Weapons With Character
PostPosted: Tue Aug 13, 2013 10:43 am
The short version: Weapon dictating move set and character complementing the weapon is a beneficial approach to consider.
When I was contemplating what sword to model for Blade Symphony, I came to realise that there is a troubling dissonance between the characters and the fighting styles they use.
As it stands right now, the swordplay technique used depends on the character selected. This creates an odd paradigm, where a Judgement wielding a foil will inevitably use stances intended to be used with a heavy two-handed sword.
(For the sake of this exercise, assume we are only talking about Phalanx and Judgement for now)
It seems like the more rational approach is to have the swordplay techniques depend on the sword used, not the character. This would allow Judgement to wield a foil in the correct fashion, or Phalanx to correctly use a two-handed longsword.
As it stands right now, since I want to model a Schiavona (one-handed sword), it would only look right on Phalanx (since he has that animation set exclusively). My initial concerns of what sword type to base it on (jian or foil) are rendered moot, since visual sword replacements have to be matched to characters, rather than sword types.
Furthemore, the proposed method is more flexible and could even allow more weapon types to be implemented down the line.
One might (rightfully) suggest that this would remove some uniqueness from the characters. I propose, that the character should complement the sword (adding "character" to it, if you will), not the other way around. Judgement using a foil would be slower, but be highly proficient at heavy swings, etc.
I am well aware that this leaves Ryoku and Pure in a very odd position and would love to hear ideas on how their move sets would work with the proposed implementation.
I know it might be too late down the line to even contemplate the possibility of such an overhaul, or that it not be in-line with what the developers envision, but I do think it is worth discussing further.
Thank You for Your time.
When I was contemplating what sword to model for Blade Symphony, I came to realise that there is a troubling dissonance between the characters and the fighting styles they use.
As it stands right now, the swordplay technique used depends on the character selected. This creates an odd paradigm, where a Judgement wielding a foil will inevitably use stances intended to be used with a heavy two-handed sword.
(For the sake of this exercise, assume we are only talking about Phalanx and Judgement for now)
It seems like the more rational approach is to have the swordplay techniques depend on the sword used, not the character. This would allow Judgement to wield a foil in the correct fashion, or Phalanx to correctly use a two-handed longsword.
As it stands right now, since I want to model a Schiavona (one-handed sword), it would only look right on Phalanx (since he has that animation set exclusively). My initial concerns of what sword type to base it on (jian or foil) are rendered moot, since visual sword replacements have to be matched to characters, rather than sword types.
Furthemore, the proposed method is more flexible and could even allow more weapon types to be implemented down the line.
One might (rightfully) suggest that this would remove some uniqueness from the characters. I propose, that the character should complement the sword (adding "character" to it, if you will), not the other way around. Judgement using a foil would be slower, but be highly proficient at heavy swings, etc.
I am well aware that this leaves Ryoku and Pure in a very odd position and would love to hear ideas on how their move sets would work with the proposed implementation.
I know it might be too late down the line to even contemplate the possibility of such an overhaul, or that it not be in-line with what the developers envision, but I do think it is worth discussing further.
Thank You for Your time.