» Thu Aug 20, 2009 8:05 pm
I'm for it. Like it or not, Bethesda has made an obvious shift towards making action RPGs. While I may not like that they applied this paradigm to the Fallout franchise (which was originally meant to simulate GURPS before they switched to SPECIAL), it makes perfect sense that they would do so for TES, which has always had at least a small action component to it. So that being the case, I believe that they should always move toward making the action support the role play which, to me, means immersion over arcade.
Here's my take on how it could work in the context of a TES game.
Where you hit would be determined by player actions. With some minor tweaks to the Oblivion approach, this could work for locational damage. I posted this back before Skyrim was announced, but I'll repeat myself rather than link for readability's sake. Also laziness' sake. I don't want to look it up. The direction + attack method of determining your attack type should be kept, but the specifics would need to be altered to allow for targeted shots. Don't worry, I'm not talking about anything major. Remember: minor tweaks. Basing this on a sword (obviously something like a mace or axe is going to have their own attack methods), it would go as follows:
F = Forward B = Back R = Right L = Left A = Attack
A = Thrust at Center
F+A = Thrust at Head
B+A = Thrust at Legs
R+A = Slash to the Right at Center Level
L+A = Slash to the Left at Center Level
Movement directions could be combined so that, for example, F+L+A would be a slash to the left at head level. What this accomplishes is the ability to, with practice, attack any part of the body (on a human sized target) without having to completely reinvent the wheel.
Now why have multiple ways to attack the head, you say? Why not just say that F+A is a head attack and leave it at that? Well in order to overcome an upgrade in defensive abilities, i say. Manual shield blocking was a nice addition to Oblivion's combat system, but I feel that, especially if a locational damage system was added, Bethesda can do better. In some ways, Morrowind was the more realistic of the two games, even if Oblivion had a more immersive combat system. If you've ever watched medieval reenactment combat or a SCA tourney, you may notice something about the people fighting. They don't fight with their shields hanging uselessly at their sides! When you are in combat, you are always blocking. The question then becomes not "are you blocking?" but rather "what are you blocking?" A simple change here fixes things up nicely.
When you have a shield equipped in combat, your shield is always at center level. What that blocks would depend on the size and shape of the shield. When you hit the block button, you simply raise the shield to block against a head shot. So why not just equip a larger shield and keep it raised to defend against both head and body shots? Two reasons. First, your legs are wide open. Second, it's kind of hard to guard your head with a shield and still be able to see anything other than the back of your shield. A wiser fighter would raise it to block the shot and then quickly drop it back to normal position. So if a shield is always blocking the torso, what good would attacking at center level do? Well since we are talking locational damage, the answer is "plenty, if you happen to be attacking from his sword arm side where there is no shield." Suddenly, rather than holding block as you main (I'm sorry, I meant only) viable method of defense, positioning and good timing are more important.
Not quite done with defense, though this is a bit hazier. Another thing about shields. They don't magically make you incapable of parrying. I propose that you should be able to parry with your weapon even with a shield equipped. I haven't completely decided on the how of it yet, though I have some thoughts. One way would be a fallback to Morrowind. Pure chance ( based upon block skill) that an attack on your weapon side is parried by your weapon. I don't like it much though, since it takes control away from the player and could cause some rather glitchy looking animations if you happened to be in the middle of an attack. Another way would be to add a parry button. I don't really like this either for the same reason that I didn't really like the extra button approach that Deadly Reflex uses. I have two hands. The right one is taken by the mouse, and the WASD keys get jealous when my left one strays in the middle of combat. Maybe if it was once of the convenience keys, like 'E'. Finally, you could simply have it use the same button as the shield and have the game detect which side the attack is coming from in order to decide which type of block your character uses. This, too, has a downside. What happens when you are flanked by two enemies? As I said, the how of the matter is bit fuzzy.
Sooooo... I just spent a few paragraphs talking about the action side of the equation, so what about the RP bit? I'm talking about stats here, not acting out your character. Well, for starters, Unless the hit detection is quite advanced, we aren't likely to get more than head, arms, torso and legs (maybe groin if they want to throw in a Fallout easter egg). This is where character skills take over. A skilled character is going to be more likely to find the seams, straps and other weak points in armor, thus doing more damage to the opponent, their armor, or both(we're going to be original and call this a 'critical strike.' ) . A skilled marksman will retain their (player controlled) accuracy over longer distances. Differences in combat skill between a character and an NPC could affect the NPC's AI. There's lots of ways that character skill can matter that doesn't actually take the action out of the player's hands.
If I had my way, Skyrim would be a much more dangerous place because damage would be effect based, not HP(yeah, it's a radical change that would never happen, but I can dream). A good solid hit to an unarmored head could potentially kill, and good strikes to other parts wouldn't be much better. Armor would be less about decreasing damage and more about keeping the really bad effects away (until a skilled character finds those seams and straps I mentioned above). Assassins could kill an unsuspecting victim in one sure strike, and mage's fire would be something to fear. Maneuvering would trump endurance. Combat would feel visceral and look more like combat than two girls slapping each other.
But that's another matter...