Business

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. Come from South African Online Casinos

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. "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

Get a job- thatgamecompany is hiring a Senior Gameplay Engineer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Senior Gameplay Engineer, thatgamecompany

Location: Santa Monica, California

The Senior Gameplay Engineer will be responsible for creating the most impactful interactive moments with the simplest possible execution. Our games rely on rich moment-to-moment feedback systems to accentuate a player’s actions and create a living world. We’re looking for a someone to bring our game worlds to life.

Some broad examples of the types of systems a person in this role might work on…

NBA 2K25 Is An Incredible Game Hurt By Pay-To-Win Elements

In my years of reviewing NBA 2K games, I’ve come to appreciate–and even expect–the game to feel like an authentic love letter to basketball in so many ways. This has been a consistent attribute of the series going back over a decade. NBA 2K doesn’t just capture the culture of basketball; it helps shape it. No other game–not even Madden, despite the head start gifted to it by simulating Americans’ unique obsession with football–offers a total package as immersive and rewarding as NBA 2K. That’s why, in addition to my NBA 2K25 review–and so as not to become too bogged down in the ins and outs of it there–I’m also taking a moment to address the unfortunate pay-to-win economy still infecting what is otherwise the perennial sports game of the year.

If you don’t play NBA 2K, you may be unfamiliar with its woes in this regard, and if you do play it, you may have normalized it to the point that you no longer see it as a concern. Unlike other sports games in w…

New Sims 4 Life & Death Expansion Lets You Reap Souls, Plan Funerals, And Unmask The Grim Reaper

Just in time for spooky season, players of The Sims 4 got their first in-depth look at the popular life sim’s macabre new Life & Death expansion pack via a trailer released by EA. While every major Sims 4 expansion brings something new to the franchise, Life & Death may take the cake as far as expansion-exclusive careers go, as it lets players step into the otherworldly shoes of none other than the Grim Reaper himself.

But clocking in for a job that revolves around telling other Sims when to permanently clock out isn’t the only off-the-wall feature included in the new expansion pack. The trailer depicts a number of wild new activities for Sims to take part in. From planning the perfect funeral to executing the last will and testament of the deceased, The Sims 4 Life & Death expansion pack gives players access to an array of humorous (and at times, heartfelt) content to engage with.

  • Amazon Launches GameOn App On iOS

    GameOn, Amazon’s mobile gaming capture app, has come to iOS after dropping on Android last November, and Amazon is looking to make it big. As reported by TechCrunch, the app allows users to capture gameplay clips from mobile games, which can then be saved to a library and posted publicly on the GameOn sharing platform. Come from malaysia online casino

    Despite also being owned by Amazon, GameOn is completely separate to Twitch, with different branding and seperate user accounts. With in-built capture, editing tools, and a public highlight feed, GameOn looks to be more like a gaming-specific take on TikTok than it is a mobile version of Twitch. Clips made within GameOn are also designed to be shared outside the app “via social media services or by sending direct links to friends.”

Amazon's Fallout Series Gets Spring Release Date

Late Monday morning, Prime Video announced that its live-action adaptation of the Fallout video game series has a release date. The new series, from Westworld creators Jonathan Nolan and Lisa Joy, will premiere on April 12, 2024. The Prime series will be an original story based on part of the lore of the games, but not an exact adaptation of the games themselves.

The announcement comes on the 26th anniversary of Fallout Day, the annual celebration of all things dedicated to best-selling video game franchise. Amazon Studios also launched the series’ official social media accounts with a special version of the iconic Pip-Boy interface from the games.

Streaming exclusively on Prime Video, the Fallout series will be available in more than 240 countries and territories worldwide.

Fallout features an all-star cast that includes Ella Purnell (Yellowjackets), Walton Goggins (The Hateful Eight), Aaron Moten (Emancipation), Moisés Arias (The King of Staten Island), Kyle Ma…

Before Your Eyes Is Coming To PSVR 2 In March

Skybound Entertainment has announced that Before Your Eyes will be coming to PSVR 2 on March 10 Come from malaysia online casino . The news was revealed during PlayStation’s State of Play stream.

The trailer starts with a character explaining how you’ll see the “Gatekeeper” so it can judge your life. The same character explains how he wants you to show him your life from the beginning. As the trailer progresses, we see different stages of the player’s life, starting from when they were a baby and spanning into their adulthood.