Live data from Hacker News

Neal Stephenson wants to revolutionize sword fighting video games

kickstarter.com

101–110 of 188 posts

Re: Neal Stephenson wants to revolutionize sword fighting video games

#101
post #14

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..."

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

#102
post #6

Biggest 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

#103

Earlier 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…

Surely any game where you can respawn even once is already extremely realistic.

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

#104
post #6

Biggest 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.

Disagree, no harm in being short as you can have many duels.

Re: Neal Stephenson wants to revolutionize sword fighting video games

#105
post #43
post #33

Earlier 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.

Perhaps use a gyroscope to simulate the inertia of moving a larger weight?

Re: Neal Stephenson wants to revolutionize sword fighting video games

#106
post #56
post #21

Earlier 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.

+2, and even the highest difficulty singleplayer is nothing compared to multiplayer. Beware, though, it has an extremely steep learning curve.

Re: Neal Stephenson wants to revolutionize sword fighting video games

#107
post #6

Biggest 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.

I'm curious; do you have a source for this?

Re: Neal Stephenson wants to revolutionize sword fighting video games

#108
post #14

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..."

Doesn't necessarily mean anything, but noticed the prototypes they're showing in the video seem to be running on the Source engine...

They're using Unity. Check the jobs page.

Re: Neal Stephenson wants to revolutionize sword fighting video games

#109
post #6

Biggest 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.

It doesn't seem like many video game battles last more than a minute. If you're still fighting somebody after a minute, that's either a very slow game or one or both of you are playing very conservatively.
Post reply on HN