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J. Muller

It can now safely be established...

...that I am nuts.

So I had an idea while I was away. I had just seen part of "Fearless", and I was thinking to myself, "Wow, that's a pretty cool fight scene. Why can't Soul Caliber be like that? Fighting games rarely turn out like action movies..."

And then I had an epiphany! I realized that the reason fighting games are so limited compared to action movies is because they are limited by a relatively small amount of commands, and rely on the reflexes of the players to achieve results of the type seen when martial artists fight. Which is to say this: When martial artists fight in action movies, they rarely hit each other. Most moves are misses because the other dodges. Now, this doesn't happen in fighting games (at least the ones I've played) because even if you did know how to dodge, it takes a really good player to actually do so.

I realized that the way to achieve results similar to those found in action movies was the following: The fight is divided into a number of rounds. At the beginning of the first round, the attacker (determined randomly) is given a certain number of slots--let's say twenty. He then inputs twenty moves--punches, kicks, grabs, whatever.

When the round starts, he begins his attack, and the defender is forced to input a corresponding series of button presses. A successful input results in a dodge. An unsuccessful one (incorrect, not in time, etc.) results in the attacker hitting.

However, the moves the attacker and defender make are heavily influenced by the arena, changing the attacks and dodges dramatically. A dodge results in the defender being pushed back or to the side, depending on the dodge--it's a 3d arena, by the way. Let's say they're fighting near a bar--the attacker might attempt to grab a bottle and smash it on his opponent's head, and the defender might attempt to jump over the bar to evade that.

When the attacker is finished, it switches to the defender's turn, and he is now the attacker. Once both players have finished their attack turns, the round is over.


I'll give you a moment to consider what this game would be like. Go on, think about it. Are you getting it? It even scares me that I came up with this.

It's a DDR-style fighting game.
Moozy

Re: It can now safely be established...

J. Muller wrote:
I'll give you a moment to consider what this game would be like. Go on, think about it. Are you getting it? It even scares me that I came up with this.

It's a DDR-style fighting game.

In other words, it's a virtual reality game, except you're on something like a DDR mat instead of with a special helmet and a gun.

And we all already knew you were crazy. Joining GitP qualifies you for that. Smile
J. Muller

No, you'd use a controller. I'm not that crazy.
Magtok

I can imagine that a system like that would be very useful for a game with a lot of swordplay. A clocktower scene would be awesome.

My only concern is that the first guy to attack in the fight would have an advantage. It would increase the difficulty in the story mode or campaign (or whatever the 1-player mode is called), but it'd be annoying in multiplayer if one player won against an equally skilled player simply because he got to attack first.
Geomancer

Have you ever played Viewtiful Joe? Because that has a dodging aspect frightfully similar to what you are describing. It's also the most fun platform/fighting game I've ever played.
Artemis

Re: It can now safely be established...

Moozy wrote:
J. Muller wrote:
I'll give you a moment to consider what this game would be like. Go on, think about it. Are you getting it? It even scares me that I came up with this.

It's a DDR-style fighting game.

In other words, it's a virtual reality game, except you're on something like a DDR mat instead of with a special helmet and a gun.

And we all already knew you were crazy. Joining GitP qualifies you for that. Smile


Is it bad that I think that might be fun? Although if your playing with another person it could turn into an actual fight...

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