video game mechanics thought
Jun. 1st, 2003 09:27 pmWhile walking to the grocery store, I discovered that my jacket pocket still had the ticket stub from 'Matrix 2'.
One of the problems with that movie was that the big action sequences were not that different from what you can star in, in video games. Especially the ones that're coming out in the coming year. The sequence that was spread about as an example of the oh-so-fantabulous effects in the movie, the "Burly Brawl" sequence, is a perfect example of this - fighting your way through hordes of enemies is something that's starting to return to modern video games.
Except there's one major difference. In games, when someone slugs you, you go 'ouch' and are out of the action for a moment; then another enemy punches you, you take more damage, and continue to be incapacitated, and get frustrated as baddies pound your health bar into nothing. Neo, on the other hand, intercepts and blocks clone punches without even thinking. So: here's how to make it work in a game. Auto-block. Perfect auto-block. J. Random Thug punches you, and you stop him, without having to do anything. No buttons, no controller moves, no nothing. Put the controller down and your character still blocks. This is, of course, boring. So, make it you can only block for so long. You get tired. Put up a little block-power meter that's knocked down with every auto-block; when it runs out, you start taking hits. It regenerates fast, but a pile of enemies can hurt you faster. It also regenerates while you're doing showoffy attacks. Some show-off attacks would have a twirling and sweeping component, to push the teeming hordes of baddies back; this could give you a moment free of attacks to do a brief charge-up for a really absurd one. Auto-blocking would of course interrupt such things.
This wouldn't be the Unique Selling Point of a game, I think, but it'd be an interesting game mechanic. It wouldn't surprise me if someone's already thought of and implemented it.
One of the problems with that movie was that the big action sequences were not that different from what you can star in, in video games. Especially the ones that're coming out in the coming year. The sequence that was spread about as an example of the oh-so-fantabulous effects in the movie, the "Burly Brawl" sequence, is a perfect example of this - fighting your way through hordes of enemies is something that's starting to return to modern video games.
Except there's one major difference. In games, when someone slugs you, you go 'ouch' and are out of the action for a moment; then another enemy punches you, you take more damage, and continue to be incapacitated, and get frustrated as baddies pound your health bar into nothing. Neo, on the other hand, intercepts and blocks clone punches without even thinking. So: here's how to make it work in a game. Auto-block. Perfect auto-block. J. Random Thug punches you, and you stop him, without having to do anything. No buttons, no controller moves, no nothing. Put the controller down and your character still blocks. This is, of course, boring. So, make it you can only block for so long. You get tired. Put up a little block-power meter that's knocked down with every auto-block; when it runs out, you start taking hits. It regenerates fast, but a pile of enemies can hurt you faster. It also regenerates while you're doing showoffy attacks. Some show-off attacks would have a twirling and sweeping component, to push the teeming hordes of baddies back; this could give you a moment free of attacks to do a brief charge-up for a really absurd one. Auto-blocking would of course interrupt such things.
This wouldn't be the Unique Selling Point of a game, I think, but it'd be an interesting game mechanic. It wouldn't surprise me if someone's already thought of and implemented it.
no subject
Date: 2003-06-01 11:14 pm (UTC)Geekdom rocks!
no subject
Date: 2003-06-01 11:31 pm (UTC)An auto-block mechanism could alter free-roaming action games the way 'bullet storm' has for vertically-scrolling shootemups - give the player the chance to look lots more daring and impressive than they really are, by filling the screen with lots more danger that can be easily ignored. Or even turned into extra power, as in the second example you cite, or in a number of recent shootemups where you can absorb certain bullets (never all of them!) to charge up a mass destruction weapon. (Ikaruga, Mars Matrix, and a couple others I don't have or can't think of offhand are bulletstorm shooters that do this.)
no subject
Date: 2003-06-01 11:22 pm (UTC)And yes~ We know way too much about games.
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Date: 2003-06-02 10:55 pm (UTC)no subject
Date: 2003-06-03 06:10 pm (UTC)I think the biggest issue with having that many enemies onscreen would be how to maintain decent framerates.