Friday, December 31, 2010

Designing combo mechanics that make everyone happy

Combos are a huge part of the traditional fighting game. After accidentally being introduced in Street Fighter II, nearly every fighting game since has had some form of combo system. But as developers strived to create bigger and better combo mechanics that make the player feel more awesome, they sometimes forget about the equally important second player, and in some cases decrease interest from spectators. Combos can affect everyone, and anyone involved should be able to enjoy a combo.