Evolving Combat in 'God of War' for a New Perspective

Evolving Combat in 'God of War' for a New Perspective

Evolving God of War's Combat: A New Perspective

Introduction to the Presentation

  • The speaker welcomes attendees on the last day of GDC, acknowledging their participation after a tiring week.
  • Mihir Sheth, lead combat designer at Santa Monica Studio, introduces himself and gameplay director G. Trough for the Q&A session.
  • A video is presented to provide context on the evolution of combat in the God of War series.

Historical Context of God of War Combat

  • The traditional core combat pillars have focused on adapting Japanese action game intensity to Western audiences.
  • The series emphasized offensive power fantasy, allowing players to feel dominant over enemies through visceral gameplay.
  • Each installment refined mechanics while escalating spectacle, maintaining a larger-than-life presentation.

Transition to a New Vision

  • The new God of War aimed for a grounded tone affecting all aspects including combat; introduced Norse mythology and new mechanics like the Leviathan axe.
  • A close camera perspective was implemented to create an intimate experience with Kratos, fundamentally altering combat dynamics.

Challenges in Redefining Combat

  • Two conflicting goals emerged: retaining fast-paced offensive action while adapting to a more grounded style with close camera work.
  • Initial audience reactions at E3 highlighted concerns about visibility due to the new camera angle.

Core Elements Defining Combat Identity

  • Understanding what defines God of War's combat requires examining its focus on fighting multiple enemies rather than one-on-one encounters.
  • Key tenets include responsive gameplay leading to exaggerated enemy reactions and satisfying attacks that propel Kratos through space.

Addressing Camera Perspective Issues

  • Most action games with similar cameras prioritize defensive play due to limited visibility; this contrasts with God of War’s identity which encourages aggressive tactics.
  • The team faced challenges reconciling these design philosophies as they sought to maintain accessibility for players across skill levels.

Game Development Challenges and Solutions

Initial Struggles with Combat and Camera Integration

  • The development team faced significant challenges in the early months, struggling to integrate camera mechanics with combat systems, leading to a frustrating gameplay experience.
  • Players often panicked during combat due to poor visibility and control, resulting in button-mashing without strategy as the camera conflicted with combat actions.
  • The team recognized that difficulty should stem from game design rather than controls or camera issues; resolving these was crucial for encouraging player experimentation.

Reevaluation of Core Combat Systems

  • A thorough breakdown of core combat systems was initiated, focusing on tracking, targeting, and engaging enemies effectively.
  • Jason McDonald, the design director, presented insights into this process in a talk titled "Taking an Axe to God of War Gameplay," which is available for further exploration.

Tracking Enemy Aggression

  • Understanding enemy behavior is essential; aggressive enemies actively attack while non-aggressive ones wait for opportunities. This dynamic mirrors scenes from kung fu movies.
  • An updated aggression scoring system was implemented to evaluate enemy behavior based on several criteria: potential aggressiveness, regression priority set by designers, current targeting status by players, and action rank related to their position relative to Kratos.

Positioning Enemies Effectively

  • After determining which enemies are aggressive or non-aggressive, the next step involved rethinking their positioning within the fight space due to new camera perspectives.
  • Unlike previous games where enemies surrounded Kratos uniformly, now they needed strategic placement considering depth perception challenges caused by the pulled-back camera view.

Developing a Weight-Based Positioning System

  • A weight-based positioning system was created using a circular grid around Kratos that updates as he moves. Each position checks for valid paths and evaluates its suitability based on various heuristics.

Evolution of Enemy Positioning in Game Design

Challenges with Initial Weight Structure

  • The original weight structure became overly complex and monolithic, complicating debugging efforts. This led to frequent invalidation of weights due to player and enemy movements.
  • Early testing revealed that players felt anxious when enemies went off-screen, which hindered their confidence and offensive gameplay. A mental map of enemy locations was essential for comfortable combat.

Transition to a New Positioning System

  • After extensive iteration, the team decided to abandon the previous system due to its complexity. The new goal focused on preventing enemies from entering unfavorable positions rather than optimizing their placements.
  • Each enemy was assigned two key elements: a positional constraint (desired standing area) and a separation constraint (space occupied). These constraints were zone-based and data-driven.

Implementation of Zone Constraints

  • Instead of moving a grid around Kratos, a grid was generated on the nav mesh in world space, allowing for more stable positioning.
  • Aggressive enemies were given a crescent-shaped positional constraint in front of Kratos, ensuring they remained visible while non-aggressive ones stood around him in a circular formation.

Separation Constraints for Enemy Distribution

  • Aggressive enemies utilized a radius for their separation constraints, preventing other creatures from occupying their space. Non-aggressive enemies had wider angled constraints to allow more presence without overcrowding.
  • This design choice improved visibility by allowing backline enemies to be seen behind frontline foes, enhancing player awareness during combat scenarios.

Refinements Through Playtesting

  • Although the new system simplified control and reduced invalidation issues, it still faced challenges with off-screen enemy tracking. Players struggled with maintaining awareness of potential threats.
  • During final playtesting phases, adjustments were made to ensure that on-screen enemies only left the screen through player actions while off-screen aggressive foes would not reappear until acknowledged by the player.

Final Adjustments for Enhanced Gameplay Experience

  • New techniques were introduced to maintain relative positioning based on Kratos's location; this helped players keep track of off-screen threats effectively.
  • Enemies maintained their last known quadrant relative to Kratos’s position even when off-screen, aiding players' spatial awareness during combat encounters.

Demonstration of Improved Enemy Behavior

Improving Combat Mechanics in Game Design

Enhancing Enemy Positioning and Awareness

  • The design team focused on resolving the issue of enemies appearing off-screen, ensuring they maintain a predictable presence during combat.
  • Quadrants were introduced to improve enemy positioning predictability, especially in complex environments, aiding players in forming mental maps of the battlefield.
  • Playtests indicated that these changes instilled confidence in players, encouraging them to engage offensively even against multiple foes.
  • Off-screen indicators were developed to inform players about enemy actions without distracting from immediate threats; this was crucial for enhancing combat strategies.
  • The final design featured arrows indicating enemy positions: red for incoming attacks and white for idle enemies, balancing information overload with clarity.

Camera Control and Targeting Systems

  • Managing camera control during intense battles posed challenges; thus, a camera strafe assist was implemented to keep relevant targets in view as players moved.
  • The camera automatically adjusted focus based on enemy positions, particularly effective when evading laterally or attacking.
  • Additional features allowed the camera to reorient towards Kratos's attacks, reducing player frustration with controls while maintaining gameplay fluidity.
  • Target selection became critical; determining which enemy Kratos should attack required a system that didn't rely solely on lock-on mechanics due to design directives.
  • A blend of analog stick inputs was used for targeting; visual cues like green circles indicated valid targets as enemies entered range.

Balancing Melee and Ranged Combat

  • The Leviathan axe introduced both melee and ranged combat seamlessly; achieving this balance required extensive testing and refinement of targeting systems.
  • Previous games relied heavily on analog stick input for targeting but faced issues with intuitive gameplay due to camera angles.
  • An initial approach mimicked shooter mechanics but proved counterproductive; feedback highlighted the need for more intuitive targeting methods aligned with game style.

Targeting System Mechanics in God of War

Understanding Target Selection

  • The targeting system is influenced by various weights, and simply moving the right stick does not guarantee the best target selection; off-screen characters cannot be targeted.
  • The left analog stick drives player intent, allowing for dynamic target changes as Kratos moves. This control method was retained to maintain familiarity for players.

Factors Influencing Target Selection

  • As long as a viable enemy exists, the targeting system prioritizes it over attacking empty space; Kratos will attack directly forward if no targets are available.
  • To enhance gameplay realism, Kratos' attacks automatically orient towards any selected target to avoid clumsy misses when enemies are nearby.

Camera Control and Player Experience

  • Different camera control styles emerged during development; some players preferred a flat horizon view while others angled downwards for better distance judgment.
  • Regardless of camera style, missing an attack on an enemy perceived to be close felt frustrating, leading to adjustments in targeting mechanics.

Enhancements to Attack Precision

  • An old feature called "suck to target" was reintroduced to help ensure attacks hit their intended targets by adjusting Kratos' position based on specified ranges and distances.
  • However, this feature faced challenges with depth perception from new camera angles, sometimes resulting in missed attacks even after being drawn toward a target.

Refinements in Targeting Behavior

  • Adjustments were made so that the "suck to target" behavior would scale based on the angle between Kratos and his target; wider angles resulted in lower suction range.
  • This change aimed at reducing missed attacks against side enemies compared to those directly in front of him. A notable adjustment was made for higher difficulty settings.

Ranged Combat Targeting Systems

Drawing Inspiration from Other Genres

  • For ranged combat targeting, systems like aim friction (slowing reticle movement over targets) and zoom snapping (snapping reticle onto nearby targets upon aiming) were implemented.
  • These systems were designed liberally to facilitate seamless transitions between ranged and melee attacks without hindrance.

Lock-On System Development Challenges

  • Initially, there was no lock-on system due to design directives aimed at avoiding cumbersome controls; however, playtest feedback indicated a demand for such functionality.
  • Late-stage development saw the introduction of a lock-on system that utilized existing melee targets for smooth transitions when engaged.

User-Friendly Features of Lock-On Mechanic

  • Players could flick the right stick to change locked targets intuitively rather than cycling through them sequentially during combat scenarios.

Combat Mechanics and Animation Translation in God of War

Aim and Lock-On Targeting

  • Players can aim freely while retaining a lock-on target, allowing them to manage multiple enemies effectively.
  • This feature enables players to focus on their locked target while occasionally attacking other foes, enhancing combat dynamics.

Animation Translation and Combat Engagement

  • The discussion shifts to animation translation's role in engaging enemies during combat, emphasizing exaggerated hit reactions and strong attacks for Kratos.
  • Enemies experience significant backward translation during hit reactions, necessitating Kratos' forward movement to maintain engagement.
  • The new camera perspective complicates this dynamic by potentially knocking enemies off-screen, creating disorientation for players.

Balancing Forward Movement

  • Forward movement is disadvantageous due to reduced visibility of surroundings; conversely, moving backward enhances situational awareness.
  • Adjustments were made to balance Kratos' attack translations, reducing enemy hit reaction translations while maintaining impactful gameplay.

Trial and Error in Design

  • A process of trial and error was essential in refining animation translations; procedural scaling allowed for rapid testing of outcomes.

Addressing Off-Screen Threats with Strike Assist

  • Highly translating reactions often caused enemies to go off-screen, frustrating players who could not follow up on attacks.
  • The introduction of "strike assist" aimed to keep hit enemies on screen, addressing the issue of involuntary target switching.

Implementation of Strike Assist

  • The lead gameplay designer proposed keeping hit enemies visible on screen; this led to innovative programming solutions from the team.
  • With strike assist, attacked enemies snap into an orientation that adjusts their trajectory towards the camera's facing vector.

Enhancements in Gameplay Dynamics

  • Strike assist prevents off-screen hits; successive attacks pull targets closer into view, improving framing for both Kratos and his opponents.

Combat System Evolution in God of War

Introduction to Combat Mechanics

  • The introduction of the strike assist feature was crucial for creating an intuitive combat system, allowing players to engage without realizing its complexity.
  • Hit reactions were designed to create invisible collisions, enabling enemies to interact with each other and enhancing player safety during attacks.

Enhancing Offensive Gameplay

  • A close camera perspective necessitated incentivizing offensive gameplay; adjustments were made to ensure players felt confident despite limited visibility.
  • The aggression system was tweaked so that interrupted aggressive enemies retained their tokens temporarily, blocking non-aggressive enemies from attacking.

Managing Enemy Aggression

  • Players could focus on one enemy at a time, as only two enemies could be aggressive simultaneously, simplifying threat management.
  • Air reactions extended the duration of this advantage, encouraging players to maintain combos while managing surrounding threats.

Addressing Juggling Mechanics

  • Initially, juggling was problematic due to the grounded tone; however, it was essential for maintaining the "playing with your food" identity.
  • The challenge arose from juggled enemies exiting the camera view and occluding nearby threats; solutions needed to keep players engaged.

Implementing Float Height System

  • A float height system was introduced to limit how high enemies could rise above Kratos, ensuring they remained visible and manageable during combat.
  • Designers animated character falls instead of relying solely on physics for a more natural feel during juggling sequences.

Final Thoughts on Development Process

  • Invisible impact collisions were also applied in air reactions but scaled larger than ground reactions for better engagement.
  • Despite challenges posed by the new camera angle, most players found the combat rewarding and engaging through constant iteration over three years.
  • Maintaining core gameplay identity throughout development led to a fresh yet familiar experience that honored franchise legacy.

Designing Combat in Game Development

Balancing Design Principles and Vision

  • The team faced challenges when traditional design principles conflicted with their vision, ultimately choosing to prioritize the latter. This decision was risky but essential for the game's overall success.
  • Despite doubts during development, this bold direction was necessary for evolving combat mechanics and enhancing the game's appeal.

Recruitment and Future Projects

  • The speaker invites interested individuals to join their team, highlighting open positions in various departments such as combat design and gameplay programming.

Insights on Valkyrie Fights

  • Valkyrie fights are designed as challenging 1v1 encounters that test players' mastery of combat mechanics and camera control.
  • Unlike standard enemy encounters, which focus on fulfilling traditional gameplay fantasies, Valkyries require players to demonstrate skillful use of their entire combat suite.

Evolution of Weapon Mechanics: Blades of Chaos

  • The Blades of Chaos underwent significant redesign for the new game. Initial concepts involved different camera perspectives that did not resonate with the original feel of the blades.
  • After experimentation, developers reverted to a more familiar move set while integrating new systems from other weapons like the Leviathan Axe.

Technical Considerations in Enemy Targeting

  • Targeting systems utilize a root joint check to determine if enemies are on-screen or off-screen. This involves nuanced checks based on character positioning relative to Kratos's facing direction.
  • Different systems require tailored definitions of "on-screen," emphasizing that solutions must align with specific problems being addressed in gameplay mechanics.

Prioritizing Combat Elements in Game Design

  • The studio benefits from a legacy of experience in melee action games, influencing how they prioritize elements within combat scenarios.

Combat Design Insights

Importance of Engaging Combat Mechanics

  • The team emphasized the need for enjoyable combat experiences, stating that if a character isn't fun to fight, it undermines the entire game design.
  • Focus was placed on establishing core mechanics before refining details; basic attacks and loops were prioritized to ensure foundational gameplay was solid.
  • A shift in production focus occurred towards enhancing combat feel, leading to extensive playtesting and internal reviews aimed at improving player experience.

Ranged Attacks and Enemy Positioning

  • The same positioning system is applied across most enemies, with adjustments made for ranged enemies using a "turret mode" for stationary attacks.
  • Verticality in level design allows for strategic placement of ranged enemies while maintaining overall enemy behavior consistency.
  • Collaboration between combat designers and level designers is crucial, especially during boss fights where specific features are developed together.

Handling Off-Screen Enemies

  • The team explored ways to allow players to engage off-screen enemies but found that visual fidelity suffered when characters turned away from the camera.
  • Iterations on quick turn mechanics included attack options but were ultimately discarded due to awkwardness in execution and unintended auto-targeting behaviors.

Clarity of Objectives During Development

  • Initial years of development were marked by uncertainty; however, clarity began emerging after significant internal playtests revealed valuable data about combat dynamics.

Combat Design Insights in God of War

Targeting and Combat Mechanics

  • The discussion emphasizes a targeted approach to combat, focusing on getting the intent right for gameplay mechanics.
  • Juggling enemies is highlighted as a key feature that aligns with the philosophy of "playing with your food," though it faced initial resistance during development.
  • The core vision for God of War's combat remained consistent throughout development, emphasizing execution within a new framework.

Difficulty Tuning and Player Experience

  • A significant effort was dedicated to difficulty tuning towards the end of the project, aiming to create distinct experiences across difficulty levels.
  • Inspired by games like Devil May Cry, the team aimed to make hard difficulties feel like an entirely different game with unique combat puzzles.
  • Almost all aspects of the combat system were altered for higher difficulties, including stat tuning curves that affect player choices significantly.

Enemy Behavior Adjustments

  • On harder difficulties, enemy aggression and attack patterns were modified; for example, more enemies could engage players simultaneously.
  • Changes included adjusting how many tokens enemies could use for aggression, allowing for more complex interactions during battles.
  • New combo strings were introduced for enemies on higher difficulties, enhancing overall challenge and engagement.

Token Dynamics in Combat

  • The number of tokens available to players is static rather than dynamic; adjustments are made primarily on the enemy side per difficulty level.
  • This token system has legacy roots from previous God of War titles and remains consistent throughout gameplay despite varying difficulty settings.
Video description

In this 2019 GDC talk, Sony Santa Monica Studio’s Mihir Sheth covers how they implemented combat systems to deliver a bold new action experience that evolved yet stayed true to 'God of War.' Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.