Cognisant
cackling in the trenches
- Local time
- Today 1:57 AM
- Joined
- Dec 12, 2009
- Messages
- 11,393
Building upon an earlier point that gameplay is essentially learning I've realised the shields in the Halo series serve to change the FPS dynamic so that it's more forgiving, if someone starts shooting at you the combined general inaccuracy of their weapon and the power of your shield gives you the opportunity to fight back, whereas in more realistic games you wouldn't even get a chance to turn around. The latter is more frustrating because there's little opportunity to learn, the fight is over before it even begins and who spots who first will always involve a relatively large amount of luck.
In this way tennis seems like a great combat game, winning isn't about what you do, it's about the mistakes you don't make, each players loss or victory depends almost entirely upon their own actions and therefore in almost every game lost there is something for the loser to learn from the experience.
So I envision a combat game in which a similar tennis like dynamic takes place, one in which blocking and dodging are where the skill is involved and actually attacking the other player is simplified. The player characters have weapons that are slow, but immensely powerful, and require very little aiming, such as massive swords, rocket launchers, or delayed affect AOE spells, and the characters can move very quickly, acrobatically, perhaps even teleport or whatever. The result is almost a kind of asymmetrical dance, perhaps with bonus points awarded for dodging with as minimal margin for error as possible which can be spent to empower one's own attacks, and closely dodging empowered attacks gets more bonus points so the risk/reward opportunities go back and forth.
If there's different kinds of weapons, different ways of dodging, and the destruction of the game environment literally changes the tactical landscape, this style of combat can become deep and complicated, almost like a martial arts game but slower paced and in 3D, come to think of it I've always felt the critical flaw of such games is how briefly characters telegraph their moves and how large a TV is needed to even see it sometimes, so rather than being a tactical combination of attack and defence it usually comes down to button mashing with side orders of memorised special moves and blocking only spammed attacks.
In this way tennis seems like a great combat game, winning isn't about what you do, it's about the mistakes you don't make, each players loss or victory depends almost entirely upon their own actions and therefore in almost every game lost there is something for the loser to learn from the experience.
So I envision a combat game in which a similar tennis like dynamic takes place, one in which blocking and dodging are where the skill is involved and actually attacking the other player is simplified. The player characters have weapons that are slow, but immensely powerful, and require very little aiming, such as massive swords, rocket launchers, or delayed affect AOE spells, and the characters can move very quickly, acrobatically, perhaps even teleport or whatever. The result is almost a kind of asymmetrical dance, perhaps with bonus points awarded for dodging with as minimal margin for error as possible which can be spent to empower one's own attacks, and closely dodging empowered attacks gets more bonus points so the risk/reward opportunities go back and forth.
If there's different kinds of weapons, different ways of dodging, and the destruction of the game environment literally changes the tactical landscape, this style of combat can become deep and complicated, almost like a martial arts game but slower paced and in 3D, come to think of it I've always felt the critical flaw of such games is how briefly characters telegraph their moves and how large a TV is needed to even see it sometimes, so rather than being a tactical combination of attack and defence it usually comes down to button mashing with side orders of memorised special moves and blocking only spammed attacks.