A Fun Time in Which Some No-Good Game Developers May or May Not Discuss How We Made NieR:Automata
Video Statistics and Information
Channel: GDC
Views: 135,455
Rating: undefined out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design, nier, nier automata, yoko taro
Id: jKbH9i5axxU
Channel Id: undefined
Length: 63min 12sec (3792 seconds)
Published: Tue Apr 03 2018
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This was a really good talk, I'm glad GDC uploaded it. Key things DE could take away is the "when you give input, something immediately happens" thing. A ton of Warframe's melee animations feel muddy and slow because they chain too many actions into one key press. For example, Stinging Thorn's first attack is a double-strike, and on slower daggers you can get stuck in that attack even if the enemy has already died on the first hit. If there are two separate motions, can't I just click twice?
When it´s about melee, WF suffers under it´s own weight. Animations being tied to basic weapon speed and then mods and abilities is what breaks the neck for creating animations and gameplay that is perfectly tuned like in the video.
The other thing is, WF in it´s core, is a shooter and DE is handling melee in a Unreal Tournament style which they embrace and thus will likely never change.
Than we have the enemy design which is completely helpless against melee and no system or game plan for blocking/counter melee attacks, because there are near none and are no real situations where you really need it and a very weak telegraphing system from enemy attacks.
All in all, melee in WF is more fluff and not a real intertwined system with the rest of the game.
But there are a few very good notes in the first section:
response to input:
I can´t stress enough how important a melee animation cancel is for this kind of game. And i would really like to get rid of pause-combos inputs. They are not fun. The "immediately happen" also applies to weapon switching. I hate waiting for something to happen after i press the button. It´s not fun.
This has to be the first time I've seen a developer talk about how they make melee action games feel good, using "feel good" as an actual metric. The speaker being top dog of the genre also makes it worth watching. Come to think of it, N:A and Warframe have more in common than you think when it comes to close quarters: both high mobility power fantasies where you face 20-ish slow enemies at the same time, with no lock on.
Did they upload the talk that Rebecca gave at GDC?
What’s melee 3.0?