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Creating memorable combat experiences in games involves a blend of structured design and procedural surprises. To achieve satisfying encounters, consider establishing clear fronts and layered setups that define player engagement. Balancing enemy behavior with cover placement and attack patterns can facilitate better combat focus. Utilizing wave compositions allows for varied pacing and enemy types, encouraging player strategy. Explore effective flanking practices and redirection of fronts to maintain dynamism in gameplay. Learn how Insomniac Games applied these principles to elevate their franchises.
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The Designer’s Dream • “drop in and play” enemy behavior • Less scripting and environment authoring • Less predictability, more procedural surprise moments for the player
The Reality Sadly, “drop in and play” is: • Chaotic • Incomprehensible • Frustrating
Solutions • Establish a Front • Create Layered Setups • Understand Combat Focus • Functional Cover Placement • Attack in Waves • Good Flanking Practices • Know When to Re-Direct the Front • Use High Priority Targets • Good Ally Usage
RCF: TOD and Resistance 2 • Tightly directed by Insomniac veterans • Design staff experienced in the franchises • R2 had very linear spaces
RCF: A Crack In Time • Departures and promotions • Design staff noobs to the franchise • Less linear spaces
RCF: ACIT and Resistance 3 • Immediate and dramatic improvements • Solid core combat means fewer changes • More effort can be put into dramatics
Establishing a Front • Establish two distinct fronts • Use the architecture to help define fronts • Use cover placement to define fronts • Front lines determine flanking opportunities
Enemy front? No Man’s Land? Player front? Example of a poorly established front
Layered Setups • = 2 distinct setups both requiring enemies to be present at the start • Keep layers clearly separated (combat distance) • Use vertical space
Layered Setups • Player only truly engages the first layer – second layer is spectacle • On the last 1-2 foreground enemies, pull them back, move allies up, then allow second layer to engage • Player rushes the second combat-area = engage
All on same level Needs Layering Tons of enemies No separation
Combat Focus • = where the player’s attention is – the anchor of the setup • It’s narrower than you think • Keep distinct – associate with geometry • Can have 2 – keep distinct – separate geographically
Combat Focus • Keep cover positions pretty tight • Intro enemies into a tight “home” and keep them there • Intros route new enemies behind the combat focus • Player exit/goal behind the combat focus
Exit off screen Intros from too far Enemies too spread out Poor Combat Focus Player’s FOV
Cover Placement • Defining each setup should BEGIN with your cover placement • Use cover to define the front lines and combat focus • Be conscious of facing and shape of cover • Use cover to lure the player into their initial combat position • Use multiple cover positions to create player choice
Cover Placement • Resist the urge to randomly scatter cover for realism • Ideal Combat Distance between player and enemy cover • Flanking cover = 1-2 pieces of good cover (rarely more) • 2+ cover positions for each shooter
Poor cover placement Combat focus? Front lines? Initial combat pos? Player choice?
Waves - Composition • Enemies over time is key – waves are the way to do this • First wave is the “gimmee” – it’s the second and subsequent waves that are the real combat • Each wave is *about* a single – and different – class of enemy
Waves - Composition • Filler enemies OK – but NOT a homogenous mixture • Keep melee enemies and projectile enemies in separate waves • Pacing across waves – build up to a crescendo
Waves - Intros • On last 1-2 enemies in current wave • Or on <40% health of single tougher enemy • Intro new waves through the current combat focus – then fan out
Waves - Intros • Long intro paths, perpendicular to LOS • Stagger enemy spawns – temporally and spatially • Dropships – intro through combat focus and loop around battlefield
Waves – pausing between • ONLY when there is a story reason to do so • Exposition should happen here • As well as your allies repositioning themselves • This is usually a rare moment, that precedes a new enemy intro or significant story event
Poorly done waves Waves from afar? Toughest enemy first? Grunts in every wave?
Flanking • A solid combat focus and front lines allow for a flank • 1-2 good pieces of cover and a single path define a flank (more = messy) • Let the player get anchored before flanking (8s delay)
Flanking • Must flank through the combat focus • Must call out the flanking maneuver really well • Dialog/foley • First shot miss behavior • Additional wave makes a good flank, BUT this is really Redirecting The Front
Bad Flanking Flank from afar? Front lines? Clear flanking pos?
Re-directing a front • You must establish a new front and combat focus • Do on new wave entry • Retreat remaining enemies to their new front
Re-directing a front • Move allies up into their new front • Call out with dialog or significant event • Use the new combat focus to attract player to setup exit
Needs redirecting Now what?
High Priority Targets • Usually tougher enemies • Take prominent positions • Use the geography to highlight them • Separate physical space from filler enemies • Wave is “about” this high priority target
Muddled priority Just another in the mix
Tight environments • Hand script each enemy • Enemies generally take a single position and stick to it • Sometimes fine to just let the enemies run wild • example: coming upon two easy enemies in a room with no cover • these are usually quick surprise moments
Can clump up Can wander off Looks dumb Poor tight environment work
Allies • hand scripted • go to specific cover points every time • in small encounters, stick to that cover point indefinitely • in larger encounters, can have a small home area
Allies • keep allies and enemies separated • allies will define the front line and the player’s initial position • allies should run ahead of the player to the front line
Poor ally usage Allies muddying the front Player ahead of allies Action off-screen