Blackbeard
Member
I logged in for the first time to this forum because I believe that Sui Generis has great potential to make new standards in RPG genre and I would like to contribute with my knowledge, suggestions and resources. My modest personal opinion comes from years of playing games, programming sandbox mod for ArmA2, as well as from dreams and ideas about RPG game, and fresh experience in martial arts.
I divided this text in sections and important sentences are highlighted.
1. The problem
2. Personal experience
3. Trends and solutions in games (so far)
4. Possible solution in Sui Generis
1 The problem
Characters lack stances and appropriate counter-stances, as well as transitions between stances to be believable combatants. This opinion I formed based on Pre-Alpha Gameplay video, Combat Demo Beta Release announcement, Update #28 and other people’s opinion on this forum.
The character’s waist doesn't seem to be firmly grounded through feet and legs. Characters still look like tennis players trying to hit the ball that is far away (tennis player horizontal dive). It is noticeable on these images too. They show behavior like pendulum or metronome rather than being firmly grounded and dealing blows that are coming from the waist.
Nevertheless, such combat mechanic could be preserved for novice characters, while veteran characters could evolve their moves to more balanced combat style.
2 Personal experience
I study and practice bokken and staff combat for two years now, and the main postulate, the very first milestone I learned, is that every attack originates from the center (Japanese: hara, tanden)/ waist/ hips (in plain words).
A friend of mine (together with his team) is doing medieval sword fighting for over 10 years. In this video taken with GoPro camera (only to test the camera and settings) you can see that there is no losing of balance at all. Stepping and sword-work are synchronized. On this other video that I found by searching ‘longsword triangular movement’ you can see that every step is precise regarding speed, angle and distance.
3 Trends and solutions in games (so far)
Sui Generis should stay committed to the original combat concept. Clichés are hard to break but Sui Generis has huge potential to do it! So what should be avoided?
In my opinion, there are two major classes, so far, when it comes to (let’s call it) modeling ‘medieval-sort of’ combat (action RPGs only; games with significant dice mechanics and thus enemy scaling behind combat are excluded here):
There is, however, the class III of games that fall somewhere in-between. Games like Sui Generis, Kingdom come: Deliverance, Clang and legendary jewel of all – Blade of Darkness. Especially at the beginning of Blade of Darkness, simple moves (without “thousands of combos”) are effective and precise blows are enough to win the fight. Movement, timing and striking together were one swift thought – not just one-button-press, complicated yes, but intuitive and with enough control – and such game mechanics led to spectacular fights.
4 Possible solution in Sui Generis
When I summarize everything said above, what would be solution that might lead to better and believable medieval gameplay in Sui Generis?
Stay faithful to the original concept where combat was model-oriented and not "strafing&chambering"-key-combo-oriented. Players should observe the fight, be patient, adapt to situations and be prepared for the opportunity to strike (opportunity that arises from the combat model). I remember you conceived the combat in the beginning as following: one button dedicated to attack and while not attacking character performs blocking and parrying. Mouse position to control line of sight, movement keys to control character's position. Thrust/stab should be default straight-line attack. Overhead attack should be straight-line attack chained to the right or left cut. Directions are picked up randomly.
If concept diverges from this plan, Sui Generis will just emulate already existing "strafing&chambering" concepts or, in other words, "turrent-tank" combat behavior (class I), with "tennis-play vibe". If you then add: press this to do that, press combination to do something else, then you mix it with class II. And then uniqueness is definitely gone forever… Here is a glimpse of that:
Here is a video where you can see the attack in slow motion. Notice two time points: 1) at 322.655ms the whole strength of the attack, from arms and torso, is grounded through the left foot, 2) at 383.653ms there is a gliding movement over the ground while the right foot is preparing to “land” and left foot is sliding a little bit, thus maintaining solid supportive structure. However, the end of the attack is when the right foot landed, although the opponent stopped the strike. In this other example from the same development team, one can nicely notice stances, movements and how strikes are connected.
Experience combatant should never overcommit to the attack in such way to lose balance and move like being drunk (*from the previous video about overcommiting). Therefore, combat should not be modeled like tennis play where one can have luxury of compromising his/her own balance and follow the tennis racquet with whole body in order to reach the ball. It should be modeled like casting a fishing pole/ rod. If attack misses – it misses – balance is preserved. Distance was too far, that’s ok – one is still in control and ready for the next movement.
It’s like when beginners learn kata or flourishing – “a solo free-flowing series of techniques (both attacks and covers) performed in a non-pre-arranged order that simulates fighting against an opponent or multiple opponents and encourages economy of motion, footwork and good bio-mechanics” [quote from The Association for Renaissance Martial Arts Forum]. I believe gamers would really like to see single character connecting blows without losing balance and walk like “drunken robot”! Other aspects of the combat – flow, responsiveness, intuitiveness, simplicity are gorgeous already from the beginning!
I divided this text in sections and important sentences are highlighted.
1. The problem
2. Personal experience
3. Trends and solutions in games (so far)
4. Possible solution in Sui Generis
1 The problem
Characters lack stances and appropriate counter-stances, as well as transitions between stances to be believable combatants. This opinion I formed based on Pre-Alpha Gameplay video, Combat Demo Beta Release announcement, Update #28 and other people’s opinion on this forum.
The character’s waist doesn't seem to be firmly grounded through feet and legs. Characters still look like tennis players trying to hit the ball that is far away (tennis player horizontal dive). It is noticeable on these images too. They show behavior like pendulum or metronome rather than being firmly grounded and dealing blows that are coming from the waist.
Nevertheless, such combat mechanic could be preserved for novice characters, while veteran characters could evolve their moves to more balanced combat style.
2 Personal experience
I study and practice bokken and staff combat for two years now, and the main postulate, the very first milestone I learned, is that every attack originates from the center (Japanese: hara, tanden)/ waist/ hips (in plain words).
There is also appropriate term in martial arts – zanshin: in the context of kendō, zanshin is the continued state of spirit, mental alertness and physical readiness to meet the situation (such as an opposing attack) that must be maintained when one returns to kamae (fighting stance) after attacking. It is one of the essential elements that define a good attack [ref: Wikipedia – “Complete Kendo” by John J. Donohue; Tuttle Publishing, 1999, page 89]. That includes being balanced after finishing the attack.One of the most important elements of historical fencing study is that of basic fighting stances and guard positions. Nothing is more fundamental than these two things. Stances or guards (leger/huten or guardia/posta) are in many ways the very foundation of medieval swordsmanship. The offensive and defensive postures and ready positions from which to deliver all manner of blows lie at the heart of any fighting method. Unquestionably, they represent the beginning of study. All principles and techniques of fighting all are employed in relation to these postures. But they are not “static” postures, but dynamic “ready positions” from which to strike or counter-strike (ref.).
A friend of mine (together with his team) is doing medieval sword fighting for over 10 years. In this video taken with GoPro camera (only to test the camera and settings) you can see that there is no losing of balance at all. Stepping and sword-work are synchronized. On this other video that I found by searching ‘longsword triangular movement’ you can see that every step is precise regarding speed, angle and distance.
In that sense driving F1 is also choreographed... It looks like that, but once one starts practicing, one realizes how many thoughts and decisions go through beginners mind. On the contrary, masters focus on strategy, and actions are performed accordingly and automatically.The utility vs. elegance discussion concerning melee combat is one that pops up a lot here.
A common misconception about medieval combat is that it's completely choreographed. Yes, knights were taught and trained in medieval warfare, and possessed the knowledge and the techniques used in what people teach about combat nowadays.
The combat, in its current state, looks chaotic. It makes Sui Generis look like a "swing & pray" kind of game, which it isn't. Behind the chaos, however, are certain patterns, perhaps invisible to a lot of people that do not know a lot about/ interest themselves in combat in any way.
3 Trends and solutions in games (so far)
Sui Generis should stay committed to the original combat concept. Clichés are hard to break but Sui Generis has huge potential to do it! So what should be avoided?
In my opinion, there are two major classes, so far, when it comes to (let’s call it) modeling ‘medieval-sort of’ combat (action RPGs only; games with significant dice mechanics and thus enemy scaling behind combat are excluded here):
1. ‘Anti-button mashing’, skill oriented games – Mount and Blade (series and its derivatives), Chivalry: Medieval Warfare, Dark Messiah of Might and Magic – that give the player full control over the movements and strikes but require timing and fast reflexes (with the mouse and keyboard/ controller).
2. ‘Hack&slash’-like cinematic oriented games that rely heavily on MoCap and inverse kinematics – Assassin’s Creed series, The Witcher series, The Cursed Crusade, Ryse: Son of Rome, Blade Symphony, etc. – that mainly require from the player timing and reacting according to rock-paper-scissors mechanics = light and heavy attacks (guard breaks) vs. block, evade/dodge, parry, deflect… bla, bla, bla…
The problem with the class I was nicely described by one member at the Paradox Interactive forum:
And of course this means no more head bobbing and ‘found footage’-like camera movements.Characters seem to be (and indeed are) composed of two distinct and independent pieces: the torso and the legs. To make a visual analogy: it's like a tank and its turret. You have the upper half that can face any direction while the lower half can move freely. Characters couldn’t make a 360° turn with their torso, thankfully, but it's still pretty unnatural and unrealistic. Nobody could fight like that in real life, moving as if its leg are independent from the body.
I'm going to say it once and for all: melee combat in was horrible to look at. It wasn't a duel between two human beings, it was some kind of robot fight where two weapon platforms on legs tap-danced around each other in jerky motions while swinging unrealistic blows at strange angles and spazzing out feints.
What this game needs is a movement stance and a combat stance. The first one quite obviously allows you to move freely but you can't attack. The second one forces you to take small steps while facing a single direction (or maybe even locking down on a specific opponent) but allows you to attack freely, add the possibility of taking a small but fast hop once in a while to dodge or make a surprise attack and you have a pretty solid combat mechanic in my opinion. No more absurd backpedalling spearmen, no more ridiculous claymore swinging clowns that run around in circles, wouldn't that be good?
2. ‘Hack&slash’-like cinematic oriented games that rely heavily on MoCap and inverse kinematics – Assassin’s Creed series, The Witcher series, The Cursed Crusade, Ryse: Son of Rome, Blade Symphony, etc. – that mainly require from the player timing and reacting according to rock-paper-scissors mechanics = light and heavy attacks (guard breaks) vs. block, evade/dodge, parry, deflect… bla, bla, bla…
The problem with the class II is that they tend to oversimplify the gameplay and reduce it to two possibilities: to spam attacks/combos or use ‘fast-kill-counter’ button/combo. In other words, once you understand the mechanics, gameplay becomes ridiculously easy and, although sometimes being fun, extremely repetitive.
There is, however, the class III of games that fall somewhere in-between. Games like Sui Generis, Kingdom come: Deliverance, Clang and legendary jewel of all – Blade of Darkness. Especially at the beginning of Blade of Darkness, simple moves (without “thousands of combos”) are effective and precise blows are enough to win the fight. Movement, timing and striking together were one swift thought – not just one-button-press, complicated yes, but intuitive and with enough control – and such game mechanics led to spectacular fights.
4 Possible solution in Sui Generis
When I summarize everything said above, what would be solution that might lead to better and believable medieval gameplay in Sui Generis?
Stay faithful to the original concept where combat was model-oriented and not "strafing&chambering"-key-combo-oriented. Players should observe the fight, be patient, adapt to situations and be prepared for the opportunity to strike (opportunity that arises from the combat model). I remember you conceived the combat in the beginning as following: one button dedicated to attack and while not attacking character performs blocking and parrying. Mouse position to control line of sight, movement keys to control character's position. Thrust/stab should be default straight-line attack. Overhead attack should be straight-line attack chained to the right or left cut. Directions are picked up randomly.
If concept diverges from this plan, Sui Generis will just emulate already existing "strafing&chambering" concepts or, in other words, "turrent-tank" combat behavior (class I), with "tennis-play vibe". If you then add: press this to do that, press combination to do something else, then you mix it with class II. And then uniqueness is definitely gone forever… Here is a glimpse of that:
Actually, I think your both slightly off with the stabbing. I was under the impression that you hold to attack normally (slashes) (hence why you can stop a swing to do a "fakey"). And to stab, you double click, then hold the second click. So click, then click again and hold.
Distinct synchronization of the movements gives rise to the stances. I searched images for ‘Capo Ferro’. On this particular image you can see that the front, right leg gives the support to the center of the body, while the left leg and left arm provide balance in order to have the most reach with the sword. Again I will refer back to choreography -- this is not a pose but a stance. It has a purpose in combat.You are right. To perform the 'normal' horizontal swings it seems we indeed have to hold the attack button. My bad!
About stabbing/overheads, I agree it sounds a a tiny bit less straightforward than what I had originally expected. I'm sure I can get used to it though.
Here is a video where you can see the attack in slow motion. Notice two time points: 1) at 322.655ms the whole strength of the attack, from arms and torso, is grounded through the left foot, 2) at 383.653ms there is a gliding movement over the ground while the right foot is preparing to “land” and left foot is sliding a little bit, thus maintaining solid supportive structure. However, the end of the attack is when the right foot landed, although the opponent stopped the strike. In this other example from the same development team, one can nicely notice stances, movements and how strikes are connected.
Experience combatant should never overcommit to the attack in such way to lose balance and move like being drunk (*from the previous video about overcommiting). Therefore, combat should not be modeled like tennis play where one can have luxury of compromising his/her own balance and follow the tennis racquet with whole body in order to reach the ball. It should be modeled like casting a fishing pole/ rod. If attack misses – it misses – balance is preserved. Distance was too far, that’s ok – one is still in control and ready for the next movement.
The stance is the final product of the synchronization between arms, torso and legs [example]. The whole body should be attacking, not just the arms (or sword like racquet). Therefore, game doesn’t actually need separate movement and combat animations, MoCap references or (semi-)canned attacking animations. What physics here need is just an adjustment of the animation speed of separate parts to form a stance at particular time point (namely at the end of the move) i.e. to be more synchronized. A combatant should not swing a sword while taking three steps, but rather take one step and synchronize the strike with footwork while keeping waist centered.Their physics engine is as "correct" as it gets, especially for an RPG. Weapons, objects and players have accurate and realistic collisions, weights and C.O.G.s (Centre Of Gravity) based on all of their properties, rather than a simplified hitbox and an assigned value. Weight and momentum play a big part in the game, especially the combat, and it's handled in the way it would be in real life.
Almost every game, however, uses animations. Whether they are static (canned) or active (uncanned) is fairly unimportant if you look at it in black & white. Those that don't, however, are often games that don't include any substantial gameplay. Sui Generis makes use of active animations, meaning that any possible interference from terrain or objects within the game affects the animation in some way. If it didn't, for example, your feet would clip through the terrain when walking up and down slopes, because the standard animation is that for walking on a straight surface.
It’s like when beginners learn kata or flourishing – “a solo free-flowing series of techniques (both attacks and covers) performed in a non-pre-arranged order that simulates fighting against an opponent or multiple opponents and encourages economy of motion, footwork and good bio-mechanics” [quote from The Association for Renaissance Martial Arts Forum]. I believe gamers would really like to see single character connecting blows without losing balance and walk like “drunken robot”! Other aspects of the combat – flow, responsiveness, intuitiveness, simplicity are gorgeous already from the beginning!