[MUD-Dev2] Combat Systems (was: Reasons for Play)
Adam Martin
adam.m.s.martin at googlemail.com
Fri Apr 13 11:07:50 CEST 2007
On 22/03/07, Adam Martin <adam.m.s.martin at googlemail.com> wrote:
> On 19/03/07, John Buehler <johnbue at msn.com> wrote:
> > Here's a sincere question for anyone who has been involved with developing
> > a > published game in the action genre: why are combat systems the way
> > they are? Is it inertia from the past, failure to find a new sweet spot,
> > simple > enjoyment of things the way they are, difficulty in producing
> > anything much more involved than exists today, something else?
>
> Out of interest, have you looked at the info on Tabula Rasa? There was
> a recent spate of interviews and IIRC some new footage at GDC the
> other week.
>
...and what do you think of the proposed system for Pirates of the Caribbean?
"Unlike the previous generation of MMOs, Pirates of the Caribbean
Online's combat is real-time and based on timed clicks of the mouse. A
left-click begins a combat sequence and clicking again at the proper
moment moves the player's avatar into the next phase of the sequence.
A right-click allows the player to select a special move with a longer
cooldown period. As players train with their weapons, they'll get
points that they can place into various skills, making them more
powerful or adding new moves to chain combos. "We wanted to make
combat more dynamic," Goslin said. "Being a pirate is all about
action, so we didn't just want people just watching the interface
during combat." "
http://uk.pc.gamespy.com/pc/pirates-of-the-caribbean-online/778443p2.html
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