Something I've been struggling with a lot as a gamedev (& as a Gamer) is the conflict between gameplay depth & fun.
In my opinion, all action games need a combination of 3 things :
- Every attack needs to feel good. Big hitboxes, powerful move properties, lots of hitstun, very clear and extreme cause & effect, compensation for small mistakes, satisfying tension/release curves and hefty juicy positive feedback loops as a reward.
- It needs to be very context sensitive/deep. The viability & effectiveness of attacks should depend on situation. Minute differences in proximity/state, subtle risk vs reward dynamics, along with previous/future states should influence what you do and how. The player should always be rewarded or punished for their situational awareness or lack thereof.
- It needs to be very natural. Mechanics should be built on top of each other and gradually fade into each other like colors on a color wheel. Moves shouldn't just become ineffective based on the devs' whims, and things like meters need to be deeply integrated into the mechanics instead of being a duct tape solution. Designers shouldn't forcefully contort the game to fit the shape you want them to resemble.
These values not only have some internal conflicts, but they contradict each other. Good feel requires some degree of simplification & automation. Making everything powerful reduces the amount of overlap between moves/states/etc. and makes them better fits for certain niches, reducing the amount of context sensitivity. Positive feedback loops have huge opportunity costs which just plain don't give games enough time to have deep interactions. Nuance in general often requires things that don't feel particularly good on a basic kinaesthetic level.
I think the best action games live in the area where all of these conflicts are most densely concentrated, rather than on the periphery.
Because of how fundamentally contradictory all this shit is, action games require constant tuning and tweaking. You make a hitbox too large? Oops, now the game's less deep since it's effective in more situations. It's tempting to approach design conservatively - shrink hitboxes, increase startup/recovery frames, decrease range, reduce speed, etc. This can often lead to much more nuanced interactions. It makes moves a lot more situational and makes their particular niche less clear. But doing this removes the very core, the thing makes these moves exciting to use. It reduces a vivid color palette into a muddy samey brown mess, and it reduces a game with crazy ups and downs & emotional dynamics into an Earth album.
This has been recently demonstrated by RE4 vs RE4make and their handling of the player's kick. The remake's developers adapted a much more conservative approach to the kick's invincibility frames & range. It doesn't quite act as a screen nuke anymore, it can't quite be chained as effectively, it leaves you vulnerable to enemy attacks because of a lack of exit iframes. The kick is a lot more situational now. On paper it sounds good, but it robbed the kick of the very things that made it awesome to begin with, those emotional peaks and waves, and made it blend in with other bland, unexciting situational finishers. The goal is surely to preserve the emotional excitement and power of the kicks, while making them less dominant in some way, no?
Streets of Rage 2 (on Mania) is another example of this in action. Unlike Final Fight, the game's slow jabs are horrible to the point of being a liability. Enemies can break out and interrupt your jab strings. This makes them deeper than your average jab because their effectiveness depends on a lot more factors than just you being in or oit of range. But even if you know all this and get a feel for it, does it ever feel particularly good to jab dudes? I don't think so. The move's frame data and overall lack of power can always be felt. The game has other moves that more than make up for this, but once again, the consevative approach stripped the jab of its appeal.
Even genres which seemingly "have it all" like bullet hell shmups pay a price in the form of very low interactivity between ingame agents. An enemy's either doing its thing, or its dead. Once you start adding states and player-enemy interactions, you will run into the same problem as always.
This is a problem that genuinely has no good, clear cut solutions and never will. And it's a problem with unimaginably ambiguous, fuzzy borders. There is no absolute line for how powerful something has to be in order to satisfy someone, or how deep it has to be. But I want it all, so I'm doomed to tune and feel irritated and unsatisfied forever.
