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7/3/2025, 5:19:59 PM
6/14/2025, 12:52:19 PM
>>712598778
The thing about multiplayer melee games everyone needs to understand, is that real life swordfights are determined by:
1 - Physical strength
2 - Full body agility and dexterity
3 - Stamina
4 - Quick thinking
1, 2, and 3 don't translate into video games in a fun way - how do you represent physical strength, do you make the player do bench press minigames for 10 hours prior to a swordfight? How do you represent dexterity when the only part of the body the player can use is their hand?
So that only leaves quick thinking and a little dexterity as what decides who wins a video game swordfight.
But due to the latency of online multiplayer, there's a cap on how much "quick thinking" you can put into a game. If players need to be able to react to an attack in 0.2 seconds, you have a game that's unplayable for anyone with anything but perfect ping.
So the only way to inject skill into a melee multiplayer game is to create situations where players can trick each other into parrying at the wrong time. Like what >>712605638 is complaining about.
Things like weird morph feint drags can be overcome by skill, but casuals don't want to git gud, so instead they focus on how it looks weird as an argument for why it shouldn't exist.
This is why melee vidya will ALWAYS be stuck somewhere between "weird looking unrealistic fights" and "skill-less stat checks", until someone invents a VR holodeck with force feedback.
Mordhau and Mount and Blade are the two games to strike the best compromise between weird-looking, and fun and skillful.
Chivalry 2 and For Honor are examples of what happens when you try too hard to look realistic (although For Honor didn't really accomplish that either), and get dumbed down gameplay as a result.
The thing about multiplayer melee games everyone needs to understand, is that real life swordfights are determined by:
1 - Physical strength
2 - Full body agility and dexterity
3 - Stamina
4 - Quick thinking
1, 2, and 3 don't translate into video games in a fun way - how do you represent physical strength, do you make the player do bench press minigames for 10 hours prior to a swordfight? How do you represent dexterity when the only part of the body the player can use is their hand?
So that only leaves quick thinking and a little dexterity as what decides who wins a video game swordfight.
But due to the latency of online multiplayer, there's a cap on how much "quick thinking" you can put into a game. If players need to be able to react to an attack in 0.2 seconds, you have a game that's unplayable for anyone with anything but perfect ping.
So the only way to inject skill into a melee multiplayer game is to create situations where players can trick each other into parrying at the wrong time. Like what >>712605638 is complaining about.
Things like weird morph feint drags can be overcome by skill, but casuals don't want to git gud, so instead they focus on how it looks weird as an argument for why it shouldn't exist.
This is why melee vidya will ALWAYS be stuck somewhere between "weird looking unrealistic fights" and "skill-less stat checks", until someone invents a VR holodeck with force feedback.
Mordhau and Mount and Blade are the two games to strike the best compromise between weird-looking, and fun and skillful.
Chivalry 2 and For Honor are examples of what happens when you try too hard to look realistic (although For Honor didn't really accomplish that either), and get dumbed down gameplay as a result.
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