At GDC, Atsushi Inaba of Platinum Games gave a talk about the development of "Action Games". Here's a link to a summary of it:
http://gamasutra.com/view/news/268401/P ... design.php
It's a genuinely interesting read. He reduces the philosophy of Action Games down to foundational axioms of purpose and design.
Most interesting is his acknowledgement of action games as "Reactive" games: Games that are, ultimately, focused on the moment of Player response.
Platinum Games Guide to Action Game Design (GDC Talk)
Re: Platinum Games Guide to Action Game Design (GDC Talk)
The bit about action games being reactive sure does go a long way to explaining why so many Platinum games are mired in call-and-response drudgery.
Re: Platinum Games Guide to Action Game Design (GDC Talk)
Obscura wrote:The bit about action games being reactive sure does go a long way to explaining why so many Platinum games are mired in call-and-response drudgery.

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Squire Grooktook
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Re: Platinum Games Guide to Action Game Design (GDC Talk)
Improvisation and reaction are the only things I truly care about in any kind of gameplay.
High Level Design was most interesting to me. Reminds me of the discussions of Futari's easier stage 4, the flow there is one of my favorite aspects of that game. Something I'll have to keep in mind.
High Level Design was most interesting to me. Reminds me of the discussions of Futari's easier stage 4, the flow there is one of my favorite aspects of that game. Something I'll have to keep in mind.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Platinum Games Guide to Action Game Design (GDC Talk)
Isn't stage memorization fundamental for 1cc's?Squire Grooktook wrote:Improvisation and reaction are the only things I truly care about in any kind of gameplay.
Xyga wrote:Liar. I've known you only from latexmachomen.com and pantysniffers.org forums.chum wrote:the thing is that we actually go way back and have known each other on multiple websites, first clashing in a Naruto forum.
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Squire Grooktook
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Re: Platinum Games Guide to Action Game Design (GDC Talk)
You can have both memorizable/static elements and random elements co-existing in balance and harmony. Randomness can be hard to balance but it's doable with the right methods and some patience (personal experience with game devving).Durandal wrote:Isn't stage memorization fundamental for 1cc's?Squire Grooktook wrote:Improvisation and reaction are the only things I truly care about in any kind of gameplay.
Though technically memorization isn't theoretically necessary to 1cc a shmup (even hard ones) if the game telegraphs its hazards fairly. It just makes it easier. I've blind cleared a few moderately difficult shmups and stages myself, and I've heard some impressive anecdotes about top players first times with certain games.
But static elements co-existing with subtle random elements to give a situation both an element of strategy and an element of reaction/improvisation is best in my book. The reaction/improvisation itself is the most satisfying and important thing to me though, and I have a hard time calling any game that lacks that element a favorite.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Platinum Games Guide to Action Game Design (GDC Talk)
The full talk is up on YouTube now: https://www.youtube.com/watch?v=wrw2IP6pZu0
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BulletMagnet
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Re: Platinum Games Guide to Action Game Design (GDC Talk)
Off to the side, Platinum's head honcho recently resigned.