The God of War franchise became one of the cornerstones of the Playstation platform thanks to Sony Santa Monica and Lead Designer at the time David Jaffe. Following multiple sequels, side stories, and David leaving the company, God of War entered its own form of purgatory. With Cory Barlog stepping up and years of development, a reinvented God of War was released this year to critical acclaim. Unfortunately for me, I found this to be a game of two minds: an amazing story and direction, with an underdeveloped combat system.
Continuing from yesterday’s part, defense is an important mechanic to consider when designing action games, as it can be a used either by new players or expert players. Just like how the flow of an action title has changed, so has defense.
A few weeks ago on the cast, a friend and I talked about DMC Devil May Cry and how great an action title it was. The action genre is one of my favorites to examine because it requires the most player skill. You can really get a feel for the systems and mechanics at play in action games, as opposed to games built around abstracted systems.
For this quick series of posts, I want to talk about what I feel are three important parts of making an action title, starting with flow or how the title plays.
RPGs are a fascinating genre to analyze: it’s one of the oldest genres on the market, not limited by platform and has a huge variety of designs. But what I find interesting is how the mechanics and systems of the genre have spread and thrived in completely unassociated genres.
While replaying Odin Sphere, a question popped into my head that has been asked countless times: “What is a RPG?” And while many of you will be quick to answer, there is more to examine under the surface.