This seems like a good time to talk about reaction times and how they affect the design of action games and competitive multiplayer games in general!

Because I& #39;m not getting any work done tonight obviously.
So there& #39;s a thing people like to say that certain classes of action games or competitive action games don& #39;t have hidden information.

That is completely false! The window of time within your reaction limits are hidden to you. You can predict what will happen, but you don& #39;t know.
Pretty much every famous platformer from the earliest are based on this concept, knowingly or not. As a player, you can grasp the situation, and plan your buttons ahead of time.

But if something you don& #39;t expect happens in that timeframe, your plan is derailed.
In the design of, say, fighting games, this means you don& #39;t know what your opponent& #39;s action will be. You can start throwing a fireball now, while they& #39;re still grounded, but if they jumped at that time, they win out.

There& #39;s a reason most jumps in fgs trend towards ~40 frames.
Fast reaction times help you... to an extent. Some games will just be too fast for normal players, and some are too fast by design, so you _have_ to be predicting motion ahead of time.

It& #39;s important to consider that fog of information when designing a game& #39;s mechanics.
entertainingly, this ties into rollbacks as well: Because rollback design inherently cuts off the first few & #39;frames& #39; of an action, it both reduces the cues you can react to and increases the amount of fog you have.

Certain animations don& #39;t work well online for that reason!
(grumble grumble invisible at 6f buffer youmu guard crush grumble grumble)
Either way, it& #39;s important to remember that action games are designed with human reaction times in mind to make them interesting when played as humans and with humans.

And if you& #39;re designing one, to start from there!
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