Showcase Systems Design

Action Verbs for the Ultimate Archer

Project:  MythForce

Engine:    Unreal Editor 4

Character:   Hawkins, the Ultimate Archer

Teamplay Archetype for Hawkins

Ranged Initiator and Escape Expert

These three player abilities are the most impactful verbs for Hawkins’ portrayal

Combat Ability
Cropped screengrab from trailer. A line of enemies, in silhouette, are being struck by a large blue arrow of energy.
Image: MythForce trailer

Phantom Shot

Shoot in a straight line to inflict Corruption on all foes hit. Can penetrate enemies and walls.

Traversal Ability
Title: Spectral Detour Attack. Subtitle: Phantom Predator. Storyboard of concepts for Spectral Detour, showing possible visualizations for Hawkins as he turns invisible.
Concept Art: Diego Velasquez

Spectral Detour

Shoot in a straight line to inflict Corruption on all foes hit. Can penetrate enemies and walls.

Note: The Corruption mechanic did not exist when we prototyped Phantom Shot. It evolved into a general status effect based on the gameplay opportunities discovered by the Player Abilities team during exploration on Hawkins.

Overcharge Ability
Gameplay, from Hawkins point of view. A rift to the spirit world is open and draws a nearby skeleton into it.

Rift Arrow

Create a portal that draws enemies in and explodes.

Design Intentions

Hawkins uses strong bow weapon attacks, as well as these abilities from his signature ghostly bow
to skillshot for high damage output
to debuff enemies
to actively support allies in their offensive push
to initiate coordinated team attacks
The three original characters are geared towards solo play. So we included these verbs at the core of Hawkins’ design to engage all party members in co-operative strategies
to encourage follow-up attacks
to allow protection of allies during their retreat
to celebrate party awareness with tangible benefits
By realizing these intentions, MythForce creates emergent player stories. They will often share the theme of pushing through the dungeon by working together. If players can easily tell stories from their play sessions that include this theme, our vision for co-operative gameplay has been met.