Melee combat - the way games should be?

Annom

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I'm looking forward to Age of Conan (www.ageofconan.com) because of the sword fighting system they have, although it may prove to be a bad idea in the end it also has potential to really change the whole click click click system. Basically the system works in a way of "soft lock" 6 point combat system in real-time. Soft lock meaning it will slightly guide the play to help them but if they click attack and are no where near the target they do miss, this is opposed to a "Hard lock" system where the character enters a fighting stance and is locked onto the target when in combat (Zeldaish). The 6 points represent the directions the character can attack (high, low, left right and so on) these 6 points can also be chained for more powerful attacks making the player switch them up. It appears this system combines the traditional all out clicking with a requirement of thought from the player.

Also archers can fire their arrows in the first person view, choosing to either go Legolas style or you can shoot slowly and more accurately.

Caster classes also have some sort of new combat style but I haven't read up on it because I wasn't considering going caster when I get the game.
 

Journeyman4565

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Dec 22, 2007
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shadow skill said:
Take Jedi Academy for example actually performing the various moves that were available was a pain in the ass because getting a single fluid motion out of a keyboard is so damn hard to do, and the fighting engine in that game was actually decent!
The mouse and keyboard is the definitive way to play first and third person action games on the PC and is far more intuitive because you can use all five fingers in your left hand, which means it is quicker, as well as using the mouse for aiming. Jedi Academy was a brilliant system, and the keyboard did not hinder it at all. The movement keys WASD mixed with the left mouse button was easy to use, and combos were not that hard to pull off, especially when one would fight using the fast sabre style. Perhaps you should say that using a controller is better for you, and not everyone, because the keyboard is incredibly intuitive because it is possible to use all of your fingers at once instead of merely two thumbs and pointer fingers.

eggdog14 said:
But yea, PC's are really only good for shooters. This is why computer-elitism never really made sense to me, they are better for shooters, hands down. This cannot be questioned. However, for platformers and fighting games, a keyboard just doesn't offer the amount of dynamic control needed.
I disagree that PC's are only good for shooters. It really depends on what exactly is trying to be accomplished, but I've played a great deal of action games such as Metal Gear Solid (first one) as well as platformers on the PC and never had any trouble controlling them with a keyboard. The secret is that the mouse keyboard combo is what makes it intuitive. I agree that some games work better on controllers, but only because the game play is built around that device rather than being built around a keyboard. The only real thing that the PC lacks in a keyboard is analog control, which is really only an issue in games where one would need to be sneaky such as Metal Gear Solid 2, but the control scheme on that game was just badly ported to the point where you had to use a controller. Splinter Cell made the transition excellently and didn't need analog control because it had a variable speed control attached to the mouse wheel. I personally loved that innovation, and I thought it was actually better than an analog control, because you could just roll to the speed you wanted and didn't have to worry about slipping up because your thumb gets tired of holding the stick just a tiny bit to sneak. There was still room to slip too far with the wheel and it became a game of constantly rolling the mouse wheel in order to keep at a walking speed that would make you silent, yet it was entertaining instead of distracting as I find it to be sometimes with a joystick.

Again, Gothic had a fantastic fighting system based upon the mouse and keyboard that was incredibly intuitive because you could actually swing in the direction of the directional button you pressed. I'm not being an elitist PC gamer, and I am confident that it would be possible to find a way to make a game like Ninja Gaiden work just as well and just as fluidly on a keyboard and mouse set up as on a controller. It is simply a matter of designing it appropriately around the device, which is what SHOULD be done for ports. If anything, saying that the console controller is the only fluid system is a little console elitist in and of itself. Some people are just better with a keyboard, and some are better with a controller, but both can work in incredible ways if the game implements those controls PROPERLY!

EDIT: Shadow skill, I will give you the fact that fighting games are just better on console controllers, but I think that is because of the type of game it is. Platformers and action games do not require the eight direction two dimensional system of movement that all fighters require. By two dimensional controls, I mean that all movement is controlled from a side angle view as opposed to a free three dimensional camera. Whether your playing Mortal Kombat 1 or the latest Tekken for instance, pressing Up will always make you jump or move on one plane in a fighting game (except soul caliber i think?) where as in most platformers and action games, jumping and ducking are assigned to other buttons than the directional pad. Arcade sticks are also good for the game play found in fighters, but again, an arcade stick wouldn't work for all action games, RPG's, or platformers. Fighting games are the one area where a controller would be required to do combos as it is easier to use the thumbs to do the very minute movements. That doesn't necessarily apply to all games with combos such as Jedi Academy, Oblivion, or Gothic, but it is overall easier to use a controller on side view fighting games.
 

josh797

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Nov 20, 2007
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im very surprised no one has mentioned soul caliber here. it sounds exactly like what you want. different styles. different weapons that decide styles. complex hit boxes. dodge buttons that work in all directions, as well as a complex system where parrying and attacking a small opening become essential to the combat. you must attack when and only when you have the opening.

you can also chose to play distance such as ivy or kilik and attack from far away, or you can choose to draw two swords as cervante or taki and give the added advantage of attacking in two places at once.

soul caliber is my favorite 1v1 fighting game but i think others have similar dynamics. i think what you are doing is playing rpg's expecting them to have complex battle mechanics when they simpley cant fit it. what you describe in your optimal game is a soul caliber or maybe a dead or alive.
 

Don Alejandro

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Nov 15, 2007
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I think some of the problem with Soul Caliber is the need for almost nonsensical button combinations to do certain things, along with a lack of weight. It's strange whenever little Talim blocks a big overhead swing from Nightmare that should have probably broken her wrists. Weapons don't really decide style, either, but rather movement. (With the noted exception of certain weapons such as foils which were hand made for a single purpose.)

In the game I mentioned earlier, Die by the Sword, you can control exactly, with your mouse, how you swing the sword. It was released in 1998, and even allowed you to parry and hack off limbs with the right placement or leverage. The learning curve might have been a bit sharp, but there's nothing like hacking off both of the troll's arms and watching it try to escape with a gash tearing its leg.


http://www.youtube.com/watch?v=EbG8GykKbIU
Is a video that shows different things to do in the multiplayer. Ogre Hockey's a good laugh. There are some other videos on YouTube too, and you'll often see certain angles being preferred by the player.

http://www.youtube.com/watch?v=cLcNmk-1iGU
Is a display of combat, especially removal of limbs. I suppose the game assumes the character's pretty acrobatic, but the momentum from the jump coupled with a chop usually leaves a limb missing. Or a head.
 

Lightbulb

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Oct 28, 2007
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Hmmm thanks you for the suggestions i will check them out.

I will write a fuller response later. :)
 

Stones

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Dec 22, 2007
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I agree that new combat solutions would be a big step forward. Though I had some fun with Oblivion, it's easy to find faults or weak spots to take advantage of in fights against the AI. Then again that could be the AI itself. But I think that it should be possible to come up with some better solutions.

The game I've encountered with the most interesting combat system would be Mount&Blade. They have even gone so far as to make a working mounted combat. And even better, it's working very well.

The game is not completely finished, but it's getting close. And you can download a trial version from their homepage.
 

Gildedtongue

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Nov 9, 2007
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Die by the Sword had a pretty complex and realistic sword fighting system. The num-pad was essentially 9 different strikes, and block.

Daggerfall also had an interesting fighting system... used the mouse to draw the angle of attack. Straight up and down was chop, high damage, low chance of hitting. Diagonally was a diagonal swing, which had mid-high damage, and mid-low chance of hitting. Horizontal was a straight, left to right swing, with mid-low damage, and mid-high chance of hitting, and double clicking anywhere gave a thrust with low damage, and high chance of hitting.

But, yes... games like Diablo tend to get tedious because... well... it's a load of clicking. Now, unfortunately I couldn't see MMOs go anything above clicking, because of potential lagging of multi-button combos.

Buuuut... if you're still looking for some good swordfighting games, might I point you to Star Wars: Jedi Knight: Jedi Academy. Or if you're into online swordplay, Gunz: The Duel isn't too bad.
 

MightyMouse

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Dec 24, 2007
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I always felt that games developers could just copy Severance if they wanted a decent melee combat system. Ninja Gaiden's system was tedious, Oblivion's trivial.
 

shadow skill

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Real swordplay just like any martial art is a whole body exercise. In so far as NG's system isn't entirely realistic I can't help but begin to analyze the terrain the weapon I am using, its length, the speed at which I can wiield it and where I want my enemy to be in the next few seconds. But yes first person view is crippled without some type of peripheral vision mechanism.
 

xVladx

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Dec 26, 2007
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Kwil said:
Oh.. I forgot.. if you want total control over your melee based fighter, you also may want to check out http://www.manifestogames.com/toribash
Yeah, that's exactly what I was thinking of when I read the first post. It's a fighting game without a single canned move.

What's neat is that while there's no pre-defined "styles" in the game, different players tend to play differently anyway. Some people rely more on pure offense and strikes, while others tend to be better with gymnastic movements and grappline, etc. Also, the different game modes (Judo, Aikido, Freestyle, all the various mods, etc) tend to change the way that you'll approach the game, as well.
 

Flogger

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Dec 19, 2007
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Try out Shadow of Rome for the PS2. You get to fight in the arena as a gladiator and the swordfighting has been done pretty well, although it can get to a point where you're just button-smashing.
 

Lightbulb

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Oct 28, 2007
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Toribash is great thanks a lot for pointing it out.

I wasn't actually looking for existing games - what i want doesn't exist but i'm working on it. :D
 

shadow skill

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You know something else I think people miss is that unlike most modern controllers the keyboard and mouse lack a degree of subtlety available to controllers currently in that they cannot really percieve varrying degrees of pressure on the buttons.