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nordlead said:

2) collision detection isn't possible or is very tough. You swing the sword and it hits the enemies shield and bounces off. But you swung through in real life. Now what do you do? does the sword quickly jump? But what if you already swung the opposite direction? what now? With no physical force feedback the player looses connection with the game and the immersion is broken

There are more complications along the lines of: did you move the sword or swing to hurt someone? If you don't swing hard enough does the sword not cut the enemy? if you make it too easy to cut, then really slow slices do mega damage to the bad guy right?

I agree with the rest of your post. This conclusion isn't wrong, but there is an answer to it. I've presented this many times, but not for a long time. I'll keep it simple.

Many games already use natural collision detect for damage. It's not hard to do. Boomblox is a fine example. It's elementary game physics. What the matter is as you point out is weapons hitting the opponent. Well here it is. Stumble. If a weapon strike would not penetrate the on screen representaton stumbles. The weapon on screen as does the character bounces back. This causes an unsync between game and player. The character then slowly recovers until he matches the players estimated position. The Character syncs back when he matches the players position. That's important. If a Player instead moves to match the on screen characters Position then sync occurs MUCH faster. This lends itself to a form of recovery system. See easy  as pie. No difficulty on collision to damage, no issue with weapons slicing through.

As for slow attacks doing mega damage. Not needed. just weight he velocity of the attack to damage. The greater the whack the more the bounce back if it occurs. This would create a very tactile gameplay. Small hits cause less bounce back, but low damage, but allows for fast syncing. Where as Heavy hits cause bigger bounce back, more damage, longer sync time because of the greater degree of difference between controller and character.

Also personally. I think if they did do 1:1 sword fighting. I believe many gamers would rise up the challenge to learn some real basic moves of sword fighting. I doubt they could take it on the street, but enough to get the buy really well in games.

I tried testing this sword fighting out personally, but GlovePie script engine SUCKS, SUCKS, SUCKS.



Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.