cherry blossom
Arcane
- Joined
- Sep 18, 2013
- Messages
- 1,258
Video games do abstract a lot of things out, but when you do that, you have to first see if abstracting something out will lead to good or bad gameplay. In the case of Thief games, the absensce of high precision controls over footwork has no negative impact on the gameplay. In order to sneak around, you just move your feet in some direction, or stop, or move slower. Precise control of your feet has no effect on any of these, as you would still do the exact same thing as they do now, put one foot in front of the other, and so on.
In melee combat, on the other hand, precise footwork has a huge impact. We are not just talking about moving your feet in some direction, but footwork in that context refers to how your feet are individually positioned, how your weight is distributed, how you move each one for any particular strike or defense, and so on. If you don't have that kind of precision in your controls, and abstract it out to just general keyboard/mouse movements in some direction, that takes all the interesting things out of footwork.
I don't see the difference from Thief. You underestimate one while exalt the other for no valid reason. Weight balancing, how you walk and run through various surfaces etc. similar arguments apply to sneaking. It is never "just move in some direction". Footwork in fencing is part of learned motor skills that come with learning overall moves, ie. integral to every strike or counter strike. You don't need to split hair over it as some individual form of conscious action. There is absolutely no point to worrying over footwork if you aren't taking it in proper context ie. as part of other moves. You can easily simulate complexities of tactical footwork down to "just move in some direction".
What you are left with is exactly what most melee combat games have right now, which is the player just runs around like a headless chicken, strafing around the other guy, or moving at high speeds forward and back, to land a blow and then run out of the other guy's range. To me, this is not fun at all, so my point was, if you are not gonna do interesting footwork, don't do it at all (or do it in a very limited way), and just concentrate on the other aspects of melee combat (strikes, parries, etc) which you can actually implement in a more interesting and fun way.
See Thief example again as opposed to countless games with shitty stealth experience. What you are arguing is piss-poor implementations of melee combat as opposed to any actual limitations of the input.
I think you suffer from a particular lack of perspective on game design and maybe also imagination.