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 😎

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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Last year I made a video talking about how I believe that seeing action games as a competition over a central resource is the best way to approach it. I made it as a reaction to Atsushi Inaba's talk where he described Platinum viewing action games as passive - that is a series of situations that serve as inputs that players react to, if I understand right.

I rewatched it and realized that there's actually a really good example of this stuff in God Hand.

God Hand's enemies have a block mechanic. They'll randomly guard, which forces you to reprioritize & rethink your actions and respond in a number of ways - guard break (most likely, but enemies can themselves counter or break out), charge a punch to hit them when they exit the guard state (less likely but still handy), use it to reposition, or change target. This afaik is a good example of what I think Atsushi Inaba meant when he said that the games are passive - the game gives you an input, and you have a bunch of viable reactions to said input.

What I wanted to get at is that I think viewing this whole interaction as the end goal or even the center is missing the forest for the trees - it's just a tool, a single step in a broader process. And God Hand itself is a great example of that. The guard breaks/counter hits are fine, but what happens after? They aren't the end of the interaction, they are the beginning. As soon as you launch an enemy and kick them into a group, you've won a shit ton of space & time for yourself that you can use to set up all sorts of other things, including repeating this space-control process. And because the enemies have a simple game plan of surround & trap you with overlapping attacks, space control is what it's all about! It's a way to "see past the interaction" and "see past the mechanic"

I think this might be a good clear, concrete example. I dunno.


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