Mechanics Test

Lots of iteration and analysis and focus testing! You keep honing in on the good parts and what’s working, and you make those as good as they can be given the time you have. Meaning keep honing in on the fun, but not at the expense of the rest of the project.

In terms of combat, what are the most important things to keep in mind while you are developing an action game?

The style of game is the first thing I’d think about, and then make the shooting mechanics match up with that style as best I can (and of course, they have to be fun and engaging above all else). There’s a difference between a fast twitch reflex shooter like Doom, and a slower and methodical game like Metal Gear Solid for example. Also what’s the story context of the game? Something like Overwatch can get away with crazy and over-the-top weapon designs that defy logic as compared to something more grounded like The Last Of Us. And the tone of the game plays an important role in the feel and vibe you want them to communicate. In The Last Of Us we wanted the weapons to feel super impactful, punchy, and give a sense of how much they hurt and do damage to things. This was to help reinforce the brutality and harshness of the world, as well as make every shot have value as ammunition was scarce.