@eunoia_evanescent
Alternative? It stays as it is.
That's my alternative. You are also forgetting, that this is a videogame and has to be percieved as so. Not a fencing sim, not a combat sim.
Yes, some enemies will take multiple hits, and will not block. Classify enemy type: "Pawn", Threat description: "Dangeruous in large groups".
We had the same type living in harmony in Witcher 2, mostly in their natural habitat near the shield knights and 2-hander knights.
I do not see the issue with anything you take as apparently "immersion breaking" in combat. Taking hits happens, and the lack of reaction for them taking hit when they block... and take damage? What?
Let's say they miss the parry all the time. Ok, well... then why there's no reaction to it?
I think you do not see the problem with what I like to call "combat resposiveness", if you strike and hit the enemy, there should be a reaction to it, not "I missed a parry, so I will just try again", same goes for your hero.
Taking RPG by word is one of the most silly things to do, in that description, CoD:
Dogs Ghosts is an RPG - it puts you into a role.
Action RPG means that the combat is a mix of two elements - players positioning and knownledge of game mechanics + stats&RNG.
Also, belive me when I say, that I've never, ever seen a single game that did anything close to actuall medieval sword fighting. Keep in mind Witcher moves are a mix of european and asian/japaniese sword fighting, plus some wild acrobatics, and the AI attacks are... belivable, to a degree but still.
( Before somebody mentions Dark Souls... ok, the moves are doable... but every attack is overly marked and "OMFG the overswings", it makes sense from gameplay standpoint, but if you tried that in real life, you would get horribly murdered ).
It's all about fitting in the context of the game and the world. If it's fitting with artistic theme, no matter how many hits a person will take on a chest, it won't break your immersion. It will looks silly if you will take a step back and look at it, but certainly not in a moment of having it in game.
how do I start?
Alternative? It stays as it is.
That's my alternative.
All I’m asking is that you instead of repeating your argument continuously, you help us all come to a way to fix this problem. Because other people here have opinions and theirs should be considered just as much as yours. So we need to find some middle ground. Help develop an idea, you are part of a group of people who doesn’t agree, but you are also part of the community. We all like the witcher games and we all want to enjoy the third game. It is important that every member of the community can equally experience the next title. You seem to push only your point of view. Suggest ways both those who agree and disagree could make to come to a balance.
I believe that the ideas come up with so far are great because they doesn't really change game play mechanics for those who like it as it is. And I know allot of people are into it even if I'm unsure.
You are also forgetting, that this is a videogame and has to be percieved as so. Not a fencing sim, not a combat sim.
I’m not forgetting. My stand point is that that is not completely correct. Your right this is not a fencing sim. None of us wants to sacrifice the elements that we love about the witcher games for realism. That was not what we are asking for. A game doesn't have to be perceived as one, inside the game itself. Like I said it’s an rpg and we are looking to lose ourselves in some way in that experience, in the role within that world. The nature of that world is that it is more realistic than other rpg. So we should, for the sake of that nature, pay more respect to realism in areas with respect to the game world. I recognize that this world, created by CDPR and inspired by Sapkowski, is not completely realistic, but it is in certain respects. In regards to combat the game is not meant to be gamey or even perceived as a game in visual appearance. that said it is still a game but it need not appear in visuals to be one. Can we agree that the witcher is not meant to look like a game, but like the world of Sapkowskies novels? novels where the world has elements or realism and not containing the past side effects of games inability to capture in certain respects realism. Side effects like AI’s reactions among many other elements that draw people out of the experience.
Yes, some enemies will take multiple hits, and will not block. Classify enemy type: "Pawn", Threat description: "Dangeruous in large groups".
We had the same type living in harmony in Witcher 2, mostly in their natural habitat near the shield knights and 2-hander knights.
I do not see the issue with anything you take as apparently "immersion breaking" in combat. Taking hits happens, and the lack of reaction for them taking hit when they block... and take damage? What?
Let's say they miss the parry all the time. Ok, well... then why there's no reaction to it?
I think you do not see the problem with what I like to call "combat resposiveness", if you strike and hit the enemy, there should be a reaction to it, not "I missed a parry, so I will just try again", same goes for your hero.
Just because it’s a game doesn’t mean it has to have those immersion breaking elements. You may not agree that they hurt the experience, but others have trouble with those kinds of inconsistencies in game worlds that draw you in. and you can guess why. But you are also correct that this is a game. There are important elements that make it enjoyable that are outside of the world and are solely concerned with how we react with it. You have to communicate what is happening in the game especially in combat. But there are other ways of showing that players are interacting than just through visuals.
For the sake of this explanation of these methods take an action such as movement that, in a game, is the outcome of input that we see as 3D visuals. So if you push forward on the controls you should actually move forward on the screen. But there are other ways of communicating motion on screen than just by having actual motion. Camera orientation, visual effects, distortion, sound, etc are used in games now. These are elements of cinema and have been used to great effect in order to communicate events in films to audiences. The same can be done with games especially in the horror genera where lighting and sound become essential for shock.
With the example of a character moving forward I’m now going to say that we are playing the role of a pilot in a fighter jet that can accelerate. We can use actual motion to show input from the player, but then there is more going on in the scene especially from the pilot’s point of view. We can communicate to the player there is speed by adding motion blur for a start. Then I think that the first few seconds of acceleration need to give the player better input to the change in speed when they decide to move forward. I can add some distortion to the environment around the jet and the sides of the camera to show how fast he goes when he decides to accelerate. Then the pilot the player is playing as would experience g forces from this rapid movement. To show that this is happening I can convey the experience that the pilot is close to blacking out by slowly and progressively dimming the screen and increasing the contrast. Then to show how sickening that experience is, I can for a very short moment increase saturation of the colours on the screen. Specifically greens can be saturated because they communicate sickness.
It is important to realise that, although this doesn't make the game more realistic, it makes the experience feel more real. Typical examples from games that are used often are the sound of a heart beat when close to death or the reddening of the screen when hurt.
For enemies in a game to show that they are hurt, you don’t need to see your sword hit them. Body language, sound, the characters expression, the appearance of fatigue can be used, along with health bars that can represent more than hit points.
Taking RPG by word is one of the most silly things to do, in that description, CoD: Dogs Ghosts is an RPG - it puts you into a role.
Action RPG means that the combat is a mix of two elements - players positioning and knownledge of game mechanics + stats&RNG.
That’s right CoD is an rpg in its own right, most games are, but there are sub genera’s. What most people take as an rpg is a word that has been manipulated to encompass more than just a game where you play as a role. Even simulators can be rpg’s.
I acknowledge the adopted meaning of rpg. But let’s not talk about genera’s because they are just names we give to media that we see as having a similarity. And names that encompass a set of anything encourage the false recognition of similarities from our view points. Just because we have names for categories doesn't mean categories exist. Fact is reality doesn’t distinguish between one thing and another, we do that. And we need to because otherwise we can’t make do anything or make sense of anything we a hard wired for it.
So let me ask, is it so bad that a game is not strictly something? Dose it matter on any level that it meet certain specifications to fit a genera if it can achieve something incredible, only if what you are looking for is not to fit into a genera?
Also, belive me when I say, that I've never, ever seen a single game that did anything close to actuall medieval sword fighting. Keep in mind Witcher moves are a mix of european and asian/japaniese sword fighting, plus some wild acrobatics, and the AI attacks are... belivable, to a degree but still.
Look up kingdom come some time, its awesome!
I know the witcher is a mix of different influences that is what we love about the world. I’m not asking for that to be changed at all. But specifically those deserters could fight or rather act more like believably living beings right? Its not rally in their character to be game like animated mannequins. Even if they are in a game.
It's all about fitting in the context of the game and the world. If it's fitting with artistic theme, no matter how many hits a person will take on a chest, it won't break your immersion. It will looks silly if you will take a step back and look at it, but certainly not in a moment of having it in game.
I... wouldn't call those deserters reactions as exactly fitting with artistic theme... I guess it could fit with the vision for the game that a director has.
True though it’s not as noticeable in the moment, but have you ever watched a film, the matrix for example. And seen that scene where Neo is opening the door in the second film, and you can see the reflection of the camera on the handle. Or in the lord of the rings the two towers in the first scene with Eomer where his sword falls out of his sheath as he rides away. As soon as you see it, it can’t be unseen. It burns a massive hole in your mind like the sour end of a joint. Its kind of the same with those character animations for some people.
At that anyone reading this don't look up movie mistakes and don't go looking for the ones I have mentioned forget them I don't want anyone to experience that kind of suffering.