On Creating Enemies

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. I’m Don-san, otherwise known as a third-rate programmer. On Bayonetta, I was mainly in charge of the player and enemy character interactions.

Bayonetta was the first project in a while where I once again teamed up with Kamiya-san. Our previous collaboration was on Devil May Cry, where I was first put in charge of player/enemy programming. Back then, I had no understanding of 3D, so I remember drilling myself in the basics of three dimensions. It was also my first time working on a completely original game, so I guess I didn’t really have a grasp on how to make enemies back then.

However, making an original game was incredibly fun, and I remember making lots of things just because. I remember adding things simply because I had a few extra moments – I would change up the grunt enemies, give them new traits, or increase the number of their variations, or I’d increase the variety of swords that would fly around our “rival character.”

I don’t know if it was because they liked me just making things on my own, but after that, I kept getting asked to program the enemies. I guess I chewed through things too fast, but every time I would be placed on a new team, the number of enemies I was in charge of kept growing. On Devil May Cry, I was in charge of maybe 1/3 of the enemies; however, on Resident Evil 4, I was in charge of them all. On God Hand, I was also placed in charge of programming the player as well as all the enemies in the game. With Bayonetta, I handed off a couple of the enemies to some new programmers here, and thus I wasn’t in charge of everything, but I did take care of 95% of things. And of course, I was in charge of Bayonetta herself. Since I’ve been in charge of enemies for something like 10 years now, there are a few things that I pay particular attention to when creating enemies, and I’d like to share them with you.

1) You Don’t Need a Design Doc

When making enemies, one would think that you need a design doc, but in reality, there ends up being so many changes in the end that it doesn’t really make a difference. (Other than setting a direction to work from in the beginning.) So I don’t really ask or depend on a design doc, and instead I talk with those involved to get a good idea of what needs to be done, and then I take over on my own and make the enemy my way. Especially with Kamiya-san, who tends to not be someone who is very specific from the get-go, opting instead to just shoot ideas at you on the fly, you have to be ready to adapt and adjust at all times.

2) You Should Get Things On-Screen ASAP

Making enemies is frequently about trial and error. If you are able to get things moving on-screen at an early stage, you can figure out if you are off-course and get back on track without much damage. One may think that because one hasn’t thought things out entirely before starting that there would be quite a bit of trial and error; however, as the fundamental game design is prone to change, I need to be able to react quickly to these changes. If you are able to get things up and running early, you are able to conduct even more experiments, which are directly linked to increasing the quality of the work.

3) Don’t Make Enemies That Behave Irrationally

For instance, I absolutely hate enemies that automatically evade or counter at the exact moment the player hits the attack button. The player has done nothing ahead of time to warrant it, so I do often wonder what in the hell the enemy is reacting to that he is dodging all of a sudden. I tend to get cold towards things that make me feel like I am fighting against a computer.

When I make an enemy, I treat it as an extension of myself, so if I feel that I myself couldn’t react and dodge in a certain amount of time, I am not going to allow an enemy to do that either. Nor will I ever let an enemy do some sort of attack that can’t be dodged even though the player is reacting to it. I may be an old man, but I’m a pretty hardcore gamer, so I think I’m pretty good at reacting to things.

4) Do Your Best to Avoid Patterns

Making things pattern-based does allow players to create strategies easily, but I think it ends up feeling more like work than fun. Even when you think that a pattern is fun, there is probably something else to it that is making you feel like you are having a good time, don’t you think? If I am making an enemy, I want people to enjoy what I am creating, so I try my best to avoid patterns.

Furthermore, if a player can block, it becomes a hot-bed for patterns or for the kind of passive gameplay that I am not a fan of. When we made God Hand, only the enemies could block, and I often hear that this was unreasonable. However, I feel that if we would have let the player block too, we probably would have ended up with a monotonous game. So to counter, you can Guard Break in God Hand. It wasn’t made to be unreasonable, instead it is an opportunity.

Of course, in Bayonetta, there is no block.

5) Watch Closely and Stealthily How People Play

When you watch someone play, places where you are overdoing it, or places where things aren’t there yet will become clear, and this will become a great reference. However, when being watched, people try to hide their “go-to moves,” so I try to watch them play in secret. (I’m an expert tip-toer.)

If I spy someone on the development team completely stuck in a groove with a go-to move, this is when I secretly work up a counter to their addiction. (Unforgivable, right?)

Just like patterns, go-to moves spoil gameplay by making it a simple work mechanism, so I tend to counter these moves, especially in the case of powerful enemy characters.

Of course, I don’t find it a problem if a user finds a go-to move in a released game and uses it. That is a matter of an individual’s efforts, and I am happy if they work hard to find these techniques. However, if I catch a developer doing this, I can’t let it slide. (This too, is unforgivable!)

That is all I can really think of right now… Well, actually, there are tons of points I can’t tell people, the kind of glib lines about how I want to do this and that; however, if I get in trouble with everyone here for spilling our secrets that would not be fun, so I’ll leave things here.

In Bayonetta, I’ve based things on the points I listed above, and I made it with the intention of having plenty of things to sink your teeth into. Whether it is Bayonetta’s rival, Jeanne, the giant claw wielding Grace and Glory, or the beast-like Fairness and Fearless, I think they are all “walking the walk” so to speak. Even though the game is tough, Bayonetta’s abilities as a player character are great as well, so I hope that as a result you will all be able to experience a new kind of thrilling, high-speed battle!

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12 Comments Add Your Own

katsudon Posted on October 18, 2009 at 10:24 am

oh man now i really can't wait to play this game.

i love the first devil may cry especially for that aspect: the enemies are so well done, it seems like they're thinking before acting, plus they have a huge variety of actions. like the scythe (i cant remember how to spell it correctly) i remember doing some crazy moves like dante jumping and fending him with the sword, the scythe guards (as you said he could guard!) and dante is pushed backward by the guard, but he double jumps and strike the scythe with a second wonderful slash-everything hit. that's why i liked it, the way the enemy reacted to your actions was so well done. or the lizards (i dunno their names too) i remember they going underground and charging towards you, it was so cool.

and that's the same feeling i got from bayonetta's demo, with the angels guarding her bullet by spinning their weapon, or waiting for an opening before doing a psycho-crusher move. it's SO WELL DONE.

i'm so happy such a great team is behind bayonetta :D

Tendi Swil Posted on October 18, 2009 at 11:46 am

Amazing—you were the one who programmed Resident Evil 4's enemies? You did a great job on that; it's a fine game to this day in no small part because of the enemies' behaviors.

I find it interesting that you're afraid that making a game's player able to block enemies' attacks would make it monotonous. Do you consider dodging enemies' attacks to be boring too? What do you think about fighting games, which involve a lot of blocking? Is there a substantial difference between fighting games' blocking and the blocking that would happen in God Hand, Devil May Cry, or Bayonetta?

(For that matter, Okami allowed you to block with a shield set as a subweapon, which allowed you to counter enemies with certain good timing—but I guess it could have made the fighting less exciting. That game's fighting was too easy anyway, unfortunately…)

SonicTHP Posted on October 18, 2009 at 1:56 pm

Sounds like a fair challenge. Nothing too hard and nothing made intentionally too easy. I will look forward to both fighting all the enemies as well as controlling Bayonetta.

FAUNA Posted on October 18, 2009 at 3:40 pm

I love these in-depth developer blogs.

Maruis Posted on October 18, 2009 at 5:52 pm

This was very helpful. Thanks.

DancingRobot Posted on October 18, 2009 at 7:32 pm

This is a really good read. I think about enemy AI pretty often when playing games, and always wonder what's the philosophy behind them. This offered some great insight in to that philosophy. And I have to agree with everything.

But I do kind of like patterns. For example, I really enjoy the Mega Man bosses because of I have to identify the patterns and react to them. Also, I really enjoyed Mr. Mikami's P.N.03 for the same reason. but thinking it over, those enemies did provide some randomness. Its not like they always hit you with the same attack pattern. Maybe that's what you mean.

But I can also understand, getting in to a rhythm with patterns can be quite boring. So being able to break it up and keep the player on their toes makes sense.

Humberto Posted on October 19, 2009 at 3:21 am

Well, dude, first off, I gatta tell ya', you've progamed a some of my favorite games of all time, so, good job on that, and stay strong.

Now, about your post. I gatta tell ya', man, I disagree with one thing, that blocking is must not. Well, not entirely, I can see what you mean, people would become cowerdly and block very often and that removes alot of the challange in the game and whather they realize it or not people would start to lose interest. However, there are games where I thought that the blocking system was done well, mainly because the blocking was imperfect; for example in DMC3 when you blocked you didn't get away scott free unless you timed it perfectly and if you didn't you took damage just the same. Personally I didn't think the penalty for missing that window was severe enough so hardly used the blocking feature in DMC3 and 4, but I thought that they had a good idea to make it so that the player had to become skilled in blocking to use it effectively and to also make sure it wasn't completly impenetrable because if it was it would become something of a "go-to move." I just don't think that you should you should disgard blocking all together, it could become a good mechanic if done properly and in a clever manner as opposed to something you can rely on 100% of the time and I'm sure we can agree that no one move should be reliable 100% of the time, that's just no fun, there has to be a balance.

As for the rest of the blog, as I was reading I started to think about alot of diferent games, games I like but that at time beggin to irritate me for the very reasons you've listed above, as you said, it feels too much like work. I also thing that these are some of the thins that make a game very hard to put down.

What you said about how enemies will often make you feel like your fighting a computer also struck a note with me. I know what you mean, it's like watching a movie with bad acting, it brakes the illusion of the game and makes it harder to emerge yourself in the experience, it just doesn't feel as organic; the illusion of life is also important in viseo games, it seems.

Keep up the good work, after reading your blog I'm starting to appretiate the demo in a deeper level and I still look forward to playing the full game.

baberific Posted on October 19, 2009 at 12:58 pm

Well Don-san, I guess I have you to thank for making some of the enemies in DMC so frustratingly hard, as well as the enemies from godhand so brutal.

That being said, I'm now semi-afraid to fight the future enemies in bayonetta, for I know you'll have a trick or two up your sleeves.

And what's this Resident evil 4? So you're the evil man who made them smart enough to make the enemies strafe at random points! Anyways, from what I played in the demo, your enemy Ai and actions are superb!

So keep up the good work.

Gaunt Noir Posted on October 20, 2009 at 7:51 am

Ooooooh yes!!! I love the enemies in God Hand!!! That game is so hard and for mastered I've do a lot work on me for create the right combo just for me, and I really love so much all the dodge control!

Can't wait to play the full Bayonetta and see it in the Hardest difficulty! :D

(sry for my bad grammar!)

60Hertz Posted on October 22, 2009 at 4:01 pm

Good info, a bit confused about what you mean by patterns. Even in RE4 enemies had patterns such as the gladiators, you knew if you made a sound they would come charging to that point.

Anyway RE4 was all about the enemies – so awesome job!

DMC was great, the enemies were very dynamic in that one – though i love DMC4's enemies – sorry to offend any one on that… but it's true… i love the frost guys who would freeze themselves to heal. Forcing to the player to try to break them out. I think thats a great twist.

God Hand was a masterpiece and it makes perfect sense that you did both enemy and player since they were very similar in mechanics.

On blocks, i hate them, games that do use blocks have to have block breaks to counter them, or blocks only work against certain moves (like in a fighter, high block is beaten by low attack)… and in most cases its better not to block, so why even have the feature… blocks that require timing to work i would call parries which are little more interactive. But blocks seem to force passive play, in ninja gaidens case tho, the enemies attack at such high frequency and they have so many block breakers that it's far from passive. Well i'm glad bayo doesn't have a block, the evade reminds me of viewitiful joe, heavenly sword and even golden axe: beast rider… all had fun defensive options as well as offensive.

miva2 Posted on November 5, 2009 at 10:50 am

Sounds like you have a very fun job =D i'll remember to spy on others xD

thanks for this interesting blogentry.

about blocking, passively blocking should be avoided in games, especially in fast-paced action games like bayonetta. an evasive roll or jump would be much better than a block in these cases. but if you make the blocking active and fit in the action gameplay i think it's a good addition. in the PoP games a block makes battles too easy, it's just pressing the block button and the prince blocks the incomming attacks. that's kind of passive. something more interesting would be, like posted above, different blockpositions (low,mid,high) or deflecting enemy attacks with own attacks (e.g.: attack A deflects vertical attacks coming from above, attack B deflects horizontal attacks from the right, etc). i think such kind of blockingtechniques would not influence the action in a negative way.

good job on making all those awesome games what they are. i'll be sure to read other stuff from you

good luck and have fun~

60Hertz Posted on March 23, 2010 at 8:17 pm

Hmm so you are the one responsible for GRACE and GLORY… WHY YOU-!!!! lol just kidding those guys are my favorites!

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