This isn’t going to be a review of the recent Suicide Squad movie, because I don’t have much to say that reviews haven’t already. It’s really bad, and has some severe problems with pacing, choppy editing, and characterization. That’s not interesting to say, though.
Instead, I want to explore a hypothetical. Let’s say that DC wants to release a game following the movie’s critical failure, in an attempt to regain audience approval. It’s going to be a big-budget, AAA game, and I’m assigned to be creative director, presumably because every other game designer in the world died in a tragic accident. Maybe all of GDC got swallowed up in some sort of hell portal. Who knows. It was probably id’s fault.
First thing’s first: I would set the game up in a mission structure, where every mission takes place in a semi-open area, like Dishonored. The prison would serve as a hub area for story elements, to embark upon new missions on, and maybe to handle character customization. More on that in a bit. Each mission has Amanda Waller send the Squad out on some dangerous job, usually to neutralize a super-villain, but there are plenty of collectibles and side-quests in this areas. This structure lacks the “But shouldn’t you be saving the world right now?” problem of games like Skyrim: the Suicide Squad is full of real jerks, so it’s in-character for them to drop what they’re doing and go pursue selfish desires.
However, despite this, we need a reason for the Squad (read: our players) to stick relatively close together. If we include objectives which only one person cares about (which would be cool, I think, like having Deadshot take a diversion to steal some textbooks for his daughter), we need a reason for them not to just book it in that direction and leave the rest behind. The way we handle that is NOT to give the player playing Rick Flagg the ability to blow up any other player’s head, because that is an awful idea. I think the solution would instead just be to make the game fairly challenging, such that players who run off on their own, they just get curb-stomped by a swarm of enemies.
But that brings us to the actual gameplay, then. Here’s where I think the really good design needs to be. My first idea, design wise, is that half of the characters, specifically Deadshot, Rick Flagg, Captain Boomerang, and El Diablo, play from a first-person view, while Harley Quinn, Killer Croc, and Katana play from a third-person view. These three characters are largely melee focused, and in my opinion, melee combat just feels better from a third-person perspective. On top of that, those are three characters who look pretty cool doing what they do, from Harley bouncing around hitting people with a bat, to Croc tanking enemies like a monster, so why not let those players see themselves be awesome? On top of that, a third-person perspective gives these players greater situational awareness than the other four, adding to their value to the team.
Actual gameplay focuses more on the players getting swarmed by nameless mooks, like in the film, sort of like in Left 4 Dead. Maybe these swarms will be melee-focused zombie guys, or maybe they’ll be ranged opponents, but mixing it up gives a chance for both the ranged and the melee Squad members to shine. I think key to the design should be that every Squad member plays differently, such that a player who is sick of, or doesn’t like how, one character plays can re-spark their enthusiasm for the game by playing someone else.
For example, among the melee Squad members, there seems like some surprisingly different gameplay styles implied through the character design. Harley is a more nimble opponent who isn’t actually very physically tough, so what if she played as a more dodging and blocking based melee fighter, maybe not as efficient as Rocksteady’s Batman: Arkham games, but still extremely mobile, and focused on well-timed interruptions to enemy attacks. Killer Croc, meanwhile, is an obvious fit for party tank. He can just wade into enemies, and maybe can toss them around for an added sense of being a real big tough guy. Katana, meanwhile, has a sword that consumes the souls of those it kills, so I think she plays more as a finisher-based character. If an enemy is stunned or staggered, like after being thrown by Killer Croc, Katana can launch a super-cool instant execution and consume that enemy’s soul, which maybe also has some sort of mechanical benefit for her, like regaining a bit of health (since she lacks the survivability of Harley’s deftness and Croc’s size).
Among the ranged Squad members, there’s still plenty of room for variation. I think El Diablo, as the resident pyrokinetic, is heavily focused on AoE damage and controlling space. His fire doesn’t do a ton of damage, but by spraying large clusters of enemies, or by covering key chokepoints in fire, he gets his money’s worth by spreading that damage around. Deadshot and Flagg are both similar characters, ability-wise, so I propose leaning heavy into the key differentiators. Deadshot focuses on tricks (like the hopping on the hood of the car thing in the movie). I’m thinking we give him some parkour abilities, and maybe some fun, almost gun-kata moves. Flagg, meanwhile, as the only official member of the team, can requisition some cooler gear, so he has access to traps, grenades, rocket launchers, and other cool weapons and items.
I think Boomerang sticks out as a character whose gameplay isn’t immediately fun. However, given his personality and characterization in the movie, I think we can make him the character most suited for “lone wolfing it”, despite what I said earlier. He’s pretty fast and a little tough, so he can stand being out on his own for a little bit longer than anyone else. Why give him this ability? Because he has a unique secondary goal that ties directly into his character and gameplay: find alcohol and get wasted. The drunker the Boomerang player gets, the more access he has to powerful, awesome boomerang-powered skills that are extremely handy in a firefight. Boomerang might randomly split from your party for no reason, but when he comes back, he’ll be your guardian angel in a firefight.
Add onto these basic mechanics some player progression, maybe through loot, or maybe through leveling up a skill tree for each hero, add in some interesting side quest design and encounter design meant to give every hero a chance to shine, and maybe some raid-style boss battles at the end of every mission, and I think this game would be super cool. It offers the team-based gameplay of a Left 4 Dead or a Rainbow 6: Siege that has players replaying missions over and over again, trying out new characters and strategies and gaining map awareness, but also the character driven gameplay of something like Overwatch that makes every character feel unique, and we have ourselves an interesting game.