Power and Responsibility — Day 3: Combat and Character
November 8th, 2006 by Pierre-Alexandre Garneau
As a designer, I like giving control over the game to the player. That’s the one thing games do better than any other media: while the audience watches a TV show or a movie passively, they have a real influence over the events in a game. Too many game designers try to tell something to players. I believe the best games allow players to express themselves.
There are 4 levels of influence a player can have over a game:
- Personal: What the player looks and acts like. In Power and Responsibility, players will be able to decide whether to be good or evil — that’s personal influence.
- Interpersonal: How the player character acts with other characters. Deciding how to handle your life with your girlfriend and with your job is part of that level of influence.
- Environmental: Being able to transform the physical environment is what this is all about.
- Global: If you can change the game world in a far-reaching way — for example influencing whether the city becomes better or worse as a whole with time — you have influence at a global level.
Today I’ll cover one element that gives players personal influence (character creation) and one element that gives environmental influence (combat).
Character Creation
At the start of the game, you’ll create a new character or choose among a few pre-created ones. If you decide to create your own hero, you’ll choose his name, appearance, stats and powers. Setting the name is straight-forward enough, so let’s look at the others.
You’ll choose your appearance by selecting your body shape, haircut, then clothes for your “ordinary” and “super-hero” appearance. You’ll also be able to choose colors for skin, clothes and hair. The selection of clothes will be made to be more realistic than the traditional super-hero outfit — men in tights are totally Out this season. You should be able to give a cool look to your hero, but still avoid the clichés of the genre.
Once you’ve got a name and a look, it’s time to set the stats of your character. These stats determine his basic abilities.
- Strength: Indicates hand-to-hand and thrown damage. Also determines the size of objects you use or throw.
- Endurance: Indicates the number of health points you have and influences the probability of getting knocked-down by attacks.
- Agility: Affects the speed at which you move and make attacks.
- Willpower: Determines the number of power points you have to use your powers.
Setting stats is easy. Each stat goes from 1 to 10 (powers can push them up to 20) and you have 20 points to spend among all of them. As you progress in the game, you’ll get additional points to spend to push the stats even higher.
And now, the interesting parts: powers! The game will feature a wide variety of powers to really let you customize your character. From fireballs to mind control to super strength, it’s all there.
You’ll start with 100 points to spend and each power will cost a certain amount of points depending on how powerful it is. Powers will be kept together so it’s easy to find them. Moreover, each power purchased in the same category after the first has a 10 points rebate. For example, taking a force-push power under Telekinesis would let you pick a force-pull power in the same category for cheaper.
There are some restrictions to the powers you can pick, for interface reasons:
- You must take one regular attack. Basic punches and kicks are free, but fancier stuff (kung-fu or a gun) cost you points.
- You need to choose one block. The hand-to-hand block is free, but blocks that protect you from other types of attacks (a force field, for example) cost you points.
- You can take up to 3 powers triggered with the press of a button (each will be set to a different button)
- You can have as many always-on powers as you want
Fight!
During combat, the point of view is similar to that of Freedom Force: top-down with an angle (you don’t control the camera). You control your character directly using the following controls:
- Direction pad or analog stick: Move your character around
- X: Base attack / Attack with an object you picked up
- L: Block
- Square: Pick an object / Throw an object
- Triangle, Circle, R: Each can be assigned to a power selected during character creation
- Start: Pause
Attacks automatically target the closest enemy in the general direction you’re facing. Blocks are instant and interrupt pretty much anything you’re doing — that way blocking is easy to do and a reflexive action.
To have cool combat, collateral damage is really important. Jet Li giving a punch isn’t nearly as cool as Jet Li punching a hole through a stone wall — the damage to the environment shows just how powerful the attack was. And it’s always cool to blow shit up.
As such, this game should be filled with as many interactive objects as the PSP can handle. You should be able to tear up a lamp post and whack the enemy over the head with it, or to pick up a car and throw it at an enemy, only for the enemy to dodge it and the car bringing down the building behind him.
The environment should behave in a systemic way: you should be able to fell trees with powerful blows, wooden things should catch fire, standing in fire should hurt you and so on. That way, you can fell a bunch of trees in a park, then make them catch fire to roast the unfortunate enemy who followed you there.
That’s it for now
A highly customizable character fighting in highly dynamic environment should make for really fun gameplay. It really gives you the opportunity to be creative and come up with your own ways to fight enemies — that’s what giving control to the player is all about.
So, until tomorrow, may you feel in control over your destiny.




As Spider-Man would say: “With great power comes great responsibility”. Super-heroes have a moral duty to help the world, but they must also balance that duty with living their ordinary lives. Super-man, Spider-man, Batman, The Incredibles, even Wolverine: they all must balance their super life with their ordinary life.
First of all, sorry for the lack of update yesterday. I had a job interview and was otherwise pretty busy, and what’s more the site was down for a while.
It took two days of intense thinking, but I did come up with an idea I like for a wine-based game. I had to read through a lot of documentation (Wikipedia has a surprising amount of info about wine). I thought about a bunch of weird ideas, from a wine trivia quiz to a tradeable wine game (”I attack with my Bordeaux and deal 5 damage to your cheese!”). Nothing worked, until I remembered an idea for a gardening game I had a few years ago. Here it is, adapted to wine-making.
Yesterday was all about describing how to control the characters and the task they have to do, today is going to be about resources and construction. These survivors will need to build useful structures if they’re going to survive the long months stranded on that island.
Yesterday I talked about the high level concept behind this exploration game. It’s an ambitious and interesting concept, but it has to be supported by good low-level gameplay to be fun. That’s what I want to cover today: how the game is controlled, what differentiate one character from another, how technology development works, how the game eventually finishes — that kind of stuff.
GameIdeas.org