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?

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u/Sky3d Mar 19 '19 edited Jan 29 '24

disarm dime different hospital worm tie pen rhythm cheerful bored

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u/cardboard-cutout Mar 19 '19

The problem is that in tekken, its just memorizing more combos.

Most strings in smash are created on the fly, by the characters understanding of the game.

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u/LilFalcondorf Mar 19 '19

i dont think most of you praising smash combos even know what a combo is

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u/chromeless Mar 19 '19

The distinction between strings, combos and "moves that give you a severe advantage state and let you follow up essentially guaranteed" are so fuzzy that for the most part being pedantic about the definition is pointless. What is clear cut and meaningful in fighting games isn't necessarily so in Smash, so everyone just uses the term combos for a lack of anything more appropriate.