Over on the Platinum Games website, an animator by the name of Eijiro has posted a short article concerning the development of animations for the enemies in Bayonetta. The article discusses the ways that enemy animations help engage players in the action and also the role that animations play in a game's difficulty. Using some sample animations, Eijiro states that enemies often have a tell that is used prior to an attack, which gives players a small window to decide how to react, whether it be by countering or dodging the impending strike.
As Eijiro notes, if this window is too long, the engagement is lost because the player feels no danger. If it's too short, the game becomes too difficult for the average player. Most gamers probably have an intrinsic understanding of the principles mentioned in the article, but it's worth reading for a more detailed understanding of a game design aspect that's easy to overlook. After all, if it's done right, you shouldn't notice it at all.
Reader Comments (16)
Posted: May 19th 2009 8:06PM Discotheque said
I agree, it makes sense. Anyways I can't wait for this game. Corny character design aside (hey it worked for Kratos), I have alot of faith that this will be the new hack n slash king. After all it's made by the same developer as DMC1
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Posted: May 19th 2009 9:42PM Discotheque said
Yeah I guess you have a point there. But the gameplay for this game does look like it's going to be very insane.
I guess the hack n slash king still goes to DMC3/Ninja Gaiden.
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I guess the hack n slash king still goes to DMC3/Ninja Gaiden.
Posted: May 20th 2009 9:59AM original fred said
I agree with the dmc3 sentiments in this thread and with the people involved
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Posted: May 19th 2009 8:40PM Gun Barrier said
Strangely, I'm now interested in this game now, just to see how he implemented the enemy animations.
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Posted: May 19th 2009 10:01PM Mayor West said
I'm really looking forward to Bayonetta. It's just like DMC but with a sexy chick. If that doesn't mean win, nothing does.
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Posted: May 20th 2009 1:32AM (Unverified) said
I can't wait for this game, either. I hope it will be as good as they're advertising it to be. High heeled boots w/guns = kick ass
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Posted: May 19th 2009 10:01PM (Unverified) said
Wait, wait, wait...we have to watch the *enemies* during combat?
What's the point then of practically stripping her nude every time she uses a special move?
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What's the point then of practically stripping her nude every time she uses a special move?
Posted: May 19th 2009 10:04PM (Unverified) said
I'll tell ya what's more important, the importance of HER animations!
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Posted: May 20th 2009 6:45AM (Unverified) said
good lord! She looks 8 feet tall !
or maybe someone shrinked her head.
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or maybe someone shrinked her head.
Posted: May 20th 2009 10:52AM Dummy00001 said
"""As Eijiro notes, if this window is too long, the engagement is lost because the player feels no danger. If it's too short, the game becomes too difficult for the average player."""
Somehow I still prefer games without the "windows". That and the fact that no way I would sit before TV even for an hour - makes out of me a PC gamer.
I'm sure that the guys know how to engage players, yet somehow I can't stand the usual console enemies who like to stand around, wait for you to target them. That bores hell out of me. But as soon as one increase enemy speed, problem with "classical" controller becomes apparent.
I do not think that it is so much about engagement, but more about general incompatibility of human brain with "classical" controller. After all, this is primary limiting factor of console game design.
Reply
Somehow I still prefer games without the "windows". That and the fact that no way I would sit before TV even for an hour - makes out of me a PC gamer.
I'm sure that the guys know how to engage players, yet somehow I can't stand the usual console enemies who like to stand around, wait for you to target them. That bores hell out of me. But as soon as one increase enemy speed, problem with "classical" controller becomes apparent.
I do not think that it is so much about engagement, but more about general incompatibility of human brain with "classical" controller. After all, this is primary limiting factor of console game design.
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