Cameo by Gabe Newell http://i.imgur.com/6vDza.png , who is swordsmithing a crowbar :) Neal: "Hey is that about ready?" Gabe: "These things, they take time..."
Neal Stephenson wants to revolutionize sword fighting video games
101–110 of 188 posts
Re: Neal Stephenson wants to revolutionize sword fighting video games
#102Biggest 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
#103Earlier quoted context omitted.
It will also have to drastically downplay the importance of footwork. In a real swordfight, where to put your feet is nearly as important as where to put the sword.
This is why I don't like games talking about how 'realistic' they will be. Firstly, because anything that runs on a standard computer will be far from reality anyway, and secondly because often users don't actually want reality (eg. most FPSs have far from realistic walking speeds - for good reason. Also stylised graphics etc.). That said, the concept of different styles of swordplay is great - and having more 'reali…
Would anyone want to play a war simulator FPS that starts with a cutscene of the Normandy landings and has a 50% chance of immediately being cut down by a machine gun whereupon the game quits and deletes itself off your hard drive?
Re: Neal Stephenson wants to revolutionize sword fighting video games
#104Biggest 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.
Next biggest problem is that, in reality, Medieval duels rarely lasted more than a minute before one side was fatally injured. Not nearly long enough for a video game.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#105Earlier quoted context omitted.
Swords are a lot lighter than people think, even the heaviest armor in use (completely different from the ceremonial stuff) was much less restrictive than usually believed, and the average video gamer is significantly less fit than the average medieval soldier. I suspect that if you used a wiimote or a kinect-tracked stick things would all balance out. It would still require some abstraction, true, but not quite that…
Using a stick won't work because a typical living room doesn't have enough space to swing it around withoud damaging the furniture.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#106Earlier quoted context omitted.
You should try out Mount & Blade series then.
+1 on this, M&B with the difficulty settings cranked is the best you can get atm.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#107Biggest 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.
Next biggest problem is that, in reality, Medieval duels rarely lasted more than a minute before one side was fatally injured. Not nearly long enough for a video game.
Re: Neal Stephenson wants to revolutionize sword fighting video games
#108Cameo by Gabe Newell http://i.imgur.com/6vDza.png , who is swordsmithing a crowbar :) Neal: "Hey is that about ready?" Gabe: "These things, they take time..."
Doesn't necessarily mean anything, but noticed the prototypes they're showing in the video seem to be running on the Source engine...
Re: Neal Stephenson wants to revolutionize sword fighting video games
#109Biggest 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.
Next biggest problem is that, in reality, Medieval duels rarely lasted more than a minute before one side was fatally injured. Not nearly long enough for a video game.