See: relatively little blade contact in extremely high level fencing.
Neal Stephenson wants to revolutionize sword fighting video games
11–20 of 188 posts
Re: Neal Stephenson wants to revolutionize sword fighting video games
#12Re: Neal Stephenson wants to revolutionize sword fighting video games
#13A bit unfair to make that comparison. At the very least, the Wii Motion Plus in games such as Sports Resort fencing offers a better experience than that.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#14 Neal: "Hey is that about ready?"
Gabe: "These things, they take time..."Re: Neal Stephenson wants to revolutionize sword fighting video games
#15Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#16I'm also not convinced that today's odometry based controllers will give you high enough fidelity to model swords convincingly. Any sort of wiimote or kinect based sword/lightsaber game has always seemed very waggle centric without any deliberate movement. Also, I'm not really thrilled about the thought of having to buy plastic swords to swing in my room.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#17Biggest problem with these games (I've found, anyway) is that your sword controller cannot magically stop in mid air when your virtual sword hits another sword or a wall or whatever. It really ruins the immersion.
But you can still approximate reality if you just accept the control dimension will be abstract! Consider that Sim City uses an abstract interface to simulate city planning. Surely thats not the interface real city planners use (meetings, proposals) but it's still approximating a reality of city planning much more closely than other games.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#18Re: Neal Stephenson wants to revolutionize sword fighting video games
#19I'm surprised there was no mention of the Mount and Blade[1] series, which took a serious look at this sort of combat through the use of contextual mouse movements for parries and attacks. I wonder if he's unaware of the franchise, or just didn't feel the need to mention it. I'm also not convinced that today's odometry based controllers will give you high enough fidelity to model swords convincingly. Any sort of wiim…