(08-12-2013, 10:03 AM)Alblaka Wrote: -Fun to play
What is fun to play for you? With that one point you are skipping a 100% of what's important.
(08-12-2013, 05:47 AM)LutiChris Wrote: we shouldn't just stop on the art side. [...] It can't just be the art, am i right?
Let me first of all shun you for considering only the graphics to be
art. Everything else you listed in the first post is art too.
(08-12-2013, 12:40 AM)LutiChris Wrote: so everyone will absolutely love to play them over and over. [...] generalized things that would make character performance/artwork/data/sound/whatever most enjoyable for your entertainment.
I still stand by my point that my initial answer is the first and most general thing to aim at for "most enjoyable". It applies to every field of the list. Now, the graphics of LF2 are well analysed and imitated so I will try to be more in depth about the second point, you've labeled it pretty well:
(08-12-2013, 05:47 AM)LutiChris Wrote: "game performance and likability"
All right, there are two concepts that are in my opinion vital for
any game to be fun:
- risk and reward
- the learning curve
If you get these right and all your content has good quality you cannot go wrong.
risk and reward:
Basically every action you do in a game has a risk (of getting hit for example) and a reward (hitting the opponent in a cool way).
This needs to be balanced.
If the risk of a certain action is too low compared to the reward a player will overuse it, which in turn will get boring - not fun.
If the reward of a certain action is too low compared to the risk a player wont want to use it at all, which shortens the list of possible actions and it's on top of that sad that you can't use it properly - not fun.
That's the important balance within each action - very basic but it can still be difficult to get it right.
The balance between actions is a little easier in my opinion because all you have to do is give each a different and unique purpose - that way they won't compare and are unable to substitute each other.
All basic attacks for example already have a unique purpose each on their own because they are situational. Depending on the circumstances you can only perform one of them. (you can of course still make each one of them useless though it's much harder to do that wrong I think)
But if you have two special projectile attacks with the same damage-the-opponent purpose you risk one of them turning out weaker than the other and thus become useless.
learning curve:
This thing is the barrier that may stop people from playing with your character (or game) and also the thing that defines the point from which on players will get bored with it and never come back.
We can safely assume that the player already knows all little fighter related basics - so that's the point from which learning new things with your character begins.
If the characters basic concept is too difficult or different from conventional characters to begin with the learning curve will be very steep at the beginning - not fun if you
need to read the readme and practice everything before you can actually start playing. Nobody will get into it unless you managed to make it equally exciting.
(risk of being bored to death - reward of having lots of fun :p)
If everything there is to learn about your character can be experienced within the first few minutes it will become boring very quickly - not fun for the long run.
So you gotta aim for an easy start and a lot of stuff to discover while playing. (that's why so many games have some kind of upgrade/skills/items system that gets larger and larger as you play)
How to apply that to lf2?
First of all you can make the start easy by making all the basic actions look and play fabulous. At the lowest level that means just walking or standing around with the character should be awesome - so pay attention to every detail on them (graphics, sequence, speed, ...). Every lf2 player already knows how to start basic attacks and will have a lot of fun discovering new animations and combos of a character, all while getting accustomed to them during a fight. Simple.
Yet many custom characters basic moves are rather boring ...
Now on top of all that are the special moves. You have to approach them differently because they are different for every character. Not only their effects but also their input.
Keep in mind that not every special move uses or has to use a 3 key input - the thunder punch is the best example (yes it makes basic attacks and a special move overlap).
The player will have to find out and remember the input for each special move and its effect. The more special moves you add the harder it will be to memorize all of them and on top of that also pick the right one depending on the situation. More moves create a steeper learning curve - not fun.
So you select a few (lf2 has exactly 4 on each hero) that fit very well with your character concept and drop all other additional special moves.
Now you may think that fewer special moves will also make the learning curve end earlier as the player learns and remembers them more quickly.
That's not true if you pay attention to how all character actions can work together. (not necessarily as combos but that's the most straight forward approach)
4 simple special moves that work very well together will amount to far more possibilities and things to discover than 7 complicated stand alone specials.
That's a steadily rising long learning curve versus a steep and short one. One is easy and has a lot of replay value - the other is difficult and has no replay value once you've seen it all.
Keep those in mind and you should be able to figure out everything else on your own.