Tuesday, December 20, 2011

Arch Types

Hello, I will now go trough what I think is the most interesting part from my research(full file can be find at my portfolio), I plan to write more here to.

Fighting Game Arch Types

This element of different types of characters, have been mentioned several different time. As mentioned they are established from the game mechanics of individual characters similarities cross games, and from observation of users. There is several good things with establish this term. First of, this whole research is much easier to write when looking at the fighting games, basing the analyze on why characters have different mechanics.
But the most important point with this, is as mentioned earlier, that these arch types are very important to the user. All the observation of field/lab studie and interviews points in the favor for that different users play different. This might not sound like any surprise, it is not. But with this 8 different types, the idea is to being able to say what character should be in a game.
These 8 types also have a interesting effect on meta gaming, of fighting games. While it cant be said for 100% certain out come, by basing the assumption that the user will play the character to its intended usage(playing the right way). How most play session will look can be determined. This don’t mean that by using this, its possible to determine the outcome, meaning who of the players will win cant be said. But how the users will play their respective character can be said. And to really emphasize this is mainly because different conceptual play strategies comes from what arch type the user is playing.
For example if User A plays a strong/slow character he will probably employ a pawn for a pawn play style, and he will have few game mechanics that work on range(zero probably). And User B plays a speed control., will take a control approach. While teoricatilly User B could try and go in close and do stronger combos as a speed control arch type usually will have that, he probably never will do that voluntarily. User A will constantly have to hunt user B, and on the same time when user A comes in close with User B, user A cant just attack him, as then he/she could land in a long combo from user B, meaning User A have to come in close and use the right attacks, strong attacks that have either high priority but often just attacks that do purely high damage. This is one of the most “unfair” battles, the speed control is arguably the best character against strong slow, because speed control have both range attacks and game mechanics increasing mobility such as extra dash, or simply increased movement speed. But on the same time, the speed control is often the weakest character in the game, weakest as in cant do any high damage combos. And with very low health, resulting in that if er B does a few mistakes, User B easily wins. Another thing that can be said, is the game will probably take long time. Because User B should lead in health in the start of the play session but it will take a huge amount of time to win by range attacks. And speed control, users generally will be extremely “cowardice” always trying to play at max distance.
Point is, its easy to write(for me) at least 10 pages for each possible match up. Foretelling on how each play session will be. Know when the game characters are ordered in to decided places.

The creation of arch types, made me realize its 8 different types that can be said exist, many games don't have all 8 but most have 5-.6 at least.




Image 5.1 A, First its easy to determine this 4 basic types. Based on the general concept of different type of gameplay and game mechanics.



Image 5.1.B, The sub arch types, are different characters that is kinda in between the other ones, they share game mechanics and game statics.

By combing these 2 different views on game characters I cam up with this 8 axle grid to describe different characters. But not only is the axles values, its more that they are in this position I have carefully planned out, so that characters can be positioned in between
axles.




Image 5.1.C, This is the 8 axle grid, that shows where characters can be positioned. Its important to understand that a character don't have to be at the very axle. While some characters are the very pure mix of for example fast/weak and Control(Axle low 5.1.6), some are even in between this 8.

Is there then a point to create a 16 axle grid etc, no because these are the 8 fundamental gameplay styles a user want to, simple said these 8 are the core and then almost every character is in between 2 axles.



Image 5.1.D. For example a character like Nightmare from Soul calibur 2, is very much in a equal distance between strong control and strong/slow. Making it hard to determine what to brand him as. More an illustration of how this is not black and white.
Other characters such as mentioned Axl low, perfectly fits the axle edge.
Ryu and Ken, from Street fighter are famous from being very similar(shoto clone), but they do have some difference, using this 8 grid, it can be show that they are both placed close to all round but Ryu has more explosive traits(and more strong slow traits) while Ken is close to short combo speed(and have some fast/weak traits).


OK, so this is how I created the arch type system. Now I will go trough each of the 8 different ones, and add up more then what I did in my researches, especially more gameplay situations, I merely couldn't write more in the paper.