Peter Molyneux Discusses Fighting In Games

Shawn Andrich

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Aug 4, 2006
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Peter Molyneux Discusses Fighting In Games

At Leipzeg, Peter Molyneux detailed a new fighting system he'd like to see in future games.

Speaking at the Leipzeg Game Conference, Peter Molyneux discussed a fighting system Lionhead has been working on, although Fable 2 will not be implementing the concepts. Molyneux discussed a design where all combat moves would use one button to trigger them based on what is near-to-hand for the player. Pressing the "A" button might grab a beer bottle and break it over an NPC's head, or it might send the player swinging onto a chandelier for example. He also complained that sharp weapons are treated like blunt objects and expressed a desire to see them interact with the environment and actually kill enemies in one blow.

You can view the test footage Lionhead put together to show off the ideas here [http://www.gamevideos.com/video/id/5194]. Thanks 1Up [http://www.1up.com/do/newsStory?cId=3153034].

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Goofonian

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Jul 14, 2006
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As I read this, I really couldn't help but think:

<a href=http://img128.imageshack.us/my.php?image=revomockupmailbag11213023035xc.jpg>context sensitive

In my mind this sort of technology would be better suited for simulations than for games. Although it could be really good if properly implemented into some sort of turn based combat system.
 

te2rx [deprecated]

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Jul 19, 2006
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so you'd just hit the "action" button a lot and that's the game? Awesome.

I hate context sensitive controls in 3D action games anyway... half the time it's irritating to get the game to "snap" on to the item you want to interact with, making your character do something totally different from what you had in mind.
 

Lex Darko

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Aug 13, 2006
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That combat system looks interesting and seem like a great advancement in programming if they can get it working right.

But wouldn't that system make combat boring?

You'd just be moving you character around mashing one button the entire time.

And what if you wanted to do something different then motion that was animated?

For example that test bar fight. What if instead of kicking the chair I just wanted to pick it up and walk over to my target and smack him over the head with it?