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God of War

An action adventure game where Kratos throws and recalls an axe.

3 sources3 tips

Where God of War comes up3 episodes and tests

Gcreator of Game Maker's Toolkit testWhy is it so hard to make game design decisions? (Developing 3)Gcreator of Game Maker's Toolkit testThe Genius of Prey's Gloo CannonGcreator of Game Maker's Toolkit testHow Level Design Can Tell a Story
In short

God of War shows up in three design lessons, none with numbers. Its axe returns instantly, so a mechanic's side effects can reshape pacing. The axe also serves many jobs, so players never put it away: give a signature tool several uses. Narrowing paths, fog and then release convey panic and relief, so shape space to carry emotion.

At a glanceGod of War squeezes the player, then releases the pressure
  1. 1Paths narrowAtreus runs off; space closes in
  2. 2Dead endsPlayer is forced to backtrack
  3. 3Fog cuts sightThick grey fog limits visibility
  4. 4Rocks squeezeA final squeeze slows Kratos down
  5. 5World opensFog lifts, colour returns, stranger is safe

From Game Maker's Toolkit

What was said about God of War

1The Leviathan Axe

  • Kratos' axe returns to his hand instantly when recalled. Game Maker's Toolkit cites the axe as a model for recalling a thrown tool without delay. Because it comes straight back, the player never has to stop, walk over and pick it up.

    Mark Brown set it beside the cap in Super Mario Odyssey while working on Mind Over Magnet's throwable magnet. Without instant recall, he said, "you have to babysit this magnet, it really slows down your progression through the world." The axe's recall was an awkward fit for his 2D game, which has magnetic surfaces.

  • The Leviathan Axe does so many jobs that players never put it away. Game Maker's Toolkit says Kratos' axe serves so many purposes that the player keeps it equipped. It makes the same point about Mario's cap in Super Mario Odyssey.

    The comparison comes from a video on Prey's Gloo cannon, which freezes enemies, plugs hazards, moves heavy objects and builds climbing routes. The lesson drawn is that one signature tool with several distinct jobs stays on quick-select.

2The fog sequence when Atreus runs off

  • God of War uses narrowing space and fog to make Kratos' panic felt. When Atreus runs off, the paths narrow, dead ends force backtracking and thick grey fog cuts visibility. A final squeeze between rocks slows Kratos down.

    The pressure then lifts: "the world opens up, the fog lifts, and colour returns." That release tells the player the stranger is no threat. Game Maker's Toolkit's lesson is to constrict space and visibility, then release it, so the player shares the character's tension and relief.

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