Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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A quick warning : This is a messy post because my thoughts on the topic arent very clear. But it's been sitting in drafts so long without coming together into anything snappy that I no longer care. So if it's a confusing mess, don't blame me, blame yourself for reading it!

I fuckin love context sensitivity. Whenever a game has context sensitive melee attacks, throws, proximity normals or something similar, attacks which are heavily tied to player movement, abilities tied to the presence/absence of certain level elements, etc. I get excited. I've always had trouble explaining exactly why I get excited about this shit, so I wanna try & make sense of it.

There are basically 2 types of mechanics in games - universal & context sensitive. Universal mechanics are more-or-less always accessible to players from a neutral state, and are based on the player's input. Your ability to move from a neutral state is mostly up to your whims as a player. Context-sensitive mechanics aren't like this, they are locked until the player and/or enemies get in a specific situation, you have no access to any of this shit from a neutral state.

A layer of universal mechanics is necessary (good luck making movement context sensitive without fucking up a million different things!) but once the universal mechanics move away from a way to set up context-sensitive interactions and themselves become the driving force of those interactions you start getting a lot of problems. These mechanics exist in a void. A vacuum that's separate from the current state of the playfield. The competition between them is "internal" in a sense - 2 similar attacks will always butt heads directly, increasing the likelyhood that one of them will always win, leading to degen strats.

Context sensitive tools are the panacea to this. They prevent similar but slightly different attacks from competing with each other directly because your access to them is situational - often even if one of them is always better on paper, the situation will not allow you to get easy access to it. This is the sorta shit that creates tactical variety through the player's situational awareness and ability to capitalize on "good context". Or better yet, the player's ability to create said good context.

This lack of direct competition between tools & limited access also means that the tools themselves can be incredibly strong, even overpowered. After all, an insanely powerful but context sensitive option is usually called a goal, or the final stage of a game plan. The more robust and interesting the "set up" phase is, the more true this is.

Context sensitive mechanics are integrationist design, which I absolutely love. And the more you integrate things the better it is. If the context sensitivity is based on things like proximity to enemies, it creates proactive play because the main ways to gain an advantage are the very same things that allow enemies to engage with you most actively - it's a good way to fight off stagnation in game state, making sure actions always advance it. It makes the minor differences in enemy behavior matter a lot too. If where an enemy stands directly affects your ability to attack a huge group (via throws or contextual AOEs) then their positioning TRULY matters in a way thats not a binary "are they in attack range? True/false" check. Context sensitive actions being tied to scenery makes the terrain itself matter, that's a wonderful aspect of cover shooters which needs to be reevaluated. Tie both together and you get a very tightly interconnected well oiled machine of a game where everything affects everything else.

I think it's worth distinguishing between "setup" and "active interaction" when talking about context sensitivity, as vague as that line is. I think that setup tools benefit from being universal (movement being the best example) while interactions benefit from being context sensitive. Mostly cause if you don't have a robust setup element, then the depth/variety you can get out of context sensitive interactions is limited. The good thing about universal mechanics is their flexibility, and ideally you want to capture as much of that as possible while still keeping things contextual. So if you could only initiate the RE4/5 kick from a single direction, it'd be contextual but very rigid in how its used, shallow. Context sensitive actions are better when they are orbit points, rather than discrete prebaked interactions, if you get what I mean. You want multipurpose moves.

Whats more is that context sensitive interactions, like all interactions, should feed back into the rest of the game. So a RE4 kick shouldn't just be a way to kick that enemy, it should let you meaningfully affect the other enemies via big hitboxes, collision damage, etc. Same with proximity normals - you probably want there to be some kinda broader tactical reason to use 1 normal over another, rather than it being contained to that one specific enemy youre interacting with. This is why iframe finishers or beat em up/RE5 pickup iframes tend to be cool - they give you an overall advantage.


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in reply to @boghog's post:

Interesting! I'm not a game designer or anything close to it, but this idea of universal/context sensitive mechanics sounds like a useful framework for describing the issues some players have with modern 3rd person action games' "sticky" movement.
For example, I remember seeing people saying the way Leon moves in RE4 remake feels lethargic/unresponsive. On a micro-level, Leon's movement could be said to be more context sensitive than it was in the OG game: instead of quickly flicking in a new direction, what animation he is currently in determines how quickly he turns.

Thanks for giving me a lot to think about!

NP! Happy to hear that it gave you some food for thought.

I'm a bit of a RE4make hater myself and yeah it definitely is a lot more context sensitive than the OG's movement. Basically they took away consistent restrictions, and added a lot of in-between transition states where Leon has to turn & sway his body differently (& react to terrain) as he moves, which feels really weird in a way that the original's controls with extremely simple rules & behaviors did not.

I think one of the big issues with RE4make's context-sensitive movement, the thing that makes it feel crappy, is that it doesn't really lead to anything particularly interesting. You're not gonna be thinking "oh damn this wall touch Leon does at low HP might help me with x so I better keep it in mind" or anything. It's just a set of limitations on what you can do. Whereas Ninja Gaiden 2, which has some similarities, actually ties your movement directly to attacks. It takes a bit for Ryu to accelerate, and changing movement direction costs you speed, it's not instant. A normal light slash is different from a running light slash since the latter keeps your forward momentum and iirc even has less recovery frames and a normal shuriken throw is different from a running one. That gives them some unique combat utility, at least on paper (idk if anyone uses runslash much, tho the running shuriken are really useful)

Thanks for the reply!

How much more interesting it would be to make these kinds of systems more explicitly gameplay relevant in a more arcade-y way? I'm not exactly sure how that would work...
I guess I'm just a weirdo who likes learning arbitrary systems. I liked the movement in RE4make and in Dragdog 2, even after going back to play Dragdog 1 for a bit. It's weird that I'm okay with it in games like this, but I gravitate to more straightforward characters in fighting games.
It's been months since I touched RE4make, and I still need to play the Ada DLC, so I guess I'll re-evaluate my feelings on that movement then.

I like that sorta stuff sometimes but not in RE4make, esp since 4-5 are right there

You could just incorporate it into attacks more somehow, Ninja Gaiden does it well across the board honestly. Besides running unlocking some attacks you also have contextual attacks that you do by running up a wall and that type of shit. Virtual ON and Kid Icarus Uprising do some cool stuff too by having dashing change your attacks which incorporates offense & movement. Apparently Kingdom Hearts has proximity normals so your attacks depend on distance to enemy, but I haven't played it myself