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How do you make a beat-em-up game interesting?


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Tebor
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Title: Master of the Universe
Joined: Aug 22 2005
Location: Gotham City
PostPosted: Mar 21 2008 06:42 pm Reply with quote Back to top

I was reading a game review that made this statement:
Quote:
Side-scrolling beat-em-ups such as Final Fight and Streets of Rage are generally mindless and get old quickly

And thinking about it, that's true for all reviews I've read for beat-em-up games. They're always criticized for getting old fast, being annoyance, a chore, repetitive, etc.

Yet I still like the genre. Sometimes I just need to beat an army of thugs up. I'll play a Streets of Rage or Rise to Honor or Justice League Heroes to quench my bloodlust.

But if I were a game developer, how would I go about making a genre game and keep it interesting?

My initial thoughts are:
Story - Make it long and involving so that players will want to keep playing to find out what happens next. The problems with all games of the genre are none of them have any huge dramatic twists that change the game play. I see a hint of that in Streets of Rage 3 where depending on your actions and difficultly you will unlock one of three endings and two different paths. More exploration into that area of choice might be worthwhile.

Mini Games - Rise to Honor has shooting levels to keep it from being just a beat-em-up. Would more diverse levels break up the game play? Like a driving level, or some sort of puzzles? Or, like a lot of games, would it feel too forced?

Character Diversity - For too long has characters in these button mashers been too similar. The difference used to be in speed and strength, then special moves, but in today's world we need more differences. Justice League Heroes, for example, gives each character their own distinctive powers and moves. It even shakes things up a little bit by limiting a level so that only certain characters can enter certain areas (such as being blocked by a kryptonite lazer).

Level Design - Off the last point, too many beat-em-ups are too straight forward. There's only one path to go. We started to break away from that formula in later SNES/Genesis games by having rooms you can enter and different paths that open up. However, it seems we've taken a step back from that. Not only would I like to see what "Fighting Force 64" did where there's different branches of levels, but each level has multiple paths to take.

Anyway, that's what's been bugging me today. Anyone else think that beat-em-ups are a dated genre or one in a slump? Any other suggestions on how to revive it?

For similar threads:
What are the best beat-em-ups?


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TheRoboSleuth
Title: Sleuth Mark IV
Joined: Aug 08 2006
Location: The Gritty Future
PostPosted: Mar 22 2008 03:02 am Reply with quote Back to top

I'll need to think about this.


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Lady_Satine
Title: Head of Lexian R&D
Joined: Oct 15 2005
Location: Metro area, Georgia
PostPosted: Mar 22 2008 03:58 am Reply with quote Back to top

Godhand or No More Heroes.


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Syd Lexia
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Title: Pop Culture Junkie
Joined: Jul 30 2005
Location: Wakefield, MA
PostPosted: Mar 22 2008 09:09 am Reply with quote Back to top

Capcom's D&D beat-em-ups are pretty awesome. Possibly because they have branching paths.
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username
Title: owner of a lonely heart
Joined: Jul 06 2007
Location: phoenix, az usa
PostPosted: Mar 22 2008 09:59 am Reply with quote Back to top

imo, the warriors for xbox was an example of a good beat em up. the story was decent and based off a cult classic. it had variety in terms of the tagging and looting and what not and the fighting wasnt too tough.


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JonSnow
Joined: Nov 03 2006
PostPosted: Mar 22 2008 03:12 pm Reply with quote Back to top

drama drama drama... character build up... build up of power between the two characters.. build up of rivalry (falls under drama)... build up of motivation

and of course the second element is good game play quality, what yuo can do, how you can beat them up, the level of skill involved, the difficulty...

(can you use weapons, where do you aquire them from, off your fallen foes, stores, off the ground randomly.. etc... since it's mostly beat'em up, you can just have a basic increase in range of attack, and damage increase for each weapon.)

Maybe even have clothing that chagnes the look of your character, but doesnt' add stats (that might make it to much of a strategy game), or the stats are really straight foreward, everything increases attack damage, some more some less.

Depending what type of beat'em up game, you ca borrow some ideas from river city ransom, wher you had level up of various stats.... could learn new fighting techniques, perhaps efffect how high your charcter could jump, or if hitting differnt body parts could do more damage.

Maybe you could add in a move that stuns an opponent, but can only be used once, adn stop whatever move the opponent was about to do (Assuming it's not turn based), the reason you can make it only usable once on a foe, is because if you make it reusable it becomes an issue to contemplate abuse of the move.. Should you give the move diminishing return, make it have a time period before yuo can use it again, (it again complicates the game, and gives it a more strategy feel, not to say a beat'em up game, can't have any strategy in it, just generalyl that's not the focus of the game.)

Also Decent enough grapic quality to not distract from the game, and can make whatever sttyle of gameplay you want beleivable... if you say do a slash with a sword, don't have horrible graphics of them donig a slash, we want it so that you can tell by some way that he actually slash him with a sword, whether it hit, missed, or was blocked, other than potentially paying attention to hp bars.

Maybe hyou can make it more realistic and don't use hp bars, maybe you do some status text, like it pops up (so and so cough up blood), which means to the careful observer, whose noticed what happens everytime that line appear, that that particular foe is loe on health. (if the graphcis are good enough maybe you could have the person holding there stomach when they low on health, or various other things...)


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FNJ
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Joined: Jun 07 2006
PostPosted: Mar 22 2008 10:20 pm Reply with quote Back to top

they need sandbox elements and gritty realism.


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Knyte
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PostPosted: Mar 22 2008 11:37 pm Reply with quote Back to top

Add in rapters that you can ride on.

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TheRoboSleuth
Title: Sleuth Mark IV
Joined: Aug 08 2006
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PostPosted: Mar 23 2008 02:20 am Reply with quote Back to top

JEW wrote:
they need sandbox elements and gritty realism.
You already said that in another thread. But I'll reiterate for the benefit of this one; don't forget the superfluous RPG elements and the gimmicky control scheme (You see the enemy is eating a hoagie! QUICK, masturbate furiously with Wii trigger till shit happens!)

Oh and Jon Snow, few points:
1.Godhand had great success by allowing you to interrupt your opponent by hitting them before they attack, so effectively infinite stunning is not that bad. If you mean "Stun for three seconds", its just not interesting enough to be a limited use attack.

2. If you want realism with the slashing of a sword, don't worry about graphics. Worry about the animation of the guy rolling on the ground screaming and bleeding to death. This is why I don't like hacknslashers, unless your fighting supernatural varmints.

3. Explaining that you can use weapons to increase damage and range. What beat-em-up would let you do that?

4. Built up rivalry and power difference, all of that is DBZ stuff. It needs to at least be novel, if not written as well AS a novel.


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FNJ
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Joined: Jun 07 2006
PostPosted: Mar 23 2008 12:28 pm Reply with quote Back to top

RobotGumshoe wrote:
JEW wrote:
they need sandbox elements and gritty realism.
You already said that in another thread. But I'll reiterate for the benefit of this one; don't forget the superfluous RPG elements and the gimmicky control scheme (You see the enemy is eating a hoagie! QUICK, masturbate furiously with Wii trigger till shit happens!)

Oh and Jon Snow, few points:
1.Godhand had great success by allowing you to interrupt your opponent by hitting them before they attack, so effectively infinite stunning is not that bad. If you mean "Stun for three seconds", its just not interesting enough to be a limited use attack.

2. If you want realism with the slashing of a sword, don't worry about graphics. Worry about the animation of the guy rolling on the ground screaming and bleeding to death. This is why I don't like hacknslashers, unless your fighting supernatural varmints.

3. Explaining that you can use weapons to increase damage and range. What beat-em-up would let you do that?

4. Built up rivalry and power difference, all of that is DBZ stuff. It needs to at least be novel, if not written as well AS a novel.


it should also promise online play, and then pull it at the last minute.


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Char Aznable
Title: Char Classicâ„¢
Joined: Jul 24 2006
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PostPosted: Mar 23 2008 02:17 pm Reply with quote Back to top

It should be No More Heroes, but with Mike Haggar added in as an extra character choice.


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