Anonymous
8/23/2025, 11:17:21 PM
No.718875627
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>Parrying is precise and finicky, relying on an audio cue or narrow timing window to perform successfully. If youโre in a hectic combat situation, you already have enough to pay attention to.
>I wonโt hide the fact that my stance is informed by the fact that I am terrible at parrying. But I would argue this is not my fault. In real life, I briefly took a fencing class in college, so I understand the concept of what it is to parry, and it is an action I have pulled off with variable success in the physical world. I donโt think this action translates well to video games.
>In third-person games it can be hard to understand when precisely you should parry; these kinds of games have to give you wind-ups and clues to help you know when to enter into their simulation of objects moving through space.
>Parrying is inherently a first-person activity; if you are seeing it in third-person it means youโre not part of the parrying situation, and as such have no need to know when someone should parry.
>In first-person games the sort of calculations youโd do in the physical world are functionally impossible when ported to the virtual. In real life, you inherently sort of know how to work with the length of a sword, how fast itโs moving, how long your own sword is, and how far away you are. When you remove the bodies and the space, the whole concept basically falls apart.
>Video games have to turn parrying into an animation that must be entered into correctly; they have to introduce all those clues youโre required to parse, turning the whole thing into some kind of cruel rhythm game, because there is no way to recreate actual parrying. You lose the spontaneity, the freedom, and the responsiveness in real life.
is she right?
>I wonโt hide the fact that my stance is informed by the fact that I am terrible at parrying. But I would argue this is not my fault. In real life, I briefly took a fencing class in college, so I understand the concept of what it is to parry, and it is an action I have pulled off with variable success in the physical world. I donโt think this action translates well to video games.
>In third-person games it can be hard to understand when precisely you should parry; these kinds of games have to give you wind-ups and clues to help you know when to enter into their simulation of objects moving through space.
>Parrying is inherently a first-person activity; if you are seeing it in third-person it means youโre not part of the parrying situation, and as such have no need to know when someone should parry.
>In first-person games the sort of calculations youโd do in the physical world are functionally impossible when ported to the virtual. In real life, you inherently sort of know how to work with the length of a sword, how fast itโs moving, how long your own sword is, and how far away you are. When you remove the bodies and the space, the whole concept basically falls apart.
>Video games have to turn parrying into an animation that must be entered into correctly; they have to introduce all those clues youโre required to parse, turning the whole thing into some kind of cruel rhythm game, because there is no way to recreate actual parrying. You lose the spontaneity, the freedom, and the responsiveness in real life.
is she right?