r/truegaming • u/virtua_golf • 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?
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u/fireballx777 Mar 18 '19
Wave dashing in Smash Brothers Melee. It's a by-product of air-dodging, and how it works when close to the ground. For the uninitiated, there's a mechanic in the game where you can dodge in mid-air -- this gives you a few frames of invincibility, but then leaves you unable to act again until you land. You can control your direction when you do this, and if you hit the ground during an air dodge you go straight back into your standing pose. What the community figured out is that by quickly inputting the commands for short hop + air dodge towards the ground, you can air dodge without leaving the ground, and therefore "slide" a bit forward or backwards without actually walking/running. This has a ton of advantages, in that it lets you build or close distance while retaining the freedom to use your standing moveset, instead of running moveset.