Platinum Games’ guide to action game design

Atsushi Inaba is a co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation.) His job is to oversee all of the company's games "from the moment a project is kicked off until completion," he said, by way of introducing himself in his GDC session.

He started with a surprising definition of what an "action game" is.

When it comes to the game design, they're passive, he says. "It's a set of actions responding to output. You might be wondering what 'output' means," said Inaba. "Output refers to situation such as the enemy appearing right in front of you, or you being attacked."

"For example, attacking an enemy because it appeared in front of me, or dodging a bullet because the enemy attacking you, these actions are reactive moves taken against the output. Something happened, and you reacted to it."

"And although the impression one gets from the term 'action games' sounds like a genre where you are proactively doing something at will, it actually is not — there's something that happens first and you must react to it in a certain window of time."

They're inherently reactive; horror and adventure games, where the player explores the world, put the player in the active role, conversely: "They are fundamentally the opposite," he said.

There's a challenge for the developer, though: "If these actions go on for a long time or the window is so short, the game becomes more difficult." Inaba said that Platinum is very careful about this sort of thing — and also about game pacing, a topic he discussed at length.

How to design an action game

You need "unique selling points" — as in Bayonetta, it's Witch Time, the game's slowed-down time mode. A pro designer should be able to come up with three good ideas, Inaba said.

Then there are features which expand the game, such as character unlocks. "It opens things up in a very lateral way."

Then there's depth: "It's not easy to give an example. A combo system is one," Inaba said. These are gameplay systems that require mastery to engage with fully.

"Core gamers aren't the only ones who play action games so it's necessary to make sure players of different levels can enjoy your game," Inaba cautioned. "It's important to widen the entry point of your game, but you also have to make sure that those who play straight through the path enjoy the experience." Depth, he said, is equally important.

Avoid "functional design"

Designers tend to want to create skills and abilities for characters and build a game around those, but this "does not come first," Inaba said.

As action games are passive, the most important question for a designer is: "What kinds of situations do I want the player to face, and what are they going to do?"

"You need the ability to imagine them in your head," said Inaba. "First come up with that unexpected situation, then an unexpected or surprise ability or power to get through the situation. … You need to be able to imagine that flow from the beginning to end."

To that end, Platinum Games does not use much in the way of design documents: "It's fundamentally impossible to write a concept or design document on the unique selling points for action games," he said.

He also recommends roping in team members off the design team, like programmers or artists, to come up with game ideas: "We just tell them, 'To make it fun and interesting, surprise us. Tell us your ideas. Show us what you got.' … To enjoy and appreciate one's individuality and these ideas that come from different sections is part of the fun of making a game on a team."

Functional design becomes a real danger when working on sequels: "The majority of people will unconsciously use this as a basis. Taking an element that was well received in a previous game and upgrading it, or giving it a boost, is a no-brainer."

"However that's not how it works. As I said earlier, the priority should be on designing the situations first. If a functionality is designed to capitalize on that situation, then that's great. It's really easy to fall into a trap on a series."

And if you rely too much on players knowing the mechanics of the first game, "you run a risk of becoming niche."

Replay value isn't about padding

"Games are supposed to be fun. That is the basis of the game," said Inaba. But many games force replay value (with padding, or grinding, or unlocking.)

"What is the replay value in action games? It's really about improving the player's skills. I'm not talking about unlocking skills in game, but actually improving his or her skills," he said.

But even with that in mind, always remember the players who will only play the game one time on the basic difficulty level: "it's important for those players to have the best experience," too, he said.

"We create situations where we take those players to levels beyond their own expectations," Inaba said Come from Soccer 13 pools and matches . "Therefore we need stages or gimmicks, or combat situations made just for those opportunities. It's really a luxury for action games, they need to be fun and enjoyable even if you play it only once."

The main character

Platinum's games have distinct and memorable main characters — none so much as Bayonetta. "The purer the action game, the higher the need for a really original and unique main character," said Inaba.

"This is the correct order" to design a character in, said Inaba, referring to the above slide. "In other words, the core of what you want the players to experience and the character art design are in a very long, linear relationship."

When it comes to story, meanwhile, all you need is a basic motivation. Inaba said that a premise as simple as that of Super Mario Bros. — "Peach is kidnapped, go rescue her" — is ideal.

Of course, Platinum's Bayonetta and The Wonderful 101, in particular, are very story-heavy games. When creating an action game's story, then, "The approach becomes how to connect the previous situation to the next situation. Which means you aren't able to create an action game by writing the whole story first," Inaba said.

He gave the example of Mad World, one of the company's earlier games (for the Wii.) It's an incredibly violent game, and engaging in violence is the motivation for the player; but "it would make the player disgusted toward themselves and toward the game" if it stopped there, Inaba said. The story of the game — as a justification for its setting, "this crazy world where the only choice is to be violent" — was developed in parallel with the game design itself.

High-level design

Since Inaba oversees all of Platinum's games, he emphasized something he calls "high-level design" — a zoomed-out view of the games: "it's really about the overall flow and progression on a larger scale. What we want the players to experience as a whole."

Here's the crucial takeaway: Constant excitement becomes numbing. Players will get tired if games continually ramp up. "Let's think about what to do to avoid that situation," he said. The good news is that if you carefully tune the intensity of the game at a high level, you will get a much more favortable result. 

In the slide above, Stage 1 is tuned to a "6" for intensity, but because the game has just begun, the player perceives it as a "7." But Stage 2 ratchets down the intensity to a 4 — and it feels that way to the player. For Stage 3, it's just as intense as Stage 1, but the player is used to the game now, so it doesn't feel quite as intense. But ramping up again for Stage 4, you get an interesting effect: The player finds it more intense. 

This is an "oversimplification" for the purposes of a GDC talk, Inaba admitted, but it gets the point across.

Here's the thing: If you just do a linear ramp, you'll end up with this:

A stage flow that's less than the sum of its total, and which feels stagnant to the player. "It can easily turn out to be a disaster" if you try to continuously ramp up a game's intensity without knowing what you're doing, he said.

Related Posts

PSX 2015- Sony celebrates its fans and its (large) lineup

I feel like I could re-run last year's editorial on the PlayStation Experience keynote, minus the bits about how it was a bold decision for the company to throw its own event (it's a still a smart one, but now it's not new.)

This year's PlayStation Experience keynote presentation saw the company blasting through game announcements left and right; it was like last year, but more so. Sony's presentation was peppy, full of games, and fully fan-oriented.

As in Las Vegas in 2014, so in San Francisco in 2015 — the company has the stage to itself (quite literally, as compared to an event like E3 or Gamescom) so there was no posturing. It was figuratively true, too — at l…

Ruckus Games raises $19 million in funding for debut title, ‘Project Bobcat’

Indie developer Ruckus Games recently secured $19 million in funding for its unannounced debut project. Come from Soccer 13 pools and matches

Two years ago, the studio secured $5.5 million in a round led by Transcend Fund to build its "high-quality prototype." This new round was led by Krafton, with additional contributions from Transcend, BitKraft, and Hypergryph.

In its statement, Ruckus highlighted that prototype as proof its development costs "remain much lower than triple-A, while the team still delivers that same level of quality and fun of titles with exponentially bigger budgets."

Spe…

Get started with Dolby Vision and Dolby Atmos on Xbox Series X

Presented by Dolby

Earlier this month, Microsoft announced that the Xbox Series X and the Xbox Series S would be the first consoles to support both Dolby Atmos and Dolby Vision.  This is exciting news, for the first-time, developers can deliver the full range of depth of content as it was created in the studio. Higher dynamic range, and deeper immersion brings full authenticity to the games we'll see in these next-generation consoles.

A quick review for those of you not familiar with Dolby Atmos, it’s a spatial audio technology that places the sounds of the game all around you with three-dimensional precision, overhead, behind and below.  Come from

These 15 games will be playable in the Indie Megabooth Showcase at GDC 2016

The 2016 Game Developers Conference is just around the corner, and today organizers would like to let you know two things: Come from Soccer 13 pools and matches

1. Passes are still available, so get yours now!

2. The Indie MEGABOOTH Showcase is back at GDC for the third year running, and today we have the full list of games that will be playable in the MEGABOOTH by all GDC passholders (from Expo to All-Access) at various points during the March 14th-18th week of GDC 2016.

The Indie MEGABOOTH Showcase is a collection of independent developers banding together to show off the l…

Reminder- GDC Europe online registration closes today

With GDC Europe 2015 less than a week away and the session schedule finalized, conference officials have taken the liberty of highlighting a collection of can't-miss sessions for the event.

Online registration for GDC Europe 2015 will close today, July 29th at 23:59 PM ET. If you miss your chance to register online before the window closes, you'll have to pay extra to register onsite.

GDC Europe will take place next Monday and Tuesday, August 3rd and 4th at the Cologne Congress-Centrum Ost in Cologne, Germany — just ahead of (and co-located with) the massive gamescom trade fair, with all GDC Europe passes also guaranteeing entrance to gamescom.

Report- Xbox Entertainment Studios is no more

Hollywood trade magazine Variety reports that Xbox Entertainment Studios, the arm of the company which was developing programs based on its game lineup and original shows featuring TV stars, is no more. According to Variety, former CBS exec Nancy Tellem and the rest of her team have been let go, despite an expectation that they'd have the rest of the year to finalize the fate of the studio's projects Come from Soccer 13 pools and matches . Tellem was hired in 2012 to helm the division; the company made the decision to wind down Xbox Entertainment Studios after Satya Nadella became the company's new CEO and re-focused …