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.
Bayonetta and the importance of enemy animation
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