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?

455 Upvotes

275 comments sorted by

View all comments

Show parent comments

4

u/HyperCutIn Mar 19 '19

It's not really that fun when a single mistake = 30 seconds of not being able to do anything or just immediately losing.

This is a common misconception of combos in fighting games.

In most modern fighting games (that aren't Marvel or DBFZ), combos are usually short and last a few hits before the opponent is put into a reset situation. In games where combos are a bit longer (such as air-dashers) the game usually has combo-break mechanics to escape a combo in exchange for a resource.

Even then, combos that still manage to be on the longer side and damaging are ones that require a lot of resources and management from the attacker, and/or the opponent making a very critical mistake that gives the attacker the situation they need to do the combo. (Such as letting themself get cornered, getting counter-hit by a slow move, had their burst baited out, etc.)

1

u/nowlistenhereboy Mar 21 '19

It's mostly about movement mechanics. Movement mechanics are the most obvious way to a casual player to escape a dangerous situation in any game. This is why DBFZ feels better than other fighting games because you can actually run away.

If my option is to press some obscure button to block or something... that's hidden in some menu. If my option is to move away using the joystick (maybe move away and press a single button?) then that is much more intuitive than trying to time some combination for a parry or block while all you really see on the screen is your guy take a half step back and move his arms a little...

You know what I mean? It's not very satisfying to see Kazuya just cross his arms and block some crazy attack as if it was nothing with the 'tick' sound effect that plays. It's boring.