Adapting to Fundamental Changes

Adapting to Fundamental Changes

When your game's core problem fundamentally changes, you need a fundamental change in your solutions. This may sound obvious, but it's harder than it seems.

In the case of Marvel's Spider-Man, Insomniac Games had to pivot from making shooters to creating a character action game. This shift affected various aspects of the game's development, including:

  • Behavior Authoring: As discussed in the Behavior Authoring section, the team transitioned from using complex behavior trees to adopting data-driven hierarchical finite state machines. This was necessary to handle the large number of AI classes and unique behaviors required for a character action game.

  • Positioning: The Combat Iteration section highlighted how the team had to rethink enemy positioning and movement to create engaging combat encounters without making the player feel overwhelmed or mobbed.

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The team developed a gradient descent hill climber algorithm to find optimal positions for enemies to stand, considering factors like Spider-Man's position, navigation mesh boundaries, and personal space reservations.

  • Combat Management: As mentioned in the Melee Combat Management and Ranged Combat Management sections, the combat managers had to be significantly iterated upon to address issues like cheap hits, off-screen attacks, and player frustration.

Step 1

Implement simple combat managers for melee and ranged enemies based on shooter game principles.

Step 2

Iterate on the managers, introducing concepts like job stealing, proximity attacks, intensity meters, on-screen prioritization, and varying timing values based on player actions and melee enemy presence.

Step 3

Develop the Beat to the Punch System to ensure fair interactions when Spider-Man and enemies attack simultaneously.

The key lesson here is that when the core problem changes, the solutions must fundamentally adapt as well. The team recognized that their existing shooter-focused systems were not sufficient for a character action game and made the necessary architectural and design shifts to address the new challenges.

[Diagram to be made of the iterative process of adapting combat managers from shooter principles to character action principles]

This iterative process of adaptation was essential in creating a combat system that felt engaging, fair, and true to the Spider-Man experience. By being willing to rethink their approaches and solutions, the team was able to overcome the challenges posed by the fundamental shift in game genre.