{"id":6530,"date":"2017-12-06T07:27:40","date_gmt":"2017-12-06T07:27:40","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6530"},"modified":"2017-12-03T07:18:50","modified_gmt":"2017-12-03T07:18:50","slug":"the-complexities-of-castlevania-sotn-standard-weapon-design-space-and-variation","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2017\/12\/the-complexities-of-castlevania-sotn-standard-weapon-design-space-and-variation\/","title":{"rendered":"The Complexities of Castlevania: SOTN \u2013 Standard Weapon Design Space and Variation"},"content":{"rendered":"

\"Richter\"<\/a><\/p>\n

[When developing Castlevania: Symphony of the Night, director Koji Igarashi wanted to make a game which would \u201coverturn player’s ideas about Castlevania, yet also feel like a Castlevania game\u201d<\/a>. In pursuing this vision, his team made SOTN’s game system much more complex, incorporating RPG systems and a wide variety of nuanced player actions. This series of articles will examine how these additions shape SOTN’s core gameplay of moving through space to dodge and attack enemies.]<\/em><\/p>\n

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\u201cSince we increased the size of the player character, we had to think about how that balance would work with the traditional whip; the problem is that the whip would reach across the entire screen, so we decided to make an action game based on other weapons instead\u201d.<\/p>\n<\/blockquote>\n

Koji Igarashi, SOTN designer<\/a><\/p>\n

These \u201cother weapons\u201d form the foundation of SOTN’s combat system, defining the timing and spatial dynamics of each encounter as well as the player’s viable options. The weapon system provides the combat with a great deal of potential variety, but its sprawling and unregulated nature also clutter and fray the play experience.<\/p>\n

The player can find around a hundred weapons scattered throughout Dracula’s castle and equip them as they please. The game organises the large number of arms into several groups: clubs, fists, shields, short swords, one-handed weapons, two-handed weapons, and throwing projectiles. By adjusting the variables below, the developers ensured that each weapon type occupy a unique functional position within the design space.<\/p>\n