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Game
Balance, Part 2: A Detailed Example
I’d like to take an in-depth look at an
example of designing balance into a game. Although I’m choosing a
fighting game (surprise!), the lessons should apply to many types of
games. I'll go into some excruciating, genre-heavy details, but I
think that's necessary to give the full force of what's really going
on here.
Some games end up balanced through sheer
coincidence, such as the fighting game Marvel vs. Capcom 2, which is
“accidentally a very good game.” Somewhere in Japan, there is a
very lucky stable of monkeys who managed to type up Hamlet, or
perhaps a screenplay to The Seven Samurai. The game featured a huge
assortment of varied moves and 56(!) characters inside the most
chaotic fighting game engine ever created, and it somehow happened
to all work out. I will not be able to help you reproduce that. (Was
there brilliant forethought involved, and I'm just unaware?)
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| Welcome
to MvC2. Don't even ask. |
The hero of our story, the oddly named Guilty
Gear XX (ggxx), had quite a different genesis. It’s obvious that a
great deal of design went into the creation of the overall game
system and into the design of each of the 20 characters. I suspected
that a separate designer was assigned to each character, and from
the look of the game’s credits this is mostly true.
Each character in Guilty Gear XX plays very
differently. I think it’s easy to just read over that sentence, so
I want to make it clear: compared to other fighting games, Guilty
Gear XX has significantly more diversity in the gameplay each
character allows than any other fighting game I have ever played,
and that is saying a lot. So the game has more gameplay diversity
than its peers, yet it is also one of the most balanced games in its
genre. Diversity and Balance are natural enemies, so how is this
possible? The solution is that Guilty Gear XX 1) has a game system
that gives all characters equal access to an unusually large number
of safeguards and abilities and 2) each character has some set of
unique abilities that stray further from the standard template than
they would in most other fighting games.
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| Faust
and Dizzy of ggxx. If you'd like to play a Japanese doctor
with a huge scalpel who wears a bag over his head with one
eye-hole, this is the game you've been waiting for. If
that's not for you, try the half-angel, half-devil,
half-naked girl who throws bubbles, homing arrows, and
laser-beam-shooting chomping mouths. |
Basically, there is a “design skeleton”
shared by all the characters, with each character having his own
unique “meat on the bones.” Since the designer can count on all
characters having so many ways to get out of trouble, he can then
give each character an unusual amount of “unique unfairness.”
Let’s look at the “skeleton” of features
common to all characters. I’ll start with boring stuff and work my
way up. I will spare you the exact definitions of these first items,
but with only a few exceptions, all characters have access to this
suite of movement abilities and basic attacks:
- Double
Jump
- Ground
and Air Dash
- Sweep
Attack
- Overhead
Attack that Launches
- Ground
Throw and Air Throw
- Air
Recovery (aka “tech recovery”)
- A
silly Instant Kill mode
“f+p” invulnerability. Every
character has a move performed by holding forward on the joystick
and pressing the punch button. For every character except Testament,
this move grants some invulnerability to the upper body. This means
that if an enemy jumps in at you, a f+p move is very good
“anti-air.” That is, it works well against attacks coming from
above (unless the enemy expected it, and double jumped…).
Super Meter. Lots of fighting games have
a meter (other than your health meter) that gives you limited access
to certain moves. In this game it’s called the “tension meter”
but we all know it’s a “super meter.” In ggxx, the meter
charges up whenever you do anything offensive, such as attack, air
dash forward, or even walk or run forward! All characters share the
same mechanics for charging and expending super meter.
Green Blocking (aka “faultless
defense”). While you are blocking, if you hold two buttons down,
your character becomes surrounded by green rings. During this time,
your super meter depletes, but you will take no “block damage”
as you normally would from projectiles and other special attacks.
Also, when you green block an attack, your defender will be pushed
farther away than normal. This allows you to loosen up your
opponent’s traps pushing him too far away. You can also use green
blocking while you are in the air to block attacks from an opponent
on the ground (you can’t block those types of attacks without
green blocking).
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| Slayer
(left), a vampire with many invulnerable moves(!), has his
kick "green blocked" (aka "faultless
defense") by Baiken (right), a cheap character who I
hate playing against. ;) |
Super Moves (aka “overdrive
attacks”). Each character has a few big moves that require half of
a full super meter to use. Very standard in fighting games.
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| Bridget
(left), the transvestite nurse who fights with a yo-yo (yes,
I'm serious), performs a super move on Ino (right), a guitar
playing chick who fights with...music. |
Alpha Counter/Guard Reversal (aka
“dead angle” attacks). All those confusing terms mean the same
thing: while you are blocking an attack, you can perform this
maneuver to cancel your blockstun (the time you are stuck blocking
an attack) with an attack of your own, for the cost of half of a
full super meter. This means that if you are being overwhelmed by
attacks, you can block and use this maneuver to get the opponent off
of you.
Roman Cancel (rc). Now we’re getting
to the wacky stuff. Almost every attack in the game can be “roman
cancelled,” which means cancelled instantly in a flash of red.
This is performed by pressing three buttons during the course of
almost any move, and it costs one half of a full super meter. There
are numerous uses for this. You can do an “unsafe move” with
very bad recovery, then roman cancel the move when the opponent
tries to hit you back. You can do a combo, then roman cancel what
would normally be the last hit, which usually allows you to continue
the combo.
False Roman Cancel (frc). We are deep in
the dangerous territory of poorly translated Japanese terms. Perhaps
this is intended to be a “force” rather than a “false”
cancel. “Roman” seems to be short for “romantic,” by the
way, which makes no sense either. Anyway, an frc is very similar to
an rc. Each character has a few moves that have a small window of
frames where an frc is possible. If you attempt to do a normal rc
(press 3 buttons) during one of these special windows, you get a
blue flash rather than red, and you spend only half as much super
meter as a normal roman cancel costs. What’s the point? Most
frc’s are associated with moves that allow you to keep up pressure
in your attacks. You might throw a projectile, frc (so you have no
recovery at all), dash in and do a few normal attacks, then do the
projectile again and frc it, repeat. Without frc’s, you have to do
the normal red roman cancel which takes half your super meter. That
means you’d have only two repetitions of a trap at most, rather
than four frc's before your suepr meter runs out.
Infinite Combo Safeguards
These next several features all contribute to
preventing “infinite combos.” An infinite combo is a situation
where once the opponent lands the first hit of the combo (in the
right situation), then he can continue the combo forever until he
wins. The more complicated a fighting game is, the more likely it is
to have unwanted infinite combos. The designers of ggxx put many
systems in place to reduce the likelihood that such combos could
exist.
Burst. This is the most blatant
solution: a move that lets you break out of a combo. This taboo
concept is very rare in fighting games, after the semi-fiasco of the
“c-c-c-combo breaker!” in the game Killer Instinct. That game
allowed the victim of a combo (who usually cannot do anything at all
until the combo ends) to input a paper/rock/scissors guess that
would allow him to escape the combo. This guess had no cost, so it
was extremely common (too common) to break out of combos in that
game.
In ggxx, there is an entirely separate meter
(the burst meter) that keeps track of how often you are allowed to
burst (about once per round). You always start the first round of a
game with a full burst meter. Once you use the burst (it’s the
only move you are allowed to do while you are in hitstun, by the
way), you can’t use it again until your burst meter refills. The
burst meter refills slowly over time, and it also increases the more
you get hit. Getting hit by some moves (moves more likely to create
infinite combos) fills your burst meter faster than others.
The burst is like a “get out of jail free
card.” It lets every character get out of trouble once, “for
free.” Of course, a clever opponent can expect the moment you will
burst and simply voluntarily stop attacking right before your burst,
then punish the recovery of your burst with an even bigger combo, so
you have to be careful.
I should also note that there is an alternate
use of the burst, a use often called a “gold burst” or
“offensive burst.” So far, I have only talked about activating
the burst while you are in hitstun (the brief period of time where
you are reeling back after getting hit by an attack during which you
can perform no moves except a burst). But you are allowed to perform
a burst almost any other time as well. You can burst at the first
moment of the round if you want to. If you perform a burst when you
are NOT in hitstun and the very beginning of the burst actually hits
the opponent, then you instantly get a full super meter (aka
“tension meter”.) So what’s the significance of that? If you
are getting rushed down and overwhelmed by attacks, you should use
the first type of burst to get out of trouble. But if you are the
one doing the attacking, you don’t need to get out of trouble. You
want to cause even more trouble. So you can attack the enemy and use
lots of rc’s and frc’s (those use up your super meter), then you
can “gold burst” suddenly as they try to get you off them, and
if that burst connects, you will have a newly full super meter to
perform even more rc’s, frc’s and supers in your attack pattern.
Guard Meter. Yes, there are a lot of
meters in this game. Right under your health meter is a little red
meter called the guard meter. It starts at 50% full, and naturally
tends to wander back to 50% over time. The more attacks you block,
the higher that meter gets. The more attacks you get hit by, the
lower that meter gets. The higher the meter is (the more attacks you
recently blocked) the less you benefit from the game’s normal
system of damage scaling. Usually, when you get hit by a combo, each
successive hit is “scaled” down in damage more and more. But
when your guard meter is high, even an ordinary combo can do massive
damage to you because you are not being protected by the usual
damage scaling. This is meant to punish overly defensive players.
On the flipside, the lower your guard meter is
(meaning you got hit by a lot of attacks in a short period of time),
the more damage scaling you benefit from. A very, very long combo
will eventually do only one pixel of damage per hit because of this
feature. So even if an infinite combo did exist, it would take an
incredibly large number of hits to actually kill you. Furthermore,
you receive another even more important protection when your guard
meter is low: reduced hitstun. Every time you get hit by a move, you
are briefly stuck in a reeling animation where you can’t do
anything (except burst). This is the basic concept that allows
combos to exist at all, since the opponent can often hit you again
before your hitstun ends. But in ggxx, the more you get hit, the
shorter your guard meter becomes, and the shorter your hitstun
becomes. So if there exists a combo that is a “loop” of repeated
moves, it may be possible to do 3 or 4 repetitions of the loop, but
eventually the opponent’s hitstun becomes so short that the combo
simply stops working.
Increased Gravity. Another safeguard
against infinite combos. The longer your character is being juggled
by a combo in the air, the greater the force of gravity on your
character becomes. Many infinite combos in fighting games involve
“juggling” a character in the air with attacks. Much like with
actual juggling, it is a fight against gravity to keep it all going.
While it might be possible to do 3 or 4 repetitions of a juggle
loop, eventually the victim’s body falls so fast to the ground
that the juggle is no longer possible.
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| Potemkin
no fast. Potemkin smash. |
Phew, some of you might have even made it
through reading all that! Let’s do a short recap, just the broad
strokes of it all. If you want to attack, ggxx gives you super
meter, and gives you several options to spend that meter to enhance
your attack (rc’s, frc’s, and super moves). The guard meter
system allows you to punish opponents who block too much. Those
opponents are being somewhat punished by the game system in general
anyway, since blocking doesn’t build super meter but attacking
does.
More important, I think, are the game systems
that help you when you are BEING attacked. Every character has upper
body invulnerability with their f+p move (except Testament). That
alone is a great help in stopping attackers. If you want to spend
super meter as a defender, you can green block or alpha counter.
Green blocking will protect you from all damage while you block
(except throws) and it will push that nasty attacker away from you.
Alpha countering is another method to get the attacker off of you,
and it can be performed while you are in blockstun.
That’s a lot right there, but there’s
plenty more. If you actually get hit by an attacker, you have all
sorts of things going for you. Your guard meter will eventually
reduce the damage you take by the combo and shorten your hitstun
allowing you to escape. Increased gravity will also eventually
thwart their combo. You can nip it all in the bud, though, by simply
bursting right at the very start of their combo, avoiding almost all
damage. And don’t forget that a great way to nullify attacks is
simply not to be in the way of them. Every character can double
jump, and every character but one can air dash.
Now that see how much EVERY character has to
work with when it comes to getting out of trouble, it becomes more
clear how it’s possible that ggxx has more diversity in gameplay
amongst its characters than most (if not all) other fighting games.
Character designers know that they can go in some really extreme
directions with each character design because they know that the
game system shared by all characters probably lets just about any
character eventually get out of just about any trouble thrown their
way.
So we have one character who can alpha counter
as much as she wants (not limited by super meter). Another that can
create pool balls on the screen, control their formations, and
bounce them off each other, allowing seemingly infinite variations
of attack patterns and setups. Another character can summon a
"shadow" who acts as a completely separate character. The player’s joystick
inputs and button PRESSES apply to both characters at once, but his button RELEASES apply to the
shadow character only. The point is, it’s an incredibly different
endeavor to play any given character in ggxx, yet the gameplay
skeleton (mostly of defensive features) ensures that all this
craziness will at least mostly work out in the end.
I think that’s the secret of capturing both
diversity and balance, or at least one effective method of reaching
the holy grail: a robust, shared system of defense with diverse and
unique attacks for each character/race/side.
Talk back!
Discuss this article in the forums.
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