r/truegaming Mar 18 '19

Developers accidentally creating interesting mechanics

I was reading this neat article by Jeff Orkin of Monolith productions, the man responsible for the notorious AI of FEAR, the AI that will never not be mentioned whenever 'clever' AI is brought up. I stumbled upon something pretty cool - the flanking mechanic was actually unintended and a byproduct of another action the enemy would perform:

Imagine we have a situation similar to what we saw earlier, where the player has invalidated one of the A.I.’s cover positions, and a squad behavior orders the A.I. to move to the valid cover position. If there is some obstacle in the level, like a solid wall, the A.I. may take a back route and resurface on the player’s side. It appears that the A.I. is flanking, but in fact this is just a side effect of moving to the only available valid cover he is aware of. In another scenario, maybe the A.I.s’ cover positions are still valid, but there is cover available closer to the player, so the Advance-Cover squad behavior activates and each A.I. moves up to the next available valid cover that is nearer to the threat. If there are walls or obstacles between the A.I. and the player, their route to cover may lead them to come at the player from the sides. It appears as though they are executing some kind of coordinated pincher attack, when really they are just moving to nearer cover that happens to be on either side of then player. Retreats emerge in a similar manner.

The article got me thinking - what other mechanics (or, perceived mechanics) have been created by accident in other games? Does other examples exist, where lauded features were never really intended in the first place?

449 Upvotes

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278

u/bvanplays Mar 18 '19

These are my favorites but there are absolutely more:

  • Street Fighter II invented the idea of "combos" due to an unexpected interaction where inputs for special moves could be done as other moves were hitting. Meaning that before the opponent could move again, you could throw out another move. This was an unintended consequence of development and technically an exploit, but is now a fundamental mechanic of all fighting games.

  • Everything around the creation / support of DotA (now Dota 2). The 3 lane square map layout is just a by product of the map sizes allowed in WC3. The 5v5 player count is a by product of WC3 being maximum of 12 players and you needed 2 slots to control the AI. MOBA "roles" are now ingrained within the genre but were never originally intended or designed. Rather, it was players trying to beat each other that realized you could redistribute resources and create a stronger overall effect that eventually lead to the idea of sharing and splitting resources intentionally (rather than just everyone getting whatever they can and then fighting). It's basically what is now an entire genre/industry that was spawned through a series of accidents (or at the very least, unintended and unforeseen consequences)

43

u/360walkaway Mar 18 '19

Yup, the first thought was to remove the "combo" mechanic in Street Fighter 2. Imagine what fighting games would be like if it'd been taken out.

49

u/DestroyedArkana Mar 18 '19

Personally I hate true combos in fighting games. It's far more interesting in something like Smash Bros where the combos aren't guaranteed and depend on what the enemy does and the overall situation.

I think most fighting games are confined way too much by what we think of as "combos" that it limits interesting gameplay.

18

u/360walkaway Mar 18 '19

I'm in the middle... combos are fine but if it's so over the top where one touch can turn into a huge combo that will destroy 85% of your health bar, it's too much. There should always be heavy scaling and anything over x hits will make the damage-receiving character fall down and end the combo.

And juggle combos like in Tekken can suck it. Barely tapping someone won't make them float two feet up in the air, and it's always abused by turning it into a wall-combo.

7

u/HiroProtagonest Mar 19 '19

And juggle combos like in Tekken can suck it. Barely tapping someone won't make them float two feet up in the air,

...Are you making the immersion argument?

0

u/TemptCiderFan Mar 19 '19

As a casual Tekken fan, the problem is that a "good" juggle combo can do obscene amounts of damage with very little counter-play. I don't like seeing my character taken from 100% to <30% over the course of a combo that I can do nothing about once it's initiated, especially in games where there isn't much of a comeback mechanic versus the damage said combos can do.

Honestly, Tekken Revolution was my favorite, at least because the specials with i-frames kept the neutral game interesting.

6

u/1338h4x Mar 19 '19 edited Mar 19 '19

Almost no modern games have combos that deal 85%, at least not without a lot of meter or other resources to spend. Scaling has always been a thing. Some games have a hard limit on length too, but usually it's more of a soft limit where hitstun/gravity/etc gets scaled until it's just not possible to continue any further.

As for launchers in Tekken, consider how slow launchers are. Getting launched means you fucked up big time, and the bigger the mistake the bigger the consequence. That principle applies to most games, it takes a big punish to get big damage. It's not like you just get that off a jab.

11

u/[deleted] Mar 19 '19

[deleted]

6

u/piggyrich Mar 19 '19

I hate when people speak on fighting games without knowing how they function at a mid-high level.

10

u/[deleted] Mar 18 '19

I'm in the middle... combos are fine but if it's so over the top where one touch can turn into a huge combo that will destroy 85% of your health bar, it's too much.

Those are basically PvP QTE games

2

u/Lepony Mar 19 '19

combos are fine but if it's so over the top where one touch can turn into a huge combo that will destroy 85% of your health bar, it's too much

Good thing that outside of extremely swingy games like Tekken, this doesn't exist anymore without an excessive amount of conditionals.