Poll: Realistic Sword Fighting Game, Possible?

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cptjack42

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If I have learned much about games involving any degree of sword fighting in my experience, it's that they often have a tendency to see wildly unrealistic. Usually, it either boils down to every character being made of some type of iron rather than the flesh and bone of a normal person, or your character being made of steel with the other characters apparently being constructed out of balloons filled with red water, the point being, that neither of these seem to mimic what would actually happen.

A real sword fighting game seems like it follow a rule of being forced to guard almost all attacks, rather than the current situation which employs a system of taking a slash wound to the chest and shaking it off. A real sword fighting game should leave a player crippled from even the most minute flick of the wrist to a crucial point. A real sword fighting game should make each single individual duel a fight in which the slightest mistake could lead to an ultimate end for you. Alas, I have yet to play, or even have word of such a game reach my ears.

I ask myself; if shooting games can start to move more to the realistic side with each passing moment, then why has this exploitable genre been left in the dust to watch itself die? Why, indeed, can't sword fighting be used as a method to create an innovative game?
 

QuirkyTambourine

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It's an interesting idea, I'd definitely play a game like that. Problem is, I feel like the fights would either go on forever or be over in moments depending on who can block who fastest.

Cool idea though.
 

Flishiz

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I think a good possibility would have something similar to the feature in GTAIV and Fallout 3 where damage to specific body parts affect the abilities of that person. Why not have a knife fighting game where a stab to your right arm means "No more righty today, pal" instead of seeing a little red meter or whatever akin being slightly less there than before.
 

GDW

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It HAS been done in "Bushido Blade" and the "Kengo" series.

And, guess what? They were boring as hell.
 

NeutralDrow

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That would be boring as hell and insanely difficult at the same time.

While I certainly wouldn't mind training my reflexes to attack in a realistic manner, I don't think a game will have a realistic sword fight where you can actually grapple with your opponent if you get close enough. Or disarm them without overbalancing yourself. Or counterattack. I mean, come on. How would you explain to people why blocking with the edge of your sword is why it broke on them in-game?
 

Mcface

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cptjack42 said:
If I have learned much about games involving any degree of sword fighting in my experience, it's that they often have a tendency to see wildly unrealistic. Usually, it either boils down to every character being made of some type of iron rather than the flesh and bone of a normal person, or your character being made of steel with the other characters apparently being constructed out of balloons filled with red water, the point being, that neither of these seem to mimic what would actually happen.

A real sword fighting game seems like it follow a rule of being forced to guard almost all attacks, rather than the current situation which employs a system of taking a slash wound to the chest and shaking it off. A real sword fighting game should leave a player crippled from even the most minute flick of the wrist to a crucial point. A real sword fighting game should make each single individual duel a fight in which the slightest mistake could lead to an ultimate end for you. Alas, I have yet to play, or even have word of such a game reach my ears.

I ask myself; if shooting games can start to move more to the realistic side with each passing moment, then why has this exploitable genre been left in the dust to watch itself die? Why, indeed, can't sword fighting be used as a method to create an innovative game?
Try:
Age of Pirates 2: City of Abandoned Ships.

As close to "realistic" as a fun game can be IMO.
 

Pacman_69_42

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I was hoping you meant realistic as in using something like a wiimote or something and trying to implement some kind of force feedback somehow for a really immersive swordfighting experience
 

KrackleJack

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cptjack42 said:
If I have learned much about games involving any degree of sword fighting in my experience, it's that they often have a tendency to see wildly unrealistic. Usually, it either boils down to every character being made of some type of iron rather than the flesh and bone of a normal person, or your character being made of steel with the other characters apparently being constructed out of balloons filled with red water, the point being, that neither of these seem to mimic what would actually happen.

A real sword fighting game seems like it follow a rule of being forced to guard almost all attacks, rather than the current situation which employs a system of taking a slash wound to the chest and shaking it off. A real sword fighting game should leave a player crippled from even the most minute flick of the wrist to a crucial point. A real sword fighting game should make each single individual duel a fight in which the slightest mistake could lead to an ultimate end for you. Alas, I have yet to play, or even have word of such a game reach my ears.

I ask myself; if shooting games can start to move more to the realistic side with each passing moment, then why has this exploitable genre been left in the dust to watch itself die? Why, indeed, can't sword fighting be used as a method to create an innovative game?
Well, it could work and i believe Sony is already doing it since they are making a Motion Contoller which i believe it far better than the Wii's. also it would awesome if they did show real injury

If you havn't seen the controller tech Demo than here a link.. (Combat is near the end of the demo)
http://www.youtube.com/watch?v=cnuyaIIOyz8
 

Alex_P

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Mar 27, 2008
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cptjack42 said:
A real sword fighting game seems like it follow a rule of being forced to guard almost all attacks, rather than the current situation which employs a system of taking a slash wound to the chest and shaking it off. A real sword fighting game should leave a player crippled from even the most minute flick of the wrist to a crucial point. A real sword fighting game should make each single individual duel a fight in which the slightest mistake could lead to an ultimate end for you. Alas, I have yet to play, or even have word of such a game reach my ears.
Mount & Blade does what you're talking about, more or less. There's just hit points but one or two hits will kill unless you're well-armored, so you don't really miss "area damage" all that much anyway. Being a good swordsman in the game (when dismounted) mostly involves quick footwork to manage the distance between you and your opponent.

-- Alex
 

Flying-Emu

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The problem is that you can only have a "realistic" sword fighting game with motion controls and superb tracking along with an absolutely flawless engine. A key flick that leaves you open for a split second could be your end if the cut across the Achille's Tendon doesn't register for some reason or another.

Also the vast advantage that people who have taken fencing lessons hold might be problematic.
 

Eclectic Dreck

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It is more or less possible to do, but I wouldn't really think people would enjoy it. The problem is, fencing (or it's eastern equivalent, which doesn't vary appreciably in most techniques) is an incredibly complex and technical activity. When fencing foil (a weapon that simulates the use of a small sword - a short stabbing sword and one of the last swords in use in the West), one has a choice of 8 distinct and common parries, all of which are necessary for a proper defense (The actual number is 10, but two of them are almost never used as they both are parries to the rear). Just as important, you have critical maneuvers such as the bind, crosse, envelopment and so forth that would need to be possible in a true simulation. If the only moves allowed were the simple attack, parries (and with parries beats - attacks directly against the opponents blade) and feints, then one's options are sorely diminished leaving one with few options for attack outside the first intention.

As a sport (or in a duel), you'll find that fencing is just as much of a mental game as a physical one. Once a person has any degree of skill under their belt you can rest assured a first intention attack - that is an attack designed to land on the first move is almost useless and one is forced to fight in the second or third intention. Without a proper move set in place, options for second and third (or fourth, for the most elite of fencers) intention attacks are nearly impossible and the game would degerate into a series of "feint, parry, attack" encounters - hardly what I'd call riveting.

Besides, one of the best parts of playing a game is accomplishing something one cannot do in real life. If one could excell at an extremely realistic sword fighting game, it is likely because they have had training in the art of the sword. I fence and therefore feel no need to play a simulator in much the same way a guitarist might swear off playing Rock Band.

I suspect that simulation of any sort (not just AI) suffers from a variation of the Uncanny Valley. As one comes close to a true simulation of a sport or activity, one will find that the minor flaws are much more glaring. Even if one used the Wii motion plus controls for example, the capacity to execute every move in the fencer's arsenel is tempered by the complete lack of tactile response in the blade. If one actually went so far ast to make a truly realistic sword fighting game, I would be forced to wonder why someone playing the game would not simply choose to join a fencing club instead, in much the same way that if someone made a true guitar playing simulator one might wonder why not just play the guitar instead.
 

Mordwyl

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Lazarus Long said:
Bushido Blade and Die By The Sword. Enjoy.
Kudos for knowing such an obscure title.

Die by the Sword was a great step forward into making a dynamic combat system based on swordplay. Attacks were exclusively controlled by the numpad for the sword swings and with proper timing and aim you could lop off your opponent's bodyparts, either literally crippling or instant kill them... Of course they could do the same thing to you unless you parry the attack.

Lopping orc heads off their bodies with a quick arc in this game should be something every gamer should experience.
 

Eclectic Dreck

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Alex_P said:
cptjack42 said:
A real sword fighting game seems like it follow a rule of being forced to guard almost all attacks, rather than the current situation which employs a system of taking a slash wound to the chest and shaking it off. A real sword fighting game should leave a player crippled from even the most minute flick of the wrist to a crucial point. A real sword fighting game should make each single individual duel a fight in which the slightest mistake could lead to an ultimate end for you. Alas, I have yet to play, or even have word of such a game reach my ears.
Mount & Blade does what you're talking about, more or less. There's just hit points but one or two hits will kill unless you're well-armored, so you don't really miss "area damage" all that much anyway. Being a good swordsman in the game (when dismounted) mostly involves quick footwork to manage the distance between you and your opponent.

-- Alex
In real life fencing, there are but four considerations: Bladework, footwork, distance and timing. Of these, most people who have never fenced believe that bladwork is the most important, but in fact it is often the least important aspect. Instead, the most critcal part is footwork, because it is the feet that deliver the blade, the feet that withdraw the blade, that control and contest distance and take advantage of proper timing. One can fence successfully with sloppy bladework and do moderately well with a poor grasp of distance and timing but without footwork one will never succeed in the sport.
 

Lord Thodin

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One of the only reasons i play games with bladed combat of any kind is I love the feeling that i get psychosomatically from "feeling" my blade cleave down enemies. If a "realistic" version was created where my arms actually got tired from the strain of severing spines, I would rejoice and cast my vote for greatest game made, or to be made.
 

NeutralDrow

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Flying-Emu said:
Also the vast advantage that people who have taken fencing lessons hold might be problematic.
Bah, just give them the wrong type of sword. Make all those kendoka use rapiers, and the foil/epee fencers use zweihanders. And the sabre fencers...well, that's when you pull out the realistic polearm combat!