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Level Up.pdf

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252 LEVEL 10 The Elements of Combat<br />

• Always position the button prompt in the same location on screen.<br />

Otherwise the player will get confused about what button they have to<br />

press.<br />

• Allow the player time to recognize the button prompt and then press the<br />

button. This recognition usually takes most players a beat (a “ one - one<br />

hundred ” count).<br />

• If the player fails to press the correct button in time, then try to get the<br />

player back to that QTE state quickly. For example, if it took three<br />

different sets of patterns to reach the QTE, don ’ t repeat those three sets<br />

if the player fails. Have the player repeat one set before the QTE is<br />

activated.<br />

• I ’ m torn over instant player kills for failing QTEs. On the one hand, it<br />

allows for some very bitchin ’ animations of your hero getting ripped<br />

apart by the boss monster. On the other hand, I ’ m against instant kills in<br />

general. I recommend the player taking substantial damage from failing<br />

a QTE sequence, that way they can survive to try again. If they are on<br />

their last bit of health, you can still have that bitchin ’ animation play …<br />

I have played targeting systems that allow the player to choose enemies in<br />

front or behind them by selecting a specific button or direction with the<br />

analog stick 4 . Other games treat targeting like a QTE, where the window of<br />

opportunity to attack lasts as long as the enemy is in view or nearby.<br />

Melee is hand - to - hand combat. Pretty much all the rules of combat apply<br />

but remember that those hands can be lethal weapons and hold impromptu<br />

weapons found in the world: props or objects such as lead pipes, chairs, or<br />

even cars! Make it easy for players to pick up and drop these items —<br />

provide on - screen prompts if you have to.<br />

4 The Mark of Kri (SCEA, 2002) had an innovative lock - on system that had the player use the<br />

DualShock controller ’ s analog stick to do a “ radar style ” sweep to target a sequence of<br />

enemies that could be programmed by the player. The technique was patented by the game<br />

creators.

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