» Wed Jan 26, 2011 7:41 pm
I agree with everybody who says that it would be nice to have animations for dodging, rolling with blows, glancing strikes, etc. It would make combat feel way better, and be a lot more satisfying. BUT... to my knowledge the technology isn't there yet, at least it's never been demonstrated in a game AFAIK. Hopefully Skyrim and future games will be a step up from what we've seen in the past, but expectations may be high at the moment.
Gamers get this bizarre notion of realism based on satisfaction in games that are, honestly, ridiculous. There are these ideas from FPS games that you can score headshots on countless enemies while sprinting and bleeding out your ears. The truth is, any realistic game that depended on player skill would result in maybe 1 in 10,000 characters surviving the first minute of the first combat situation they got into.
So, when talking combat, we're really talking about satisfaction, which is totally separate, and often the complete opposite of realism.
Anyway, in order to get satisfying real-time combat animations, the calculations would have to finish before the weapon finished the swing. The combat simulation would have to anticipate action, and this would require a lot of computational power, and be very tricky to program. To get it right or "close enough", would probably require a lot more work than any company would be willing to pay for. This might evolve in games slowly over time as developers nudge forward, but we're not going to see a full-blown system appear out of nowhere. Nobody will pay for it. And when I'm talking anticipation, it would have to be close to 100% correct. For example, in a real fight, if a human anticipates incorrectly, they might get struck, or trip or whatever. But if a computer anticipates incorrectly, you get the wrong animation. That is, the game starts a dodge animation when it should be a stagger, or a block animation when it should be a trip, or whatever.
So while I don't actually care whether the system is min - max, IMHO it's closer to a realistic fight (as opposed to a satisfying fight). The variation in damage is an abstraction for glancing blows, subtle movement from the opponent, less than perfect timing from the attacker, and a thousand other variables that can't be controlled directly by the player.