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 Let's Invent: New Combat System

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SinisteRing
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PostSubject: Let's Invent: New Combat System   Tue May 03, 2011 11:51 am

Alright, so yeah, I'm kind of bored. I'm going to start launching a few new debates about game design & theory and I'd like you all to participate. This is basically going to be a think tank where we're going to come up with ideas for great systems to implement in a game. Hopefully, after all is said and done, we can come up with an awesome overall game idea. I'll be keeping notes and it's going to be some intense debate, so let's get started:


Let's start off with something fairly interesting and immersive. I'd like to know if anyone has any ideas on how to reinvent combat with the use the first-person or third-person camera. Some examples of games which have done a good job with their combat system, bringing it slightly out of the norm while still making it enjoyable and unique.

  • Oblivion uses a First-Person camera and still has great combat using shield block, bow & arrow aim, sword slice and stab, etc.
  • Mount & Blade: Warband has perhaps the greatest third-person melee combat system I've seen, using a combination of 4 attack directions and many different styles of weapons with their own unique ups and downs. Not to mention strong crossbow and bow & arrow firing systems.
  • Portal 2 re-invented first-person shooter guns by creating a new dynamic: portals. This reinvented it and created a whole new idea which can be changed and manipulated to suit other games. For example, what if a real FPS had the portal gun as well, yet you could carry a secondary weapon and have PvP?
  • Assassins Creed: Brotherhood has a strong combat system as well, combining the unique abilities of each weapon (smoke bomb & stabbage to death is my favorite) along with execution combos and counter attacks. Imagine having those counter-attacks be part of PvP.
  • GunZ Online had a great way of using 3 dimensional physics and geometry to create a truly amazing combat system. The very fast-paced animation-cancelling system creates for new innovations on combos and different combat scenarios lead to different combat tactics. Each weapon has its ups and downs, but the game is plagued by the fact that hit confirm is server-side. Not to mention the fact that people with extremely fast fingers are usually the winners of the battle.

So do you have any ideas on a combat system in a third-person or first-person camera which could really impress a gamer? Give me your thoughts.


Last edited by SinisteRing on Wed May 04, 2011 4:42 pm; edited 1 time in total
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Dragonheart91
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PostSubject: Re: Let's Invent: New Combat System   Tue May 03, 2011 1:55 pm

I would like to see an MMORPG like Rift, but with gameplay more along the lines of DotA. All the MMO games have slow boring combat. If they added some fast and intense fighting, it would take things to a whole new level.

As far as actual controls, it could still be third person and could still use hotkeyed abilities. Actually, I would rather like having no auto attack at all and all manually targeted abilities. Maybe even a splash of character movement more like Gunz with fast evasions and rolls. (Although not QUITE that fast.)


Although I'm not really sure if I'm on the topic you are looking for here.
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PostSubject: Re: Let's Invent: New Combat System   Tue May 03, 2011 4:29 pm

Id say Warhammer Online was pretty close to that Dragonheart, pvp combat was fun, fast, and hectic.........just wish they did a better job with the rest of the game.....

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PostSubject: Re: Let's Invent: New Combat System   Tue May 03, 2011 7:12 pm

I call bullshit. Maybe things had less hp than in other MMOs, but that game looks just like every other MMO in the way the gamplay is handled.
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PostSubject: Re: Let's Invent: New Combat System   Tue May 03, 2011 7:23 pm

I told you in the chat last week, look into the classic game Sacrifice, one of the most original games of all time; I love that game.

P.S.: I wouldn't use Oblivion's combat. The others I haven't played.
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PostSubject: Re: Let's Invent: New Combat System   Wed May 04, 2011 1:09 pm

I'm looking for ideas of new combat systems. What would be a great combat system for a game in first or third-per...

Hmm, maybe I'm starting on the wrong foot. Game design doesn't start with a combat system. I guess I'll start somewhere closer to home in the game design process.
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PostSubject: Re: Let's Invent: New Combat System   Wed May 04, 2011 5:19 pm

I told you in the chat last week, look into the classic game Sacrifice, one of the most original games of all time; I love that game.

It involves strategy, RPG and action and is set in the familiar magic environment.
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SinisteRing
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PostSubject: Re: Let's Invent: New Combat System   Wed May 04, 2011 8:04 pm

I don't think you understand the word "new." -.-
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PostSubject: Re: Let's Invent: New Combat System   Wed May 04, 2011 8:06 pm

I don't think you know the phrase "Source of inspiration." =/
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PostSubject: Re: Let's Invent: New Combat System   Thu May 05, 2011 9:45 am

You should utilize a 2D system.

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SinisteRing
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PostSubject: Re: Let's Invent: New Combat System   Thu May 05, 2011 3:21 pm

Jay.J wrote:
You should utilize a 2D system.
What's your reasoning?
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PostSubject: Re: Let's Invent: New Combat System   Thu May 05, 2011 10:38 pm

2D like a fighter? Or platformer?

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PostSubject: Re: Let's Invent: New Combat System   Thu May 05, 2011 11:22 pm

That Gum You like is going to come back in style.
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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 9:10 am

2D systems are much simpler and easier tor inexperienced people to make and design. Also, they are more fun.
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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 10:14 am

Dragonheart91 wrote:
2D systems are much simpler and easier tor inexperienced people to make and design. Also, they are more fun.
How are they more fun? What's the reasoning here?
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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 2:10 pm

The reasoning is personal preference. I've found that the relative simplicity of 2D games allows for a higher skill level and greatly more focused gameplay.
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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 2:30 pm

From a marketing stance, that's a bad move. 2D games do not have as large of a playerbase as 3D games. People like the new, flashy graphics that 3D games offer, so that's where I'm going to be. Sure, I want a great game, but it's more important to give people incentive to play it, and the 3D engine does that effectively.
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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 2:34 pm

I GOT IT A 4D GAME, YOU PLAY IT NOW, BEFORE, AND AFTER

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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 5:23 pm

How do you play it before? (And now, for that matter).

Here's another piece of amazing input from me.
Warzone 2100. That game has the highest level of customization ever, and is still being developed and played. Do that, a game with a lot of customization, originality, and innovation, in whatever team you want, be it Magic (Play Magicka, that game is so original and good), Science Fiction, or flying turtles trying to kill a couple plumbers.
People do not care about the graphics as much as you think, the best example being Minecraft.

On a side-note: YOU REMIND ME TODAY OF A SMALL MEXICAN CHIHUAHUA.
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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 5:44 pm

Games have less depth, skill, story, quality etc. because too many resources are poured into making it look good, opposed to actually being good. Marketing wise that's great, but consumer wise it sucks.

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PostSubject: Re: Let's Invent: New Combat System   Fri May 06, 2011 6:25 pm

Also, I'd say leave the market thinking to big companies with an already solid reputation, like EA. You just worry about the quality, you want the word spreading that the game's good, not that it's eye candy. A reputation for eye-candy won't be any good.

P.S.: Wow, Bob, Wow.
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