ABSTRACT

Action games featuring real-time combat have an interesting balance to strike when approaching difficulty and player challenge. Frequently, such games may have encounters featuring several adversaries in a group attacking the player, often with differing types of attacks. This can be desirable from a game design standpoint, for reasons ranging from total combat duration to narrative requests. However, inexperienced players may become overwhelmed by the sheer number of enemies attacking simultaneously, and so these games typically restrict opponents to attacking one at a time.