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Theodore Fishman (Lead Combat Designer, Sucker Punch Productions)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
A flash of steel, a few quick slashes and the enemy is dead; this is the fantasy of how a Samurai fights. Lethal, precise, fast… but how does that translate into gameplay and combat balance? Honoring this fantasy, most importantly lethality of the blade, was a major challenge in making Ghost of Tsushima's combat.
While assassinations and standoffs nailed it, applying lethality to standard combat was more difficult. This talk will go over the multitude of attempts to try to solve this problem. Additionally, it will provide a behind the scenes look at the data-driven approach to game balance and design details of how it all came together.
The importance of lethality and the Samurai fantasy as the driving force in design decision making and game balance for Ghost of Tsushima, plus takeaways that can be applied to similar games.
Developers interested in combat balancing for a melee based game, especially those trying to hit a specific player fantasy.