design like action games requires systems for all skill levels. The devil is in the details as technical play needs to be properly understood and balanced. "
Playing through Abyss Odyssey, the latest game from Ace Team has left me cold. The developers touted a combat system akin to fighting games but from what I’ve seen, what they have doesn’t come close. The art of making not just a fighting game but one that can stand up at a tournament like EVO requires a special eye to detail and one that a lot of designers don’t have.
This week on the cast, Ian Flood and Nick Woskov joined me to talk about the formation of Yacht Club Games, moving from console to PC development and the work that went into their first hit: Shovel Knight.
When it comes to playing challenging games, gamers can be a touch masochistic. And the best example of our love of pain can be seen with ironman or hardcore mode. As I talked about with player progression and game design, you don’t want the player to feel like they are wasting time or going backwards. However ironman mode is the complete opposite and exception to that rule.
With my continued failed attempts at getting into Hearthstone, I feel myself getting tired of it. But thinking about it more, I’ve come to realized that I’m just not a fan of Free to Play games or free to play design philosophy as it goes against one of my main attitudes as a gamer.