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Original post by Ned_K
I don't advocate dumbing down games. Not at all. But neither do I recommend these complex approaches to combat and the like.
Ermm, what is so complex about fighting stances? Most fighting stances are entered automatically via an attack. Such as a sword being slashed downward could enter a crouched stance. What the player does after entering a stance is up to them. They could just press another button and make a tiny combo, or they could do another crazy move that puts them into another stance. The great thing about a good fighting engine is that you can play them dumb or you can play them smart. I'm not creating an MMO or even an MO at all. So that means my dumb players will have to upgrade their skills further to defeat tough opponents, rather than doing a crazy psycho death combo in a few seconds flat.
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Combat on computer games will NEVER be realistic. You are fighting via a mouse and a keyboard. There is a forced disconnect that cannot currently be escaped with today's technology.
Having your character hold his opposite arm up while he attacks without a shield is just lame, it's not unrealistic. I'm not caring about realism at the moment.
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Rather, it just means that the gameplay itself, rather than a system that emphasizes reality (as it were), would appear to be far more important.
How are combat stances and shield battle techniques leaning toward realism and away from gameplay?
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As I consider a game, I look at it first from a global perspective. I feel that this is more effective than putting together a game around a dense and unwieldy combat system. The combat system should not come first, which is what seems to be the case so often.
That was my assumption as well. That's why I'm messing up on the combat design phase :)