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Level Up.pdf

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Non-Enemy Enemies 317<br />

comes dialogue - the - player- is - going - to - tire - of- hearing - over- and - over- again. ”<br />

Taunt the player physically as well as verbally. You can even build them<br />

into your enemy ’ s attack moves. For example, in Maximo: Ghosts to Glory,<br />

there is a sword - wielding skeleton that, every time he ’ d successfully hit the<br />

player, would do a little flourish with his sword, like a gunslinger spinning his<br />

guns before he holstered them. This flourish was created to give the player<br />

an opportunity to strike back and wipe the grin off that cocky little so - and ­<br />

so ’ s face.<br />

Simple animations like idles and taunts go a long way in making an enemy<br />

feel smarter than they actually are and provide lots of character. Has the<br />

player retreated too far for the enemy to attack? Have it berate the player or<br />

make “ come here ” gestures. Did the player successfully elude the enemy<br />

with stealth? It should shrug its shoulders and mutter that they must have<br />

been seeing things. Some games have guard enemies taking smoking<br />

breaks or falling asleep at their post to make them easier pickings for the<br />

hero. But keep in mind you don ’ t want every one of your enemies to act this<br />

way, otherwise you ’ ve just thwarted the uniqueness you were trying to<br />

achieve.<br />

One last thing about enemies: sometimes you should let the bad guys win.<br />

I don ’ t mean killing off the player in order to give your enemies a victory, but<br />

don ’ t baby your players either 17 . Let the enemy get in a hit (or a cheap shot)<br />

once in a while. Give the enemy a temporary invulnerable attack state. Force<br />

the player to run away or at least block an attack. Have your enemies<br />

outnumber the player several times over. Let them sweat it out as to whether<br />

they ’ ll survive the encounter. The player should feel like they are actually in<br />

danger from the enemies. A bad guy isn ’ t going to feel very threatening if<br />

the player doesn ’ t have to struggle to defeat them. And the player ’ s victory<br />

is going to feel hollow if the enemies don ’ t provide a challenge.<br />

Non - Enemy Enemies<br />

As mentioned at the start of this chapter, not every game has physical<br />

enemies that are to be overcome with hot lead and cold steel. There are<br />

plenty of ways to push and punish your player without resorting to fighting<br />

sentient beings.<br />

Gremlin. This character looks like an enemy, but doesn ’ t directly engage<br />

the player. Instead, a gremlin will disrupt the game by undoing the player ’ s<br />

17 I ’ ll be talking more about difficulty in <strong>Level</strong> 13 , so hold your horses.

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