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Why Combat Variety Matters in Action Story Games

an article of why variety in combat is useful for keeping players happy and refreshed when playing action story games keeping them fun and full of unique combat situations, and how not implementing these can affect players investment or even harm the games reputation

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a cover piece depicting combat in games using a shinobi slaying his enemies for an article on combat variety in story games
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Why Combat Variety Matters in Action Story Games

In an action game built around a strong story, combat is more than something the player does between cutscenes. It is one of the main ways the player experiences the world, the protagonist and the journey itself. When combat is engaging and varied, it can strengthen the entire game. When it becomes repetitive, even an excellent story, world or cast can begin to feel like it is being dragged down by the gameplay. This is why combat variety matters so much in action story games. Variety does not necessarily mean giving the player dozens of weapons or hundreds of abilities. What matters is whether the game continually gives the player different reasons to use the tools they have. A good combat system can remain relatively simple while still feeling fresh because enemies, environments, abilities and encounters constantly encourage the player to approach fights differently. Two excellent examples of this are Ghost of Tsushima and God of War.

Combat Variety Is About More Than the Number of Attacks

One of the biggest misconceptions about combat variety is that a game needs an enormous moveset to be considered varied. It doesn't. A combat system can have a relatively small number of core actions and still offer considerable variety if those actions interact with one another in interesting ways. The important question is not:

"How many attacks does the player have?" It is: "How many different situations can those attacks meaningfully solve?"

This distinction is important because repetition often comes from using the same solution against every problem. If every enemy can be defeated by repeatedly using the same three-hit combo, and every encounter encourages the player to do exactly that, then the combat can become repetitive regardless of how impressive the animations look. Conversely, if a game has a smaller number of mechanics but constantly asks the player to make different decisions, the combat can remain engaging for dozens of hours. Ghost of Tsushima demonstrates this particularly well.

Ghost of Tsushima: Variety Through Enemy Design and Stances

Ghost of Tsushima has a relatively straightforward foundation. Jin has a sword. He can attack, block, dodge and parry. On paper, that might sound like a limited combat system. However, Sucker Punch built variety around enemy types and stances. The game's stances are specifically designed around different categories of enemies. Stone Stance is effective against swordsmen, Water Stance is designed to deal with shield users, Wind Stance is useful against spear enemies, and Moon Stance is intended for larger enemies. The important part is that the player is encouraged to switch between these approaches during combat. PlayStation's own explanation of the system describes the stances as techniques designed to counter different enemy types. This means the same sword does not necessarily feel like the same sword in every encounter. A group containing swordsmen, shield users, spear fighters and larger enemies creates a small tactical puzzle. The player might begin by attacking one enemy with Stone Stance, recognise that another opponent is carrying a shield, switch to Water Stance, dodge a spear attack, parry another enemy and then finish the encounter with a powerful technique. The individual mechanics are relatively simple. The combination of those mechanics creates the variety. That distinction is incredibly important for action games.

a picture of one of the duels that jin faces on his journey
· Editorial dashboard

Ghost of Tsushima Also Makes Combat Feel Like Character Development

There is another reason Ghost of Tsushima's combat works so well: the combat system reflects Jin's journey. Jin begins as a samurai trained in a particular way of fighting. As the invasion progresses, he encounters enemies who require him to adapt. The game's combat therefore reinforces one of its central narrative themes: Jin must change because the world around him has changed. His techniques develop alongside his understanding of warfare. That is good game design because the gameplay is communicating something about the character rather than existing separately from the story. The player isn't simply watching Jin become more adaptable in cutscenes. They are experiencing that adaptation themselves.

a picture of the stances avalible in ghost of tsushima
· Editorial dashboard

God of War: Variety Through a Toolbox

God of War takes a very different approach. Rather than making the player primarily think about which stance is appropriate for an enemy, Santa Monica Studio gives Kratos a larger combat toolbox. The Leviathan Axe can be swung as a melee weapon, thrown at enemies and recalled. Kratos also has his shield, bare-handed attacks, runic abilities, Spartan Rage and, later, additional weapons and abilities. Atreus adds another layer to the system through his arrows and combat assistance. This creates an important rhythm: attack → throw → reposition → recall → block → parry → use Atreus → use a runic ability → switch tactics. The individual mechanics are satisfying, but their real strength comes from how they interact. The official PlayStation description of the game specifically highlights the combination of the axe, new abilities and close-up combat. Even more importantly, developers discussing God of War's combat have highlighted the game's ability to give players different approaches to combat, including ranged attacks, melee attacks, bare-handed combat, abilities and different ways of interacting with enemies. This is why the Leviathan Axe became such an important part of the game's identity. It isn't merely a weapon. It is a combat mechanic. Throwing the axe creates a different situation from swinging it. Recalling it creates another opportunity. The player can use the environment and positioning to turn the recall itself into an attack. Suddenly, one weapon creates multiple decisions.

Two Different Systems, One Important Principle

This is what makes comparing Ghost of Tsushima and God of War interesting. Their combat systems are very different. Ghost of Tsushima is built around:

  • Precision
  • Timing
  • Parrying
  • Dodging
  • Stance selection
  • Enemy weaknesses
  • Duel-based combat
  • Positioning

God of War is built more around:

  • Weapon switching
  • Ranged and melee attacks
  • Throws and recalls
  • Shield mechanics
  • Runic abilities
  • Companion attacks
  • Crowd control
  • Combos and positioning

Neither game needs to make the player learn an entirely new combat system every few hours. Instead, they take their core mechanics and keep finding new ways to use them. That is arguably the real secret behind combat variety.

Variety Keeps the Player Engaged

Imagine playing a ten-hour game in which every enemy encounter works exactly the same way. The player enters an arena. Five enemies appear. The player performs the same combo. The enemies die. The player moves forward. Then the same thing happens again. Even if the combat initially feels fantastic, the player's relationship with it can change. At the beginning, the player is learning. Then they become comfortable. Eventually, they stop thinking. And once the player stops thinking, combat can become something they simply tolerate in order to reach the next piece of the story. This is particularly dangerous for story-driven games because these games can be long. A two-hour action game might survive a repetitive combat system. A twenty- or thirty-hour action game has a much harder time doing so. This is why games such as Godfall have been criticised for repetition despite having combat that can feel satisfying on a moment-to-moment basis. One review described its combat as enjoyable initially but argued that the core loop failed to develop enough and began to feel repetitive after a few hours. The lesson isn't that Godfall's combat is objectively bad. It is that a satisfying combat system can still become unsatisfying when the game repeatedly asks the player to use it in the same way.

The Problem With Repetition Is Psychological

Combat repetition can actually change how players perceive an entire game. Consider a player who loves the story, characters, music and world of a game but dislikes its combat. They may not describe their experience as:

"The story was fantastic but I didn't enjoy the combat."

Instead, after twenty hours of repeated encounters, their overall memory of the game might become:

"It was repetitive."

That is a much broader criticism. The combat has effectively influenced their perception of the entire experience. This happens because gameplay occupies such a large percentage of an action game's running time. A player might spend fifteen minutes watching an important cinematic, followed by an hour of combat and exploration. The combat therefore becomes one of the strongest memories the player takes away from the game.

When Combat Becomes a Chore

This is where repetition becomes particularly damaging. There is a major difference between:

"I enjoy fighting these enemies." and: "I have to fight these enemies again."

The second feeling is dangerous. Once combat becomes predictable, encounters can begin to feel like obstacles rather than gameplay. Instead of thinking:

"What should I do here?" the player thinks: "How quickly can I get this over with?"

That is a sign that the combat has stopped providing meaningful decisions. Games such as God of War attempt to avoid this by continually expanding the player's toolbox and introducing enemies that interact differently with that toolbox. PlayStation has described the game's combat as giving players multiple ways to approach battles while allowing the player to develop different playstyles.

The Wolverine Problem: When Expectations Become Part of Combat Design

This issue becomes particularly interesting when looking at Marvel's Wolverine. Insomniac's Marvel's Wolverine released for PlayStation 5 on September 15, 2026, combining cinematic storytelling with a combat system built around Wolverine's claws, aggression and regeneration. Wolverine presents an unusual challenge for developers. Players already have an idea of what Wolverine should feel like. He is not Spider-Man. He is not Kratos. He is not Jin Sakai. He is Wolverine. That creates an expectation that the combat should make the player feel like an aggressive, close-range fighter who is willing to absorb damage and tear through enemies with his claws. But delivering that fantasy for an entire campaign requires more than simply making the attacks look brutal. The system needs to remain interesting after the initial novelty disappears. Recent coverage of the game has highlighted both praise for its visceral combat and criticism of aspects of its gameplay design. For example, GamesRadar reported criticism surrounding certain sequences that appeared to require very little player interaction, while noting that other sequences did require player input and could be failed. That criticism illustrates an important principle: Player agency is part of combat variety. If the game repeatedly gives the impression that spectacular action is happening to the player rather than because of the player, the spectacle can lose some of its impact. A cinematic attack is impressive. Performing an attack because you recognised an opening, selected the appropriate ability and executed it successfully can be much more satisfying.

a picture showing one of the bosses in wolverine (wolverine vs omega red)
· Editorial dashboard

Spectacle Isn't the Same as Depth

Modern games are incredibly good at making combat look impressive. Animations are more detailed. Character models are more realistic. Enemies react dramatically to attacks. Camera effects make impacts feel enormous. Blood, particles, sound effects and slow motion can all make a simple attack feel spectacular. But spectacle has a limit. If the player performs the same action for the hundredth time, the visual effect eventually becomes normal. This is why God of War's combat design is so effective. The axe doesn't merely look impressive. The player has to decide when to throw it, where to throw it, when to recall it and what to do while it is away. Likewise, Ghost of Tsushima's swordplay isn't simply about watching Jin perform beautiful sword animations. The player has to consider enemy types, timing, positioning, blocking, parrying and stance selection. The spectacle supports the gameplay rather than replacing it.

Combat Variety Can Also Strengthen the Story

Perhaps the most overlooked benefit of combat variety is its ability to reinforce storytelling. Consider the difference between two characters. One character is supposed to be an experienced warrior who constantly adapts to different threats. If the player spends thirty hours performing exactly the same attack against almost every enemy, there is a disconnect between the character's supposed abilities and the player's actual experience. But if the player constantly adapts, then the gameplay supports the narrative. This is one reason Ghost of Tsushima works particularly well thematically. Jin is learning that traditional samurai methods are not always enough. The player learns the same lesson mechanically. Likewise, God of War uses its combat to demonstrate the changing relationship between Kratos and Atreus. Atreus isn't simply present for dialogue scenes; his combat abilities can become part of the player's tactical options. Developers discussing the game have specifically pointed to Atreus as an active contributor to combat through crowd control, distraction and other interactions. This is gameplay reinforcing character relationships.

The Best Combat Systems Create a Language

The strongest action games eventually teach players a combat language. Ghost of Tsushima teaches: Enemy type → stance → timing → opening → counterattack. God of War teaches: Enemy behaviour → weapon/tool → positioning → reaction → follow-up. Once players understand that language, the game can communicate challenges without explaining everything through dialogue. A shield enemy appears. The player understands what that means. A heavy enemy enters the arena. The player understands that the usual approach may need to change. An enemy attacks from range. The player considers using the axe. A group surrounds Kratos. The player considers crowd control or repositioning. This is where combat stops being a sequence of button presses and becomes a decision-making system.

Variety Also Protects Long Games From Themselves

The longer an action game is, the more important variety becomes. A combat system that works brilliantly for five hours may not work for thirty. This creates an important responsibility for developers. They don't necessarily need to constantly introduce completely new mechanics. Instead, they can introduce:

  • New enemy combinations
  • New environments
  • New abilities
  • New weapons
  • New boss mechanics
  • New hazards
  • Different encounter sizes
  • Different objectives
  • New combinations of existing mechanics

This allows the player to rediscover mechanics they already understand. That is often more effective than endlessly adding new buttons.

When Limited Variety Changes the Reputation of a Game

This is ultimately why combat can have such a significant effect on how a game is remembered. A player doesn't experience a game as a collection of separate categories. They experience it as one continuous journey. The story affects how they perceive the gameplay. The gameplay affects how they perceive the story. The world affects how they perceive exploration. The combat affects how they perceive the characters. Everything feeds into everything else. A repetitive combat system can therefore become much more damaging than simply making fights less enjoyable. It can affect pacing. It can make the game feel longer. It can make missions feel repetitive. It can reduce the player's excitement about entering new areas. It can make powerful abilities feel less exciting. And eventually, it can influence the player's opinion of the entire game.

Conclusion: Variety Is About Meaningful Choices

Combat variety isn't about having the biggest skill tree, the largest number of weapons or the most complicated combo system. It is about meaningful choices. Ghost of Tsushima demonstrates this through stances, enemy types and precise swordplay. God of War approaches the problem through weapons, abilities, positioning, ranged combat, companion mechanics and enemy encounters. Both systems are different, yet they share the same fundamental principle: The player should have a reason to change what they are doing. That is what prevents combat from becoming background noise. A great action game doesn't necessarily need to constantly surprise the player with something completely new. Instead, it can take familiar mechanics and place them into unfamiliar situations, forcing the player to reconsider how they use them. When this works, combat becomes part of the game's identity. When it doesn't, combat can become the thing players remember when they explain why a game eventually became tiring. And perhaps that is the most important lesson for modern action story games: A combat system doesn't need infinite possibilities. It needs enough meaningful possibilities to keep the player thinking.

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