My recent post on short and long-term progression got a mention on the Game Developers Radio podcast and they discussed the topic of progression further. During the cast, they made a good point about using mechanics or gameplay as a form of progression and that gives us another discussion on game design to talk about.
A popular topic that I like to talk about is the standardization of game design; where developers standardized control methods and mechanics to make it easier to learn games. Instead of having control actions in the double digits, you could do the same with a condensed set of buttons; this also led to PC games being easier to port and play on the consoles.
For today’s post, I want to focus on a shortcut game designers use to get a lot of actions into a game without having to extend the control scheme out, and that is by using modifier actions.
Following the success of Mad Max Fury Road, it was likely that we would be getting a movie tie-in game, and while Mad Max certainly stars the main character, the game takes a different road thanks to Avalanche Studios who made the amazing Just Cause 2. Despite that pedigree, Mad Max doesn’t quite hit the same mark as Just Cause 2, but the game definitely has scrapped together the best parts of recent popular genres to create a serviceable game.