Headshots and Flanking - creating mechanics to drive behavior
admin — Tue, 06/23/2009 - 13:56
As game designers, the mechanics and rules we create direct the way players behave. Sometimes we see unanticipated emergent behavior (Tribes skiing, grenade climbing in Deus Ex) but by in large, we can direct the way people will play. Consider it our responsiblity to create mechanics that support the game-play that we envision. There is a lot of science as well as trial and error involved but it be the core of the games we design. To demonstrate how we are driving behavior through mechanics at Iterative Games, I'm going to cover two mechanics we are adding in our next release: bonus damage for flanking attacks and headshots.
Headshots are a traditional FPS mechanic. They reward players skilled enough to hit a small (sometimes moving) target with extra damage. Experienced players develop headshot strategies - i.e. when to try to go for a headshot and learn what weapons are more likely to produce headshots. We went with a straightforward implementation in UETF - a successful headshot inflicts 150% damage. Headshots damage is enabled on every UETF weapon (except explosive projectiles) to allow players to utilize this mechanic regardless of their weapon selection. To encourage use of the mechanic, we added perks that increase bonus damage, as well as weapon modifications that increase accuracy, such as reflex scopes and ballistic ammunition.
Our flanking mechanic is less traditional and much less skill based. Flanking reward players for fighting with their teammates and positioning themselves tactically.The basis for our flanking mechanic comes from DND; If two attackers are on opposite sides of a target, the target is considered 'flanked' and is easier to hit (explanation simplified). I like this mechanic because it opens a new option in combat - instead of simply attacking a target, an attacker can tactically position their character to increase the chance of a hit by their character or an ally. For characters specialized in combat positioning instead of just attacking (like rogues), this becomes one of the most important combat roles. With this inspiration, we developed a simplified flanking mechanic in UETF that operates as follows: If you inflict damage on an enemy who is not attacking you, your weapon (excluding explosive projectiles) will inflict 150% damage on the target. To encourage use of the flanking mechanic, we added perks that increase bonus damage as well as perks that open up opportunities for flanking like the 'Draw Fire' perk (forces enemies to target you).
Our hope is the mechanics we create not only encourage desired behavior (skill and teamwork) through reward, but also allow players to choose a strategy that suits their unique playing style. Whether you are a headshot master or a tactical genius, we hope that UETF gives you the opportunity to create the character you want to play.
'UETF Chronicles: The player-defined shooter.'
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