The Purpose of the Style Meter (design discussion)

I’ve become really obsessed with games that let you do stylish moves and combos. Usually, these games will have a style meter displayed in the corner that lets you know how you’re doing, and this can end up being tallied into a high score system. Some games will let you compare if you’ve beaten your previous scores, and even let you compare on leaderboards with your friends or against online players.

So real quick, a style meter is generally a mechanic that shows either Points and/or Letter-Grade scores while you are fighting enemies. Dealing damage tends to increase your style meter, performing combos or specific moves will increase it further, and taking damage will usually lower your style meter.

Specifically I wanna talk about Ultrakill
Ultrakill directly takes inspirations from the Devil May Cry series, touting itself as “devil may quake”, and takes the core ideas of a Boomer Shooter and adds an intense level of interconnectivity. Boomer Shooters to me tend to have a giant arsenal of guns, each providing fairly unique options, that all can be equipped simultaneously, but they generally don’t interact with each other. Ultrakill spins this by letting you combo each gun into each other against enemies.

For example, early on you get a Revolver that tosses coins. Shooting a coin will cause that attack to bounce towards enemies, dealing bonus damage, and if you get the right timing it can even double revolver shots (Split Coining i think). You can combo multiple coins that with the game’s Railcannon to cause a single rail to bounce through the same enemy multiple times, while boosting its damage, often one-shotting most mini-boss enemies.

Mechanics like these are each marked in the game’s Style Meter. Performing a special combo such as one of these will add bonus points to your Style Meter and also add a little pop up on the combo you performed, such as +ULTRARICOSHOT for combining the Coin Revolver with a Railcannon shot (or any other gun). You can view an extensive list of each Style Bonus on this page here that goes into more detail and lists each mechanic on a chart.

Now a style-meter is not an exact measure of “skill” or “optimal gameplay”. To me, its an indicator from the developers on if you are engaging with the game in the way they want you to. Ultrakill gives you style bonuses for swapping weapons and combining their special moves, which discourages sticking to a single gun or playstyle. Their style meter has a Score Multiplier, ranging from 0% to 150%. Equipping a new weapon gives you a Fresh bonus of 150%, while spamming the same weapon reduces this down to Used (100%), Stale (50%) and Dull (0%). The only way to recover freshness is to keep dealing damage with other weapons. You also gain multipliers for moving fast mid-air and using movement abilities (up to 300%).

Lastly, the higher your Style Ranking, the more healing you get. In Ultrakill, you can basically heal from damage you deal to nearby enemies. Taking damage reduces your max HP temporarily reducing the effectiveness of your healing (via hard damage), but if you are playing Stylishly, the penalties of hard damage can be lowered or completely removed at max rank.

This means that you get Positive Reinforcement (high score), that encourages you to combo (tends to make you more successful), that will also make you harder to kill (by increasing your healing).

Speedrunners and number crunchers will find the most optimal way to play a game, often times disengaging with certain systems to abuse others. This will sometimes lead to them performing stylish combos, in that case Ultrakill has added more Style Bonuses and tweaked mechanics to reflect the communities findings. Other times they will find that certain moves, items, or characters arent optimal, and will avoid using them. Developers can’t entirely stop this from happening unless they treat their game like a spreadsheet, but they can push mechanics to everyone else, and i think the Style Meter can be a great way of doing that.

does anyone have any other good examples of style meters and how they display tricks or enable gameplay? Ive only really played DMC5, but i did buy 1-4 and was planning on marathoning those soon.

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I think it is a good idea, even if it’s not a system I usually take into account. Trying to get people to explore different mechanics and keep things fresh is a noble goal and hopefully encourages them to find systems they do enjoy. My problem is that I appreciate what it is doing, but I am absolutely the “fall into working patterns” type player. Even if that pattern is just “switch weapons / moves a lot” so in the end it’s the same pattern I usually do but with a different implementation. I had been playing Xenoblade 2 in a mostly “get battles done” mentality for much of the game even though it does include battle ranks/grades, but at one point I hit a wall when there was a boss that I just couldn’t beat. I suddenly had to engage with the battle mechanics to get my special moves and combo chains to just be able to win. That was cool, and it made me learn how the game really worked. But after several more hours I was kinda back to the “get battles done” way of playing, but with the special moves and combo system now as part of the default and getting better battle scores haha.

I haven’t played them in a long time, but I feel like this is the core gameplay of games like Tony Hawk’s Pro Skater. The level layouts and combo systems encourages you to engage with the different moves and mechanics to maintain a combo and get higher and higher scores. Though as you say, sometimes you can just abuse the mechanics instead of being especially creative.

You can probably look at most PlatinumGames games like Bayonetta, Astral Chain, etc. and they’ll have some sort of battle result/rank/grade that usually rewards variety. I know I’ve seen this in tactics games, jrpgs, and other games but I can’t remember which ones because it’s not usually a mechanic I really engage with…

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devil may cry 5 kinda nails this , bayonetta did also

i had more fun when doing stuff that maxed out the meter, it kept me from getting into ruts. but has to be designed well - i’ve ignored 'em in a lot of games

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The only game I’ve played with a style meter is Peggle, and I think it does a good job of guiding gameplay while not making you feel restricted. As far as I understand the meter goes up every time you hit a peg, whenever you pull off a trickshot or special bounce, when you hit the bonus peg, and probably some other cases. You get a higher score from increasing the style meter, and if you get it high enough it rewards you with an extra ball. I’m not sure how motivated I would be to increase my score if it had no gameplay effects, but I often aim for style points with the goal of getting another ball and increasing my chances of winning.

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