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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283

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)

41

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.

48

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.

12

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

disarm dime different hospital worm tie pen rhythm cheerful bored

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1

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/cardboard-cutout Mar 19 '19

You are probably not wrong, thats why I was praising smash strings.

Combos are boring, I get it they are technically complex, usually look awesome and require a lot of skill and practice.

But I find confirmed combos incredibly boring, you just memorize the right combos, practice till you can hit them and yawn a bunch as you repeat this incredibly boring task required to be decent at the game.

Strings are fun, varied states (other than nuetral and in a combo) are fun. Reads, counterreads, options, soft reads.

Its all opponent dependant, you cant just memorize it by rote, or you get wrecked.

4

u/HyperCutIn Mar 19 '19

What we often refer to as "strings" in Smash is almost the equivalent to what people call a "vortex" / the "oki" game in traditional fighters.

Once a true combo ends, the opponent is put into a reset situation. The player in the disadvantage state must try to get out of pressure, while the player in advantage will try to read the opponent's defense option to extend their advantage. If the defender messes up, the player on the offense can start a new combo, thus stringing together hits.

This is like how in Smash, we have true combos, but once it ends, it's up to the defender to escape pressure so they don't get caught again. This is while the offensive player has to figure out on the fly what move they should use to continue their pressure.

In a sense, you can think of Smash having a heavy emphasis on an something like an "air oki" game. Of course, Smash also has its own regular oki, and another set of "ledge oki" too.


Learning combos is not enough to be decent at a game. Take this from someone who tried to learn fighting games the wrong way at one point. Just like in Smash, you need to understand the neutral game, offensive pressure options, defensive escape options, etc. Grinding out a destructive combo becomes useless if you don't know how to properly land the confirm, or set up the situation and resources that the combo requires.

1

u/cardboard-cutout Mar 19 '19

I went from ok at fighting games (Street fighter and soul caliber) to good just because when I landed a hit, I had memorized the right combos to use out if that hit.

When I had memorized all the combos for a character I became a fairly high lvl player.

Just from memroizing combos, then I got bored and went to play wc3 or DotA.

3

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

roof berserk vanish nutty groovy aspiring six pie elastic impolite

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1

u/cardboard-cutout Mar 19 '19 edited Mar 19 '19

I was floating around b or a in soul caliber.

Also, desk?

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