Reload systems and flow of play

 When introducing a reload system into a game I started to understand why 2D platformers didn't really use them, not just because they make it harder to juggle more things but you disrupt the flow of combat. Honestly an energy/ stamina system didn't disrupt too much and added onto the experience.

However knowing when to reload during platforming or fighting made things tougher, which in turn slowed down gameplay unless you were keeping up on reloading.

That being said; made it where you had to buff the damage behind a singular shot and where higher magazine size weapons were preferable even if they dealt less damage. This is because of more chances to deal damage.

A reload system + stamina energy system made things flow a little different. You had to juggle between letting your energy regen back and reloading, so basically waiting for your max ammo to fill back up. For a multi-weapon system however such as two or more did force weapon swapping and bouncing between different weapons.

In doing so you change the combat between what is the right tool for the job to, do I have another tool on hand that's similar enough to fill this role?

The switch to shotgun to pistol forced a change in range (basically different damage fall off on both weapons) this does make the system much more hardcore and niche.

So I can't say for certain if it's the right call for a lot of games, especially because it forces a more active play style. A missed shot also counts for a lot more as well.

From my experience so far a passive reload system like an energy system is fun, a reload system is fun but the two together are tricky to make fun together/ balance out one another.

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