Elements of the perfect action game.

A place where you can chat about anything that isn't to do with games!
Post Reply
User avatar
Pixel_Outlaw
Posts: 2646
Joined: Sun Mar 26, 2006 3:27 am

Elements of the perfect action game.

Post by Pixel_Outlaw »

In a world of video"game" desolation please provide some blueprints on how to make a good action game. Lets keep it 80's to early 90's style. What would you tell a video game developer seeking to capture the elements of "classic" action arcade games? This is for my own benefit.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
User avatar
Stormwatch
Posts: 2327
Joined: Thu Jan 27, 2005 1:04 am
Location: Brazil
Contact:

Post by Stormwatch »

Must be fast-paced and challenging, but not exceedingly hard.

Fluid animation is cool, but the characters must respond to your command immediately.

If it uses one-hit death, instant respawn is obligatory.

Instant respawn is usually a good idea. One-hit death, not so much.

Switching from instant to non-instant respawn after a point in the game is very stupid.

A way to save the progress is nice. Or at least a way to unlock extra credits.
Image
User avatar
Rob
Posts: 8080
Joined: Wed Jan 26, 2005 12:58 am

Post by Rob »

Dust Dragon
User avatar
Zebra Airforce
Posts: 1695
Joined: Mon Aug 13, 2007 9:10 pm

Post by Zebra Airforce »

designed for competition
Image
User avatar
Specineff
Posts: 5768
Joined: Wed Jan 26, 2005 12:54 am
Location: Ari-Freaking-Zona!
Contact:

Post by Specineff »

Bosses that are vulnerable to some serious pwnage after missing you with a move.
Don't hold grudges. GET EVEN.
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Post by Ed Oscuro »

Depends on your audience...if you're aiming for score / Achievement fanatics or casual gamers the "right" way of doing things will change
User avatar
ED-057
Posts: 1560
Joined: Fri Jan 28, 2005 7:21 am
Location: USH

Post by ED-057 »

In-game turorials and story sequences should be brief and/or skippable. Difficulty should start somewhere around newb level and smoothly ramp up to kungfu-master level.
User avatar
MX7
Posts: 3224
Joined: Fri Mar 09, 2007 9:46 pm
Location: Cambridge
Contact:

Post by MX7 »

-Sharp collision detection.
-Perceived challenge somewhat outweighs actual challenge.
-Dynamic scoring system ensures that an experienced player will always score higher.
-Soundtrack that abuses arpeggios to the logical extreme.
-Difficulty curve should be gentle. Game should start off hard and progress to being very hard, as opposed to having to sit through three levels before the game actually gets fun.
-Waterfall level.
User avatar
UnscathedFlyingObject
Posts: 3636
Joined: Wed Jan 26, 2005 1:59 am
Location: Uncanny Valley
Contact:

Post by UnscathedFlyingObject »

MX7 wrote:-Sharp collision detection.
-Perceived challenge somewhat outweighs actual challenge.
-Dynamic scoring system ensures that an experienced player will always score higher.
-Difficulty curve should be gentle. Game should start off hard and progress to being very hard, as opposed to having to sit through three levels before the game actually gets fun.
Amen, bro. However, I'll point out that it's also acceptable to have a curve from easy to kung-fu master if the game's harder difficulty start you in hell. Some more additions:

- Keep "RPG" elements down to the minimum. No collecting shit, no leveling up, no backtracking. RPG elements should be in RPGs only.

- Keep it short for one-sittings. Ideally around 40-45 minutes.

- Keep things moving forward. The player should always be moving from one environment to the next. Levels shouldn't take 10 minutes to finish.

- Make the bosses dynamic. It gets tiresome when you play a game and the bosses always perform attacks in the same pattern. Make it slightly random to keep people on their toes.

- Do not make the bosses take forever to kill and especially avoid giving them quadruple energy in harder difficulties. Something like 1.5X more energy is fine, but definitely add more attacks and make the bosses more aggressive.

- Give me balanced weaponry. Not so strong I mow down everything before they even get to attack (TFV free range) but not so weak that it takes half a day to kill anything.
"Sooo, what was it that you consider a 'good salary' for a man to make?"
"They should at least make 100K to have a good life"
...
User avatar
Nuke
Posts: 1439
Joined: Fri Feb 25, 2005 1:26 am
Location: Lurking at the end of the starfields!!
Contact:

Post by Nuke »

-Keep tutorials and main gameplay separate! It's irritating and off-putting to have to go through the same demonstration again and again If you decide to replay the game.

-Better yet, skip tutorials all together! All the best arcade games of yesteryear just threw you into the action, with simple enough controls that made instructions unnecessary. Here's a wild idea for the more complex action games: Put the control mapping on the back of the game box and/or as an option in the pause menu. Don't put it on the loading screen, because then you get a longer loading screen. In fact, skip the loading screen altogether! (Take note EA!)

-Less story, more awesome! Things don't have to make sense to be fun, and there are better genres to work with in that area such as RPG's and Adventure games.
Keep cutscenes sparse, short and in-game to make room for more explosions an crazy shit such as cyborg-werewolf bosses the size of buildings!
Trek trough the Galaxy on silver wings and play football online.
User avatar
The Coop
Posts: 2944
Joined: Wed Mar 01, 2006 2:57 am
Location: Outskirts of B.F.E.

Post by The Coop »

- Earth, Wind, Fire, and Water. Heart can go fuck itself.

- A real ending. You know, something beyond "Congraulation!" with a picture. You just fought through level after level of insane amounts of stuff. You should be rewarded with an ending that's more than something that feels tacked on as an afterthought.
User avatar
Frederik
Posts: 2554
Joined: Sun Nov 06, 2005 7:14 pm

Post by Frederik »

-Having a way to kill bosses really quick while being pretty hard to do is awesome. See: Many bosses in Alien Soldier. That first boss can be killed almost instantly but it requires perfect timing.

-Kick small enemies into other enemies for chain reactions. See: Astro Boy Omega Factor and Bangai-O Spirits.

-Multiple ways of attacking. See: All of the above.

-Keep track of the stage timer for easy speedrunning awesomenes.

-Have a tutorial that actually lets you play. See: Astro Boy OF.

-Make your weapons seem powerful. Make it a constant stream of bullets for rapid fire weapons. See: Dodonpachi, Ikaruga, Alien Soldier. DON´T see: Metal Slug´s pea shooter.

-Practice mode.
User avatar
Stormwatch
Posts: 2327
Joined: Thu Jan 27, 2005 1:04 am
Location: Brazil
Contact:

Post by Stormwatch »

DON'T make me wait while my attack recharges. (a la Alisia Dragoon)
Image
320x240
Posts: 655
Joined: Fri Nov 16, 2007 12:07 pm
Location: France

Post by 320x240 »

Design the control interface first and build the rest of the game around that.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Post by moozooh »

Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
320x240
Posts: 655
Joined: Fri Nov 16, 2007 12:07 pm
Location: France

Post by 320x240 »

moozooh wrote:This is what happens when 13 year olds get hold of a copy of Gamemaker[/url].

When starting on a new game I think it can be a good thing to stop thinking about it in game terms and instead picture it as something more 'real'. This picture can at first be as simple as a bee pollinating a flower and then grow from that until you have a whole 'scene'. This way the game will more easily end up with more of an organic feel. The basics of a control interface will often present itself as part of this picture too. I have a feeling (and remember reading as much in old interviews) that a lot of the really old classics came about in this way - at least the Japanese developed ones.
User avatar
UnscathedFlyingObject
Posts: 3636
Joined: Wed Jan 26, 2005 1:59 am
Location: Uncanny Valley
Contact:

Post by UnscathedFlyingObject »

"Sooo, what was it that you consider a 'good salary' for a man to make?"
"They should at least make 100K to have a good life"
...
User avatar
chempop
Posts: 3466
Joined: Sun Jul 31, 2005 7:44 am
Location: Western-MA USA

Post by chempop »

Special Attacks
Weapons
Bosses
platforms
jumping
soundtrack
more bosses

i recommend shinobi series, alien vs predator arcade (and others of the like), megaman series, streets of rage series... sure some are platform/side scroller action, some are beat-em-up action but those are my faves.

Maybe I missed the question, if so I'm sorry.
neorichieb1971
Posts: 7887
Joined: Wed Jan 26, 2005 1:28 am
Location: Bedford, UK
Contact:

Post by neorichieb1971 »

I think something like God of War gets closest to me. It might not be perfect but what is. It makes you think, you can get away with button bashing from time to time and it doesn't make you use every single button on the pad.

DMC would come a close 2nd, but I hate respawning enemies.

In the classic sense, Shinobi did it for me in the arcades.
This industry has become 2 dimensional as it transcended into a 3D world.
Post Reply