Founder of sucker punch: the battle system of “ghost of the Falklands” is too hard to cut corners

According to Brian Fleming, co-founder of Sony's first-party developer sucker punch, the most difficult feature to achieve in "ghost of the island of Malaysia" is combat. He said it took the development team six years to complete the key component of "battle.".

Brian Fleming, co-founder of sucker punch

Founder of sucker punch: the battle system of

Recently, Brian Fleming, co-founder of sucker punch, attended the GDC (Game Developers Conference) online conference. In one session of the conference, he talked about the popular game “ghost of Malaysia” of sucker punch studio. At the beginning of the meeting, Brian Fleming was asked what was the biggest difficulty that sucker punch studio encountered in developing the game (“ghost of Falklands”)? Brian Fleming replied without hesitation: combat systems.

Founder of sucker punch: the battle system of

“The answer is simple, it’s fighting,” said Brian Fleming, co-founder of sucker punch. Combat systems are something that the development team – a small number of programmers, designers and animators – are working on, you know, six years in a row, building multiple versions in a variety of ways. “

Fleming said that fighting and traveling are the core content of ghost of Malaysia, so the challenge that developers have been facing is how to realize a game system that can not only work with the vast open world of Malaysia, but also has challenges and uniqueness.

“Combat systems and some other game systems… They’re the center of everything, they have to work in any situation, they have to work in any light, they have to work in any terrain, they have to work in any strange mode that the game may appear – because combat can break out at any time,” Brian Fleming said

This means that there is no room for the combat system to cut corners, so the development team strives to make the fight more natural. Since then, they have “embarked on a six-year journey and tirelessly explored this”. Brian Fleming believes that the halberd duel system in the game “is a good achievement, but the road to achieve it is long and difficult.”.