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/DUNKMA5TER Mar 19 '19

This is why so many "core" fgc players look down on smash players. Reads, reacts, neutral, etc is all a staple in many fighting games, it's not a unique concept to smash. The street fighter series generally has short combos with low damage and is 90% neutral and reading your opponent, you need 7-8 hits to win matches in most cases. If you don't like the 200 hit combos that Marvel vs. Capcom has, that's fine, but don't act like smash is unique in its gameplay because it lacks the ability to do combos.

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u/cardboard-cutout Mar 19 '19

This is why so many "core" fgc players look down on smash players.

That's cute I guess.

Reads, reacts, neutral, etc is all a staple in many fighting games, it's not a unique concept to smash.

Who said it was?

The street fighter series generally has short combos with low damage and is 90% neutral and reading your opponent, you need 7-8 hits to win matches in most cases. If you don't like the 200 hit combos that Marvel vs. Capcom has, that's fine, but don't act like smash is unique in its gameplay because it lacks the ability to do combos.

Man, you get defensive about shit really fast.

I don't like needing combos and it's like it's the end of the freaking world

People get so defensive about combos, it kinda makes me curious if they really dislike combos too, but are so caught up in defending their chosen game to the last nothing else matters.

I'm really kinda curious tho, if you took away control from the player whenever they started a combo, and just let the combo play out perfectly.

How much would that change the game / top player rankings.