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Ask HN: Examples of Documentation for Games?

1 pointsby raphael_labout 2 years ago
This is a pet peeve topic of mine that I&#x27;ve never put forth for discussion, so here goes.<p>TL;DR: do you know of any examples of a good documentation of a specific game and its mechanics? And do you think these are necessary&#x2F;valuable?<p>I&#x27;ve just come into a discussion with a user on Reddit, because I was asking for a relative basic simple fact about a game (namely, Valorant – I will use this as a baseline example for here on out). The question was &quot;How much damage does a player need to afflict onto an enemy to get an assist?&quot;<p>I can&#x27;t say if it is a &quot;core&quot; mechanic of the game, but it&#x27;s very visible information right in the scoreboard and features into the &quot;ranking&quot; of the player after the game (which some might consider a valuable reward system). Now I don&#x27;t really care for assists themselves, hence why I have never paid close attention to it. I know it&#x27;s somewhat in the area of 40-50. Counter-Strike has 40, I&#x27;m pretty sure, which is why I was hesitant about 50 being the right number. So unless I wanted to play for a few hours and check out my damage numbers and rule out every possible combination, I searched for the number online. And I couldn&#x27;t find anything on it. The official website has only the most basic information about agents, maps and guns. But no underlying mechanics. There is a fandom wiki, which, AFAIK also doesn&#x27;t expose this information. I&#x27;m 100% sure the number is mentioned within a video, but I can&#x27;t randomly try to find the right info out of hours of material, right?<p>So I was stumped and went to the subreddit to ask for the answer (it seems to be 50, btw) and vent about how we don&#x27;t have any official documentation of the game mechanics of the games we play. More specifically I would say the mechanics of a highly competitive FPS, where variables are tweaked in the realm of milliseconds to make sure it is balanced.<p>And the user kind of went on a tangent on how I couldn&#x27;t tell this just purely by playing and why I would need every bit of information spoonfed as it is done &quot;nowadays&quot;.<p>Do you agree with that assessment? So professionally I come from a Design Systems background, which relies heavily on documentation and making sure everyone has access to the same information&#x2F;status quo. Am I somehow wrong to want companies (that specifically work on heavily competitive games) to be transparent about how the mechanics of the game work? That don&#x27;t rely on very specific circumstances to happen in-game so I can store this information somewhere?<p>My go to example for how &quot;lazy&quot; these companies are was this description of a skill ingame. The first one is the official description from the website. The second one is from the Fandom wiki. We rely on third-party providers to gather this information, rather than it being presented directly from the source.<p>&gt; Valorant website:<p>NULL&#x2F;CMD Instantly overload with polarized radianite energy that empowers KAY&#x2F;O and causes large energy pulses to emit from his location. Enemies hit with these pulses are suppressed for a short duration.<p>&gt; Fandom Wiki<p>NULL&#x2F;CMD Instantly overload with polarized radianite energy that pulses from KAY&#x2F;O in a massive radius. Enemies hit with pulses are suppressed for a short duration. While overloaded, KAY&#x2F;O gains combat stim and can be re-stabilized if downed.<p>Required Ult points: 8<p>Windup Stabilization: 3 s<p>Revive: 1.55 s<p>Duration Overload: 12 s<p>Downed: 15 s Health: 850 HP (Downed)<p>Buff: +15% Fire rate, +10% Reload speed, +10% Recovery speed<p>Debuff: 4 s Suppression per pulse

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