[MUD-Dev2] Combat Systems (was: Reasons for Play)
Kerry Fraser-Robinson
kfr at redbedlam.com
Mon Mar 26 07:48:00 CEST 2007
> 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?
>
> "There were so many other big problems to solve that were less risky
> to mess around with" :)
I never like to bang on about RV here of all places but Roma Victor has
a real-time combat system featuring body part targeting, armour and
weapon variation etc. etc. If we can do it then I don't see why the
'big boys' can't - unless it is purely risk aversion as has already been
astutely observed.
-KFR
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