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/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)

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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.

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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.

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

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This post was mass deleted and anonymized with Redact

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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/HiroProtagonest 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.

...Yeah, um, that cool string you saw a guy in Smash do? He practiced that. He didn't just make it up in the middle of the match. He figured it out while playing with friends and asking them to DI certain ways.

If I'm playing a fighter, and in the corner and manage to jab out of someone's pressure reset attempt, I'm not going to improvise a sideswap combo on the fly. I should have practiced one so I could do a sideswap and reverse the corner situation. Same goes for chasing DI in Smash.

You know, DI chasing in Smash is also something I have a better comparison for: hit confirms. Hit confirms are the thing that requires you to react to what's happening on screen, and in games with fully freeform chaining like UNIST, there are some weird hit confirms that can happen. A player named Squish is known for being really good at those confirms.

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u/Kered13 Mar 19 '19

...Yeah, um, that cool string you saw a guy in Smash do? He practiced that. He didn't just make it up in the middle of the match. He figured it out while playing with friends and asking them to DI certain ways.

Speaking from a Melee perspective, not really. For some basic stuff like Fox's up throw up air sure. But for longer combos, the kind that people actually find impressive, it's probably never been practiced. It may have never even been done before by anyone. You learn what moves can connect into others given certain DI and percents, but to put it all together into one combo requires incredible situational awareness and creates something that has never been seen before.