Difference between revisions of "Combos"

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=== Examples ===
 
=== Examples ===
Fighting games such those in the [[Tekken series]] and [[Street Fighter series]] have only a few basic actions but by heavy use of [[Combos]] each character in the game can have the number of possible actions increased by an order of magnitude. The first of these [[Combos]] (in [[Street Fighter II]]) was due to programming feature but left in as a hidden possibility<ref name="wiki"/>.
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Fighting games such those in the [[Tekken series]] and [[Street Fighter series]] have only a few basic actions but by heavy use of [[Combos]] each character in the game can have the number of possible actions increased by an order of magnitude. The first of these [[Combos]] (in [[Street Fighter II]]) was due to programming feature but left in as a hidden possibility<ref name="wiki"/>. That the fighting theme is not an essential aspect of [[Combos]] can easily be seen through the very similar actions needed to be taken in [[Dance Dance Revolution]] and the [[Rock Band series]]).
  
 
The height of jumps many of the games in the [[Super Mario series]] since [[Super Mario 64]] can be extended considerably by pressing the jump button twice, resulting in a ''double jump''. This maneuver is founded in several other games, e.g. as a special ability for the ''Scout'' class in the second installment in the [[Team Fortress series]]. ''Rocket Jumping''<ref name="rocket-jumping"/> is a similar technique based on jumping while shooting rockets at the floor below oneself, and was an emergent feature in the [[Quake]] game.
 
The height of jumps many of the games in the [[Super Mario series]] since [[Super Mario 64]] can be extended considerably by pressing the jump button twice, resulting in a ''double jump''. This maneuver is founded in several other games, e.g. as a special ability for the ''Scout'' class in the second installment in the [[Team Fortress series]]. ''Rocket Jumping''<ref name="rocket-jumping"/> is a similar technique based on jumping while shooting rockets at the floor below oneself, and was an emergent feature in the [[Quake]] game.
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== Using the pattern ==
 
== Using the pattern ==
The original use of [[Combos]] in [[Real-Time Games]] required [[Timing]], but the pattern can be used more generalized in [[Turn-Based Games]] or simply any game where players need to create specific contexts, e.g. positioning [[Units]] in certain spatial configurations or simply which to bring them to game instances using [[Heterogeneous Game Element Ownership]]).
+
The original use of [[Combos]] in [[Real-Time Games]] required [[Timing]] and this has continued to be used heavily in for example games using [[Rhythm-Based Actions]] ([[Dance Dance Revolution]] and the [[Rock Band series]]), but the pattern can be used more generalized in [[Turn-Based Games]] or simply any game where players need to create specific contexts, e.g. positioning [[Units]] in certain spatial configurations or simply which to bring them to game instances using [[Heterogeneous Game Element Ownership]]).
  
 
The design of [[Combos]] includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. [[Combos]] can simply modify original [[Rewards]] and [[Penalties]] through [[Geometric Progression]] or introduce new [[Rewards]] and [[Penalties]] through [[Discontinuous Progression]]. [[Combos]] are often used to provide [[Privileged Abilities]], either as an additional [[Reward]] or as a way to provide [[Orthogonal Unit Differentiation]] - the latter especially common in [[Combat]] activities in [[Real-Time Games]] such as the [[Tekken series]]. While [[Combat]] [[Combos]] often affect how [[Damage]] is dealt, it can have other effects such as introducing [[Movement Limitations]] (being 'slowed') or [[Downtime]] (being 'stunned'). Other type of actions commonly associated with [[Combos]] are [[Capture]] (e.g. [[Bejeweled]] and [[Hnefatafl]]) or making [[Movement]] possible that usually is not (e.g. [[Super Mario 64]] or [[Quake]]). [[Combos]] do not need to provide [[Rewards]] that directly affect gameplay. The most obvious choice is to modify how to add to the [[Score]] players are receiving, but [[Goal Achievements]] is another option.
 
The design of [[Combos]] includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. [[Combos]] can simply modify original [[Rewards]] and [[Penalties]] through [[Geometric Progression]] or introduce new [[Rewards]] and [[Penalties]] through [[Discontinuous Progression]]. [[Combos]] are often used to provide [[Privileged Abilities]], either as an additional [[Reward]] or as a way to provide [[Orthogonal Unit Differentiation]] - the latter especially common in [[Combat]] activities in [[Real-Time Games]] such as the [[Tekken series]]. While [[Combat]] [[Combos]] often affect how [[Damage]] is dealt, it can have other effects such as introducing [[Movement Limitations]] (being 'slowed') or [[Downtime]] (being 'stunned'). Other type of actions commonly associated with [[Combos]] are [[Capture]] (e.g. [[Bejeweled]] and [[Hnefatafl]]) or making [[Movement]] possible that usually is not (e.g. [[Super Mario 64]] or [[Quake]]). [[Combos]] do not need to provide [[Rewards]] that directly affect gameplay. The most obvious choice is to modify how to add to the [[Score]] players are receiving, but [[Goal Achievements]] is another option.
  
The complexity of performing [[Combos]] can be used create both [[Complex Gameplay]] and [[Challenging Gameplay]], for example by requiring Rhythm-Based Actions, in the game and can provide a Smooth Learning Curves as players can have the possibility to choose between performing simple actions or more difficult Combos. As with any Extended Actions, Combos offer the possibility of being Interruptible Actions independently of whether the actions they consists of are interruptible. In the case of Combos that are complex or interruptible,  
+
The complexity of performing [[Combos]] can be used create both [[Complex Gameplay]] and [[Challenging Gameplay]].
 +
 
 +
, in the game and can provide a Smooth Learning Curves as players can have the possibility to choose between performing simple actions or more difficult Combos. As with any Extended Actions, Combos offer the possibility of being Interruptible Actions independently of whether the actions they consists of are interruptible. In the case of Combos that are complex or interruptible,  
  
 
The simplest form of making [[Combos]] possible to affect by others is through [[Interruptible Actions]]. For [[Multiplayer Games]], the additional possibility of [[Collaborative Actions]] become possible since all these are forms of [[Combos]], and [[Team Combos]] can be used to require participation by several players.
 
The simplest form of making [[Combos]] possible to affect by others is through [[Interruptible Actions]]. For [[Multiplayer Games]], the additional possibility of [[Collaborative Actions]] become possible since all these are forms of [[Combos]], and [[Team Combos]] can be used to require participation by several players.

Revision as of 21:35, 15 February 2011

Sets of actions that trigger additional effects than those that occur due to the individual actions.

Combos are a sequence of actions that due to the order or configuration they are performed in trigger additional effects. The sequence of actions performed to create the effect can be seen as an action in itself, although more complex than ordinary actions and possibly interruptible even when the actions it consists of are not.

Examples

Fighting games such those in the Tekken series and Street Fighter series have only a few basic actions but by heavy use of Combos each character in the game can have the number of possible actions increased by an order of magnitude. The first of these Combos (in Street Fighter II) was due to programming feature but left in as a hidden possibility[1]. That the fighting theme is not an essential aspect of Combos can easily be seen through the very similar actions needed to be taken in Dance Dance Revolution and the Rock Band series).

The height of jumps many of the games in the Super Mario series since Super Mario 64 can be extended considerably by pressing the jump button twice, resulting in a double jump. This maneuver is founded in several other games, e.g. as a special ability for the Scout class in the second installment in the Team Fortress series. Rocket Jumping[2] is a similar technique based on jumping while shooting rockets at the floor below oneself, and was an emergent feature in the Quake game.

To receive the Doctor achievement in Assassin's Creed 2 players have to first poisoned a non-player character and then successfully performing an air assault on the same character.

Combos do not need to rely on timing moves in a game. The capturing method of Custodianship in Hnefatafl can be seen as a Combo since it require two different piece to flank an enemy piece. When making one line of gems disappear in Bejeweled causes another to disappear, this is also seen as a Combo - players can plan for these and are motivate by the game system providing additional rewards for them. Many of the powers in the fourth version of the role-playing game Dungeons & Dragons allow players to build strategy on possible Combos, e.g. making use of giving enemies vulnerabilities or setting up for attacks of opportunity.

Using the pattern

The original use of Combos in Real-Time Games required Timing and this has continued to be used heavily in for example games using Rhythm-Based Actions (Dance Dance Revolution and the Rock Band series), but the pattern can be used more generalized in Turn-Based Games or simply any game where players need to create specific contexts, e.g. positioning Units in certain spatial configurations or simply which to bring them to game instances using Heterogeneous Game Element Ownership).

The design of Combos includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. Combos can simply modify original Rewards and Penalties through Geometric Progression or introduce new Rewards and Penalties through Discontinuous Progression. Combos are often used to provide Privileged Abilities, either as an additional Reward or as a way to provide Orthogonal Unit Differentiation - the latter especially common in Combat activities in Real-Time Games such as the Tekken series. While Combat Combos often affect how Damage is dealt, it can have other effects such as introducing Movement Limitations (being 'slowed') or Downtime (being 'stunned'). Other type of actions commonly associated with Combos are Capture (e.g. Bejeweled and Hnefatafl) or making Movement possible that usually is not (e.g. Super Mario 64 or Quake). Combos do not need to provide Rewards that directly affect gameplay. The most obvious choice is to modify how to add to the Score players are receiving, but Goal Achievements is another option.

The complexity of performing Combos can be used create both Complex Gameplay and Challenging Gameplay.

, in the game and can provide a Smooth Learning Curves as players can have the possibility to choose between performing simple actions or more difficult Combos. As with any Extended Actions, Combos offer the possibility of being Interruptible Actions independently of whether the actions they consists of are interruptible. In the case of Combos that are complex or interruptible,

The simplest form of making Combos possible to affect by others is through Interruptible Actions. For Multiplayer Games, the additional possibility of Collaborative Actions become possible since all these are forms of Combos, and Team Combos can be used to require participation by several players.

As some of the examples mentioned show, Combos can happen accidentally from a design perspective, but from the players' perspective this is more likely to be perceive as Emergent Gameplay and as a consequence this can be introduced into games to make Combos more likely to appear. Although possible to counter by Evolving Rule Sets, Combos can easily occur from these as well due to the cumulative risk of unexpected effects in the design.

Interface Aspects

Games can make use of Progress Indicators to support players in learning Combos or to support Hovering Closures.

Consequences

Combos are examples of Extended Actions that require Timing to be successfully executed. Being able to perform Combos can be a goal in itself as it is actually a Configuration of actions - and this becomes especially true when they provide Goal Achievements (as in the Doctor Achievement in Assassin's Creed 2). Games where players know that Combos exist but are not provided with instructions on how to perform them, i.e. those that have Hidden Rules, encourages them to do Experimenting. In these games, knowing how to perform the Combos is Strategic Knowledge and can be shared as Extra-Game Actions.

As mentioned above, Combos can give rise to Complex Gameplay and Challenging Gameplay and due to this the ability to execute Combos is a typically display of Game Mastery. A flip side of this is that Combos can cause issues regarding Player Balance due to them often having Geometric or Discontinuous Progression. For Turn-Based Games, the possibility to be able to plan for Combos can also cause Analysis Paralysis.

Relations

Can Instantiate

Challenging Gameplay, Complex Gameplay, Configuration, Extended Actions, Orthogonal Unit Differentiation, Privileged Abilities,

with Challenging Gameplay or Complex Gameplay

Game Mastery

with Hidden Rules

Extra-Game Actions, Experimenting, Strategic Knowledge

with Turn-Based Games

Analysis Paralysis

Can Modulate

Combat, Damage, Movement, Score

Can Be Instantiated By

Collaborative Actions, Discontinuous Progression, Emergent Gameplay, Evolving Rule Sets, Geometric Progression, Team Combos, Units

with Progress Indicators

Hovering Closures

Can Be Modulated By

Hidden Rules, Interruptible Actions, Progress Indicators, Timing

Possible Closure Effects

Capture, Downtime, Goal Achievements, Movement Limitations, Penalties, Rewards

Potentially Conflicting With

Player Balance

History

A revised version of the pattern in the original collection in the book Patterns in Game Design[3].

References

  1. Wikipedia entry for Combo.
  2. Wikipedia entry for Rocket jumping.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.