Non-Vlambeer Games Scored

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Previously, we applied the Vlambeer Scale of Quality to Vlambeer’s games. It turns out Vlambeer has been slowly increasing the score for their character action games over time, and Nuclear Throne has earned the highest score of all the games we’ve scored! To get a better idea of how effective the Vlambeer Scale of Quality is for measuring game feel, we have to apply it to non-Vlambeer games.

Games series that date back to the NES era tend to have lower Vlambeer Scores.

Super Mario Bros. series

  • Super Mario Bros. : 13
  • Super Mario World : 14
  • New Super Mario Bros. U : 16
  • Super Mario 3D World : 14

From 1985 to 2013 the Vlambeer Score, and therefore the look and feel, of these Mario platformers has stayed relatively stable. In fact, the scores are more consistent than with Vlambeer’s games. This is likely the result of a very conscious effort from Mario’s developers.

“Of course, when we were making Super Mario Bros. 3, it was important to add in lots of new elements, but I also think Super Mario Bros. has stayed popular precisely because we have preserved the original foundation.”  ~ Tezuka Iwata Asks

Screen Shake: The POW Block was first introduced in Mario Bros. (1983), which is the first example of screen shake in the series and, from what we can tell, in all video games. The POW Block was introduced into the side scrolling games with Super Mario Bros. 2, but was surprisingly absent from the 2D Mario platformers from then until the New Super Mario Bros. series 2006. Screen shake is often used when large enemies crash into the ground. (e.g. Super Mario Bros. 3 final Bowser battle)

Gif from Scroll Back by Itay Keren Gif from Scroll Back by Itay Keren

Camera Lerp: The 2D Mario platformers use the camera design that was established in Super Mario Bros. for the NES. The camera keeps Mario oriented slightly off center so players can see what’s up ahead. The camera will also accelerate to catch up to Mario when he speeds up. Camera lerp is used to smooth out the motion of the camera view. See Reblog: Scroll Back by Itay Keren for more details on camera design and terms.

Enemy Count: Since Super Mario Bros., 2D Mario platformers’ challenges are a balance of overcoming level elements and and enemy elements. Enemies are mostly used as a dynamic obstacle while not being the focus. In other words, Mario gameplay is primarily about moving and jumping not enemy combat. Mario games generally don’t ramp up the enemy count as the main way to increase the challenge for players. There are a few notable levels in each game that feature many more enemies than normal. Examples from New Super Mario Bros. Wii include 1-4, 4-1, 7-Tower, 7-6.

Faster Enemies: The fastest horizontally traveling enemy element in a Mario game is typically a kicked Koopa shell. Most Mario enemies move at a brisk walking pace. Mario enemies don’t amp up in speed as a means of increasing challenge. This is mostly because Mario’s challenge comes from the layered design combining level and enemy elements. Because enemies also interact with the level in dynamic ways (falling off platforms, destroying platforms, etc.) it works best to keep their movement relatively slow in order to give players time to react and plan their actions.

Mega Man series

  • Mega Man 2 : 9
  • Mega Man X : 14
  • Mega Man Zero: 17
  • Mega Man Powered Up : 12
  • Mighty No. 9 : 10

Mega Man, unlike Mario, has underwent various reboots and reinventions, tailoring the main character of the series to suit each generation of consoles and players. As his appearance changed from classic 1960’s classic anime, to radical 90’s humanoid, to Ghost In The Shell-like cyborg, Mega Man’s game design also adopted the trends of the times. While Mega Man classic can only power walk, Mega Man X and Zero can dash and wall jump, mechanics that turn a steady march through robot baddies into a kinetic romp. Mega Man can only shoot. When Zero entered the series he featured his Z-Saber melee attacks along with the Capcom game feel technique of hit pause [sleep]. Every new power and movement mechanic made these games faster and more diverse while increasing the visual flare.

As the Mega Man series grew its Vlambeer score increased. It is interesting to note that Mega Man Powered Up and Mighty No. 9 are throwbacks to classic Mega Man games and scored lower because of the homage. Mega Man Powered Up for PSP translates the 8-bit Mega Man style as cute “chibi” 3D models while keeping the gameplay as close to the 8-bit games as possible. Mighty No. 9 features a new character, new mechanics, and a new graphical style, however the gameplay looks like a mix between classic Mega Man and Mega Man X.

Various Games:

Richard says: A big take away from our examination of the Vlambeer Scale for game feel is that some points convey the Vlambeer style more than others. Lots of games have permanence, sleep, hit animations, and other effects from the Vlambeer Scale. But it’s the bigger bullets, more enemies, explosions, camera lerp, and screen shake that most effectively give a game that Vlambeer game feel.

Every game has its own style. 3D games in particular achieve their game feel differently from 2D games. Bloodborne and Splatoon both scored a 19 on the Vlambeer Scale. 3D games use many of the same game feel techniques but they don’t “feel” the same. Getting 3D cameras to work well for 3D games is incredibly difficult that often requires so much fine tuning that elements like screen shake and large (explosive) special effects are kept to a minimum.

Below are the points from the Vlambeer Scale of Quality that I feel are the most important to feature in a 2D action game in order of importance with a priority on creating good gameplay.

  1. Basic Sound and Animation. If your game doesn’t have these, then it’s probably not a 2D action video game.
  2. Impact Effects are important for communicating to the player what happens to projectiles and moving objects when they interact with other objects. This effect is usually a small pop, spark, mark that appears when bullets collide with enemies or walls.
  3. Lower Enemy HP works well in action games because the lower HP correlates with fewer actions needed to take the enemy out. The fewer the actions, the better players can mentally keep track of their damage over time because the value is well within our short term memory capacity. A common trope of boss design is the 3-hit-KO.
  4. Strafing comes in many different varieties. I love strafing in action games because it creates an asymmetric relationship between offense and movement. Being able to move and shoot at the same time at maximum effectiveness allows for simple solutions. Simply move well and shoot well. When offense comes at the expense of movement more interesting choices have to be made because there is a tradeoff between both types of actions.
  5. Sleep along with impact effects are very important for communicating to the player exactly when interactions take place. Impact effects alone are good for projectile interactions, but for certain collisions, like melee attacks, localized “hit pause” or global “sleep” is incredibly effective at communicating when collisions occur and seeing how the hitboxes overlap.
  6. Hit Animation are specific effects and animations played for when two game elements interact. The more complex the interacting elements, the more specific hit animations help communicate the game actions to the player. Look very carefully at a fighting game like Street Fighter, weak, medium, and strong hits cause characters to recoil with different animations. Also, fiery and electric attacks have a unique hit animation. The classic and perhaps most common type of hit animation is when elements flash a color (usually white).
  7. Bigger Bullets. Making informed decisions while playing an action game requires the game to communicate its actions well and also to have fewer actions on the screen to consider. Along with lower enemy HP, bigger bullets help players keep track of how many projectiles they launch. This design tip applies to melee attacks and other kinds of actions. It’s important to be able to count each individual action and potentially see the result of each.

Vlambeer Scale on Vlambeer Games

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It’s time for the judge to be judged. We’ve nearly come to the end of our Vlambeer Scale article series. So far we’ve used the Vlambeer Scale of Quality to measure the Vlambeerian game feel of Ridiculous Fishing, Ninja Fishing, and an upcoming indie game called Downwell. Now the question is how do Vlambeer’s games measure up?

The following is a list of Vlambeer’s games in chronological order and some of the points from the Vlambeer Scale of Quality that each game does not have.

Super Crate Box

Muzzle Flash, Impact Effects, Enemy Knockback, No level of permanence, Lerp (no camera manipulation at all), Sleep (only for katana), Strafing Muzzle Flash, Impact Effects, Enemy Knockback, No level of permanence, Lerp (no camera manipulation at all), Sleep (only for katana), Strafing

Serious Sam: The Random Encounter

Enemy Knockback, Level 2 and 3 permanence, Player knockback, Sleep, Gun delay, Camera kick, Meaning Enemy Knockback, Level 2 and 3 permanence, Player knockback, Sleep, Gun delay, Camera kick, Meaning

Ridiculous Fishing

Hit Animation, Player Knockback (guy is in a boat), Strafing Hit Animation, Player Knockback (guy is in a boat), Strafing

Luftrausers

Less Accuracy: No random spread with “Spread” weapon, Hit Animation,     Enemy Knockback, Player Knockback (you are a plane), More Bass Less Accuracy: No random spread with “Spread” weapon, Hit Animation,     Enemy Knockback, Player Knockback (you are a plane), More Bass

Nuclear Throne

    Random explosions, gun kickback, Player knockback     Random explosions, gun kickback, Player knockback

Marcus says:

  • Nuclear Throne The highest scored Vlambeer title with a 28 out of 31. It’s also the highest game of all the games we’ve scored!
  • Not every game has guns to fire to create camera kick or recoil. Some games seem to start off not even being able to to achieve a perfect Vlambeer Scale score. However, with a little creativity “gun based” elements of game feel can be applied to just about any action. Just look at what Death Note does to the action of writing down names on a piece of paper.
  • Player Knockback is only in Vlambeer’s first game Super Crate Box. In general, player knockback makes platforming gameplay more difficult. Most players want to push ahead when they get hurt like in Mario, rather than worry about how they will be pushed back like in Mega Man. Likewise, they want their gunshots to not affect their positioning.
  • Nuclear Throne is the only game with 3 distinct levels of permanence: bodies, bullet casings, and level destruction.
  • The element of “meaning” is in every Vlambeer game but the first two. Perhaps this is a lesson they picked up as they continued to create games. Whether from thematic setting or bits of story, a little meaning goes a long way.
  • Luftrausers embraces common tropes of flying combat games, which weakens its score.
    • With the most complex movement out of all the games, Luftrausers is about balancing moving with dodging and aiming.
    • To match the style of shmups, the bullets travel the slowest compared to the other Vlambeer games. Also, there is no random player bullet spread.
    • Luftrausers does not feature a heavy bass component. Keeping the soundscape in a higher register makes Luftrausers sound more like old arcade games.
  • The three avatar-based shooting games scored higher.
  • Serious Sam is the only game with “random” explosions. The random explosions come from firing into a large mob of enemies and hitting the “bomb” guy.
  • The three games with strafing achieve it in three different ways.
    • Strafing in the only MOVE mechanic in Serious Sam as the player characters are always running on their heels up and down the right side of the screen.
    • Strafing in Nuclear Throne is possible because the aiming is independent of a character’s movement.
    • Strafing in Luftrausers happens due to the inertial systems when the nose goes one way and the tail the other.

Richard says: back in 2010, I wrote a blog post on Super Crate Box on Critical-Gaming. Here are three points I made. Key words are bolded and Vlambeer terms are added in brackets where appropriate:

  • …because of the high game speed, it’s more difficult to judge the hitboxes and other interactions in the game. Sometimes I thought that I dodged an enemy, but I died. Other times I survived without being able to see how. And because the game doesn’t pause [sleep] (even slightly) when you die (like in Super Mario Bros or DKCR), sometimes the exact cause of your death is mysterious. Or my difficulty in understanding the interactions could be due to the way the hitboxes are designed. Either way, I feel that something should be tweaked.
  • [Super Crate Box has] excellently tuned weapons with an excellent coverage of the design space. Nice sound effects and unique feel created by screen shaking and other visual effects.
  • The 3 enemies and their speed upgrades [faster enemies] create just enough contrary motion that layers together nicely to create varied challenges.

Looks like the game feel of Super Crate Box is an important part of the experience and an important talking point. After all, I wrote this 5 years before we started the Vlambeer Scale of Quality here at Design Oriented.

Reblog: Game Maker’s Toolkit – Secrets of Game Feel and Juice

POV: DESIGNER.  DIFFICULTY 3. LEVEL 1-1
POV: DESIGNER.  DIFFICULTY 3. LEVEL 1-1

Mark Brown presents a pared down version of Jan Willen Nijman’s talk on game feel (see Vlambeer Scale here). Like in Vlambeer’s talk, Mark’s definition of game feel is remarkably close to a “I know art when I see it” level of scrutiny. But like Vlambeer’s talk, examples provide a much needed base to take game feel from an overly abstract buzz word to a methodology we can apply when making games.

Marcus Says: The two games Mark contrasts at the beginning of the video to show the difference between games with bad and good game feel, scored a 12 and 17 respectively on our Vlambeer Scale. The details listed in the video (screen shake, hit pause, ect.) are all visual details that can be assessed fairly well from a video or an animated gif. The “eye test” seems like a good way to get an initial feel for a game. Without visuals, writing about how a game feels (reviews, previews, ect.) often fails to communicate what a simple picture can. Assuming watching a video is the next best thing to playing when analyzing game feel, I wonder how effective the Vlambeer Scale is?

Richard Says: Great quote: “I’m not sure that ‘be Shigeru Miyamoto’ is particularly useful advice.” In general, I don’t think game design or the sub-category game feel is “elusive,” “ mostly abstract,” or a “largely invisible” art. Hearing Mark Brown say this (47s) reminds me of a forum comment stating that you can’t “see mind games.” If you can’t see mind games, then how do players fall for them when staring at a game screen? Games are complicated and appeal to a lot of different disciplines. Breaking games down, paying careful attention, and taking good notes demystifies a lot of aspects of game design. Also, game feel is rooted in a lot of long standing techniques on animation and sound, so there’s a wealth of knowledge there. Even when a games get game feel right, as Mark claims Super Meat Boy does, players can still have very different play experiences. It took me a bit to get used to the super loose, floaty, crazy acceleration of Meat Boy’s movement. Game feel is an art, not a science.