Det var Earthlight-designern Jennifer Scheurle som via Twitter väckte en hel utvecklarvärld under den gångna helgen, i en orkan av generösa avslöjanden fick vi veta massor av snillrika design-hemlisar från några av de största/bästa spelen som släppts de senaste 20 åren. Bland annat hoppade Gears of War samt Bioshock-teamets respektive designers med på detta tåg och avslöjade saker som vid närmare eftertanke faktiskt gjorde båda dessa spel bättre. Vi har samlat en bunt av dessa nedan.
• In System Shock and other shooters, the last bullet you have has multiplied damage.
• Enemies in Bioshock will deliberately miss their first shot to give the players a chance to dodge.
• Many platformers (I think Braid was one quoted) have a window where even if you fall off of a ledge, you can still jump.
• Assassin's Creed and Doom have more health associated with the last tick of the health bar, to make you feel like you barely survived.
• Shadow of Mordor grants additional health to dueling Uruks to increase the length of the fight for the sake of spectacle.
• Silent Hill: Shattered Memories removed one physical sense of an AI every time you respawned in a nightmare run, slowed down enemies if you looked over the shoulder, and only tow enemies were allowed to chase you at once while the rest had to flank you.
• Thumper's time signature corresponds to the numerical value of a level
• Suikoden spawns less enemies in the world map if they're walking in a straight line while spawning more if you zigzag (the former is good for getting to a place quickly and the latter is for grinding)
• Gears of War provided significant buffs to new players in multiplayer that tapered off with a few kills (to encourage them to replace multiplayer).
• Half-Life 2 has ledges and railings set as ragdoll magnets to enemies will fall over them more often.
• Ratchet and Clank scaled enemy damage and hid enemies based on time played and total deaths of the player.
• Jak and Daxter would trip players to mask the presence of loading
• The Bureau/XCOM, enemy AI gets more aggressive if the players don't move every 15-20 seconds
• In Thief: The Dark Project, your sword increases your visibility, meaning you need to choose better stealth or better preparation for being caught.
• F.E.A.R bent bullets towards things that exploded
• Enemies in some LEGO games have a hit or miss chance. If a projectile misses, it's offset and has no collision. This is done to make fights more hectic.
• Alien:Isolation has the Xenomorph learn player habits (if the player hides in lockers a lot, it learns that)
• The Xenomorph has 2 brains - one that will always know where you are, and one that controls the body and is given hints by the first brain.
• Far Cry 4 reduces the damage and accuracy of NPCs based on how many are near a player.
• Enemies in Left 4 Dead deliberatly target players the furthest away from the group or have had the least aggro.
• Hi Octane displays different stats for different cars even though they all have the same internal stats.
• Enemies in Arkham Asylum do not perform 180 degree turns so the player can be stealthy.
• Elizabeth in Bioshock: Infinite throws resource to the player based on the player's current state.
• The last phase of a boss fight in Furi has a lower difficulty and is more visually impressive
• Guitar Hero rates you out of 5 stars, but won't give you lower than a 3.
• Enter the Gungeon has the AI warm up. The longer a play session is, the harder the AI gets.
• Good PC shooters mimic analogue controls as follows: holding movement key during a frame=1, pressing or releasing=0.5, pressing and releasing during same frame=0.25 1/2
• Counters to your current class in Overwatch sound louder.
• Spec Ops: The Line changed stuff in the environment suddenly to make the player question his perception.
• Firewatch counts silence as a player choice in dialogue conversations