This is a short essay about my thoughts on how combat should be handled in games.
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clickclickclickclickclickclickclickclickclickclick
clickclickclickclickclickclickclickclickclickclick
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Use potion
clickclickclickclickclickclickclickclickclickclick
clickclickclickclickclickclickclickclickclickclick
Thrilling....
Is this what sword fighting should be about in a modern PC game?
Graphics are getting better and better each year, sounds are already as good as they are likely to get but the gameplay mechanics have not changed for years!
Imagine a game where you are fighting against a single opponent. Imagine choosing how to tackle the challenge. Do you keep your distance and fight defensively waiting for the moment the strike? Do you draw a second sword to fend off attacks from multiple angles? Do you attack aggressively trying to force and error in your opponent, searching for a weakness in his defence?
Imagine the combat being fluid, your sword moving to parry those of your opponents as they try and strike you.
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Contrast this to current games:
The Baldurs Gate or Guildwars style when people just do the same 'hitting' animation over and over irrespective of what their opponents are doing. Not really awe inspiring is it?
What about the Oblivion style? Its more involved than the BG way of things. You control when you strike, you control how you block. In short you are in control. But what does this mean in practice? I think i showed that pretty well above.
All you do in Oblivion is hold block, wait for them to hit you and click to hit them back. You can also move side to side. Or do what i ended up doing which is jumping on top of the nearest big rock and spamming fireballs are their heads while they sprinted into the rock - great.
I've been thinking about this a lot. Sword fighting is too complex to translate to a game accurately. Look at beat 'em 'ups. Good fun but they are nothing like a real fight. They offer way more options than a regular RPG but its still not enough to be convincing.
What i propose is a system where pick a fighting 'style' and a weapon and have a skill based input into success. The actual footwork and sword play is automatic.
This means that you have control of the strategy and you determine whether you hit (for example by clicking at the right moment) but it can be infinitely more cinematic than current methods.
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What do you actually WANT from a sword fighting game?
For me its:
Strategy/tactics, skill, looking good.
BG and the like have tactics to a certain extent, but thats mostly pickign which spells and buffs to use. There is no skill - you click to start bashing away and thats all the input you have.
Oblivion has skill, if you call holding right click to block then letting go and left clicking repeatedly 'skill'. There is a certain amount of tactics with buffs, potions and the like.
Guild Wars (and other MMO's) has strategy and skill because you have to pick skills and hit them at the right moment.
None of those games are CINEMATIC. You don't look at cool sword fights you just see the same animation over and over. Oblivion is slightly better but there is basically only 2 moves (sure there are others as you get skilled but less than half a dozen). There are literally hundreds of ways to fight, why limit options so much?
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So whats the answer?
The system used in The Witcher has the potential to be better than all of them if it was refined and improved.
For those of you who haven't played this game yet let me give you a brief over view:
When you engage in combat you choose a target. If you are fighting multiple opponents you dodge around trying to hit your opponents. When the opportunity presents itself (in this case i believe its after a certain length of time) you can strike. If you time it right you will launch into a series of cuts which either seriously hurt or even slay your opponent.
There are three different styles, Fast (good against ligthly armoured foes), Strong (good against slower more heaviliy armour opponents) and Group (well you get the picture
).
Over the course of the game you can upgrade the styles, add certain effects, specialise in certain sub styles etc.
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Thats just the beginning of what i would like to see. The systme i would like to see would be as follows:
1) You pick the style and strategy of the fight. The styles of a Samurai, a Roman solder and a 17th century dualist are worlds apart. Wouldn't it be great to be able to use any of them plus all the others?
Certain weapons could be better for certain styles. A short sword is best for stabbing but can also be used to slash. What about a mace? Bludgeoning an opponent is totally different.
There could be certain styles that counter others very well. A whole game could be built on this idea.
2) You have an input into whether or not it works by hitting the timing just right, dice rolls are ok but i prefer to be responsible for failure or success. Luck has its place but i am sick of random 'critical' hits determining the outcome of a fight.
3) Its CINEMATIC! If you got the animation just right you could have some really epic fights between single dualists. If you got it perfect you could tell what was happening purely from visual queues. When fighting multiple opponents you can watch him fend off attacks from all comers. How much better would that be than what we have now?
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Sorry its so long and i hope people have some comments.
Do people agree? Does it sound stupid? Do you think Oblivions combat is actually ok? I'd love to hear other peoples thoughts!
--------------
clickclickclickclickclickclickclickclickclickclick
clickclickclickclickclickclickclickclickclickclick
clickclickclickclickclickclickclickclickclickclick
clickclickclickclickclickclickclickclickclickclick
Use potion
clickclickclickclickclickclickclickclickclickclick
clickclickclickclickclickclickclickclickclickclick
Thrilling....
Is this what sword fighting should be about in a modern PC game?
Graphics are getting better and better each year, sounds are already as good as they are likely to get but the gameplay mechanics have not changed for years!
Imagine a game where you are fighting against a single opponent. Imagine choosing how to tackle the challenge. Do you keep your distance and fight defensively waiting for the moment the strike? Do you draw a second sword to fend off attacks from multiple angles? Do you attack aggressively trying to force and error in your opponent, searching for a weakness in his defence?
Imagine the combat being fluid, your sword moving to parry those of your opponents as they try and strike you.
-------------
Contrast this to current games:
The Baldurs Gate or Guildwars style when people just do the same 'hitting' animation over and over irrespective of what their opponents are doing. Not really awe inspiring is it?
What about the Oblivion style? Its more involved than the BG way of things. You control when you strike, you control how you block. In short you are in control. But what does this mean in practice? I think i showed that pretty well above.
All you do in Oblivion is hold block, wait for them to hit you and click to hit them back. You can also move side to side. Or do what i ended up doing which is jumping on top of the nearest big rock and spamming fireballs are their heads while they sprinted into the rock - great.
I've been thinking about this a lot. Sword fighting is too complex to translate to a game accurately. Look at beat 'em 'ups. Good fun but they are nothing like a real fight. They offer way more options than a regular RPG but its still not enough to be convincing.
What i propose is a system where pick a fighting 'style' and a weapon and have a skill based input into success. The actual footwork and sword play is automatic.
This means that you have control of the strategy and you determine whether you hit (for example by clicking at the right moment) but it can be infinitely more cinematic than current methods.
--------
What do you actually WANT from a sword fighting game?
For me its:
Strategy/tactics, skill, looking good.
BG and the like have tactics to a certain extent, but thats mostly pickign which spells and buffs to use. There is no skill - you click to start bashing away and thats all the input you have.
Oblivion has skill, if you call holding right click to block then letting go and left clicking repeatedly 'skill'. There is a certain amount of tactics with buffs, potions and the like.
Guild Wars (and other MMO's) has strategy and skill because you have to pick skills and hit them at the right moment.
None of those games are CINEMATIC. You don't look at cool sword fights you just see the same animation over and over. Oblivion is slightly better but there is basically only 2 moves (sure there are others as you get skilled but less than half a dozen). There are literally hundreds of ways to fight, why limit options so much?
--------------
So whats the answer?
The system used in The Witcher has the potential to be better than all of them if it was refined and improved.
For those of you who haven't played this game yet let me give you a brief over view:
When you engage in combat you choose a target. If you are fighting multiple opponents you dodge around trying to hit your opponents. When the opportunity presents itself (in this case i believe its after a certain length of time) you can strike. If you time it right you will launch into a series of cuts which either seriously hurt or even slay your opponent.
There are three different styles, Fast (good against ligthly armoured foes), Strong (good against slower more heaviliy armour opponents) and Group (well you get the picture
Over the course of the game you can upgrade the styles, add certain effects, specialise in certain sub styles etc.
-------------------
Thats just the beginning of what i would like to see. The systme i would like to see would be as follows:
1) You pick the style and strategy of the fight. The styles of a Samurai, a Roman solder and a 17th century dualist are worlds apart. Wouldn't it be great to be able to use any of them plus all the others?
Certain weapons could be better for certain styles. A short sword is best for stabbing but can also be used to slash. What about a mace? Bludgeoning an opponent is totally different.
There could be certain styles that counter others very well. A whole game could be built on this idea.
2) You have an input into whether or not it works by hitting the timing just right, dice rolls are ok but i prefer to be responsible for failure or success. Luck has its place but i am sick of random 'critical' hits determining the outcome of a fight.
3) Its CINEMATIC! If you got the animation just right you could have some really epic fights between single dualists. If you got it perfect you could tell what was happening purely from visual queues. When fighting multiple opponents you can watch him fend off attacks from all comers. How much better would that be than what we have now?
------
Sorry its so long and i hope people have some comments.
Do people agree? Does it sound stupid? Do you think Oblivions combat is actually ok? I'd love to hear other peoples thoughts!