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Author Topic: How many special moves is enough?  (Read 1008 times)

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Offline yuigx1

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How many special moves is enough?
« on: June 03, 2012, 12:19:01 pm »
Hey there, I wonder how many special moves do the players here think is enough?  :hmm:

A really common question but didn't really see someone voice out.

Offline riccochet

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Re: How many special moves is enough?
« Reply #1 on: June 03, 2012, 01:17:24 pm »
its dependent on the type of mod you make as well as what gameplay mechanics you wanna implement.

Offline danno

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Re: How many special moves is enough?
« Reply #2 on: June 03, 2012, 01:24:27 pm »
 Personally I don't like more than 4 special moves, moves ain't so special if a character has like 10.

Offline msmalik681

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Re: How many special moves is enough?
« Reply #3 on: June 03, 2012, 01:29:06 pm »
I think more special moves would make for better gameplay and combos in most tekken games players have 100 or more moves.

Offline zamuel

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Re: How many special moves is enough?
« Reply #4 on: June 03, 2012, 01:39:48 pm »
its dependent on the type of mod you make as well as what gameplay mechanics you wanna implement.
Ditto, this.  Something else to take into account is how many playable characters you have.  With a lot of characters, you may want to reduce the number of moves per character in order to increase variety.  Finally...terminology.  Using 3D games like Tekken and Virtua Fighter as an example, what do you consider "special moves"?  Some might be considered simply command normals and grab followups to some people as opposed to specials.
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Offline darknior

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Re: How many special moves is enough?
« Reply #5 on: June 03, 2012, 03:10:22 pm »
I like many moves too like for example in BK6 !

Because you can make some combos with 4 super moves, and normal moves.
You have 2 specials when you have some problems :p
And you can use weapons who give you more moves ;)

Now, i don't like to play a game with just 2 moves :(
It is so boring ...

A block option is good to :p

Offline nedflandeurse

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Re: How many special moves is enough?
« Reply #6 on: June 03, 2012, 04:39:41 pm »
I like when you have the option of 4-5 moves.
I like multiple throws system too.

It make the game more fun!

Offline yuigx1

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Re: How many special moves is enough?
« Reply #7 on: June 03, 2012, 10:58:01 pm »
Quote
Personally I don't like more than 4 special moves, moves ain't so special if a character has like 10

Well said :applauding: That's also the concept majority of games has been following which gives a repetitive feeling as a result. However, those can be compensate with other aspects in my opinion.

Quote
I think more special moves would make for better gameplay and combos in most tekken games players have 100 or more moves.
What defines a special move to u in tekken? unblockables? Launchers? homing move?

Quote
I like when you have the option of 4-5 moves.
I like multiple throws system too.

It make the game more fun!

A book I read stated that psychologist said human can remember a maximum of 7 things. 4-5 is good to go I think.

 I just nailed the fundamentals of openbor a few weeks ago &  looks like my preference for game mechanics is similar to many...who's ready for a new mod? :laughing:

Offline utunnels

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Re: How many special moves is enough?
« Reply #8 on: June 04, 2012, 12:00:44 am »
When I try a mod, before looking for a move list, I will try ffa, dfa, dua. I think many people have this habit?


I my opinion, freespecial is one fun factor, but not all. Knights of the Round, for example, don't have many moves.

« Last Edit: June 04, 2012, 12:03:26 am by utunnels »

Offline rafhot

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Re: How many special moves is enough?
« Reply #9 on: June 04, 2012, 12:27:29 am »
on wargems the characters have

df attack (projectile attack)
ff attack  (dash attack)
fd attack (shoryuken like attack)

some characters also have  dd attack, uu attack also

and they have a grabup, grab down, grab foward, attack to all my playable characters...

and for my next game they will have some dive attacks too

i like simple command moves but i like games with lots of ways to kill enemies , or i may quit the game really fast

Offline Bloodbane

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Re: How many special moves is enough?
« Reply #10 on: June 04, 2012, 02:37:38 am »
 I prefer many moves from freespecials, dodge, running attacks and supers.

 But the price for this is enemies and bosses, they must have better AI than just chase and long range. They need to kick some *** so players are challenged with those moves.

 I have to admit, it's tough to design those enemies with many moves players have. I have to think on how bosses can survive from those moves without limiting players but at same time, bosses must be different from each other. So say if one uses escapehits, the others should not use it too.

Quote
Knights of the Round, for example, don't have many moves.

 I agree with that. Streets of Rage 1 for example, don't have many moves like its sequel but it is fun and challenging.

 I believe the important factors to check to prevent repetition are:
- how long the mod would be
- how many enemies the mod would have
- how fun each moves would give
- how much damage each move would give
- theme on each level or stage

 (that's what I can think of ATM)
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Offline darknior

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Re: How many special moves is enough?
« Reply #11 on: June 04, 2012, 04:30:45 am »
I prefer many moves from freespecials, dodge, running attacks and supers.

Quote
Knights of the Round, for example, don't have many moves.

 I agree with that. Streets of Rage 1 for example, don't have many moves like its sequel but it is fun and challenging.

 I believe the important factors to check to prevent repetition are:
- how long the mod would be
- how many enemies the mod would have
- how fun each moves would give
- how much damage each move would give
- theme on each level or stage

 (that's what I can think of ATM)

I think you are real :D
The more important is the mod must be fun to play ... and to make it fun we must make all these things ...
For example, many different enemies, but no more at same time on the screen :p
More moves, give more possibility, give more fun :p
Multiple throws system give many fun to a game ... Street of Rage have them !
Using weapons give fun too ...

When I try a mod, before looking for a move list, I will try ffa, dfa, dua. I think many people have this habit?

I my opinion, freespecial is one fun factor, but not all. Knights of the Round, for example, don't have many moves.

I do the same lol
And if i found nothing, i'm so sad :(
Because i think all the game will be same, same, same ...

Offline zamuel

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Re: How many special moves is enough?
« Reply #12 on: June 04, 2012, 01:15:15 pm »
The more important is the mod must be fun to play ... and to make it fun we must make all these things ...

Fun, like beauty, is in the eye of the beholder.  Different players have different tastes.  Adding onto that, it's good to have a variety game styles.
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Offline rafhot

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Re: How many special moves is enough?
« Reply #13 on: June 04, 2012, 02:23:00 pm »
when i was graduating in game design i remember about a book called " A theory of fun"  by Raph Koster

it don't will tell you how many free special is enough but will talk about how to deal with fun and how to avoid things getting boring so fast

here have a pdf with some book pages http://www.raphkoster.com/gaming/atof/theoryoffun.pdf

i think i already talked about this book in other post here

Offline BeasTie

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Re: How many special moves is enough?
« Reply #14 on: June 05, 2012, 12:38:11 am »
Something I've meant to post for a while and a MUST read is this article/rant by Ron Gilbert,
best known for his work in Lucasarts adventure games such as Monkey Island and Maniac Mansion.

He's mainly covering adventure games, but most of the discussion is relevant to design for any game genre.

Why Adventure Games Suck - And what we can do about it. - By Ron Gilbert


@rafhot - forgot to say thanks for the link!
« Last Edit: June 05, 2012, 12:40:27 am by BeasTie »

 



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