Molyneux talks combat games
It's time for a revolution, he says.
In a speech delivered at the Leipzig GCDC this morning, Lionhead boss Peter Molyneux has declared it's time to revolutionise combat games - and guess what, he's got some ideas on how to go about that.
But don't go expecting that revolution to occur with Fable 2, however. A cautious Molyneux - no doubt wary after previous PR, er, mishaps - informed the audience that nothing in his speech would be "to do with Fable 2; these are just some of the inspirations going through our minds at Lionhead".
Oh. Right. Seems strange they've spent all this time talking about how to revolutionise combat in a completely random context when they should probably get on with making their new game, but there you are.
Anyway, Molyneux began his speech by identifying what he sees as the problems with traditional combat games - namely, the fact that they're all about hit points, the weapons don't tend to do much damage and are generally a bit rubbish, and the environments, such as those in Street Fighter II for example, are meaningless.
Molyneux even took the opportunity to slag off one of his own games, stating: "It's a bit repetitive, isn't it, especially in Fable. You're pressing that button, and you could probably just close your eyes and keep on pressing it..." Instead, Molyneux believes, combat should be "dramatic, varied and innovational."
In fact, it should be more like the combat is in films. To demonstrate this, Molyneux showed a clip from Kill Bill - namely the bit where The Bride takes out the Crazy 88 in just 88 seconds with her super-sharp sword. But game developers, Molyneux observed, "Do not treat a sword like a real thing; it's like a big squashy thing. And that's not what we want to present, or what Hollywood presents as combat."
Time then for another Kill Bill clip - the O-Ren-Ishi boss fight. Molyneux observed that it goes on for the same length of time as the Crazy 88 battle, but O-Ren is defeated with just one move in the end - and one-kill hits is something he'd like to see more of in combat games.
He's also keen on one-button moves, arguing, "Around 80 per cent of people use one button anyway." But to keep things interesting, Molyneux continued, that one button should do different things depending on context - so if you're next to a beer bottle, pressing the button might cause your character to smash it over an enemy's head; or, if you're underneath a chandelier, your character might leap up and grab it, swinging both feet forward to kick a baddie in the chest.
One thing that button won't do, in Molyneux's ideal world, is block. "Do we really need a block button?" he asked the audience. He conceded that the idea of getting rid of it is "not popular" with the team at Lionhead, but added, "It's something we are still playing with."
So there you have it - if Molyneux had his way, combat games would be all about one-button combats, one-hit kills and environmental action, with no boring old blocking or hit points system to contend with. Concluding his speech, he stated: "I'm sure a lot of you think this is a very foolish endeavour, but I think it's something worth getting on with" - before reiterating that nothing in his speech referred to anything we can expect to see in Fable 2. Righto...
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Comments (59) Latest comment 6 years ago
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When he's spent his entire career remaking the same game...
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Leave combat to Team Ninja, Capcom and any other developer who's known for making combat games. A one button for any situation approach would be impossible to impliment and even harder to balance difficulty. How would an enemy hit you if you can attack/escape in any situation by pressing one button. Molyneux needs to keep his mouth shut, except when talking about his actual experience with making a game after it's been released. That's interesting.
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I don't think what he's suggesting should become the norm for all games but certainly some of the things that he's suggesting I would like to see. It's true, combat in games can be incredibly dull and feel a bit mindless and restricted. Pulling off something like the Crazy 88 fight in a game would just be fantastic. Hopefully the Wii can deliver varied combat of that nature with the unique control that it provides at some stage. I mean, can you imagine being able to use the katana in Dead Rising by swinging around a controller and having it represented on screen? I thing that would be ridiculous fun.
Yeah I wouldn't set about changing all combat in games as we know it but if some people provided alternatives to what is on offer and did it in a tight, well designed package overall I wouldn't have any problems with it at all.
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His only salient point is the environments could stand to be used more, but things are going that way anyway with physics and that Jacky Chan game where you swing of chandeliers etc.
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I actually liked Bushido Blade a hell of a lot more than most fighting games so I wouldn't mind seeing a new game with similar gameplay.
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So, let's hope Molyneux releases a half baked fighting game with lots of innovation and let the followers fix it up.
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though it did have blocking and needed a lot of buttons
edited to say I should have read all the comments first as seems a few peeps spotted this point first/too
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He had it at Bullfrog, but I think he might have lost it never to return again. Time shall tell I guess.
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Don't get me wrong, I really enjoyed playing Bushido Blade - it's just you didn't get to play for long before you were shown another hideously long loading screen. Rather ironic that the better you were at the game, the quicker the fights were over, the less time you spent playing the game, the greater the ratio of loading time: playing time and therefore the less fun it is...
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So what if I'm next to a beer bottle under a chandelier, you one-button buffoon?
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/looks at other comments
Oh.
/shuffles out
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2) How about a proof-of-concept reel, eh Peter?
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I firmly believe in some people's ability to be elsewhere while the rest of their software development company continue making their next game. I think I read it on the internet somewhere.
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So in a fighting game control his aggression, defence, hand-to-hand or weapon play, etc. Would need a fab AI engine but it would do a couple of things - allow for a lot more moves to be used in the course of a game without having to spend 10 years learning a complex "simon says" just to make your character do what you want it to, and also free up the game camera to display the action from view points that would otherwise be impossible to play the game from if you were directly controlling the character - more like action film direction.
And you can quote me on that when Lionhead release "abstacted fighter 3 - the return of the Jos"
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Context sensitive physics based fighting rather than set animations would allow for fluid fighting mechanics.
[edit]See, others remember Bushido Blade too, I remember and uninspired sequal with health bars flopped
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The guy's such an idiot.
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Ah, so they only have one game in development then eh? Game concepts often start before previous projects end.
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Well if the character is given AI routines to the effect of "defend yourself to the best of your abilities with whatever you've got to hand at the time" and as long as the AI is robust enough, the rest will take care of itself.
I thing thats what hes getting at.
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A style bar that filled up as you killed baddies in a stylised(not necessarily most destructive) way, and would reward you for not doing the same combo over and over and over. Once it was filled, you could execute one of many crazy stylistic attacks based on context.
Also, using the thumbsticks rather than the buttons to offer greater finesse. Imagine the controls for Table Tennis, but Top Spin being power, Bottom Spin being precision, Left Spin being Kick and Right Spin being punch. Allow charging, and placement on the opponents body with the left stick, with the possibility of overshooting, or being more likely to be deflected the long you charged...
Or would that be shit?
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It's time for a revolution, he says."
Brilliant!
Guess who's first against the wall...
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context sensitive button - God of War
If you want to go on a timescale Conkers bad fur day.
Want variety in attacking styles three words "Devil May Cry"
and WTF "No Block Button" not even an evade button I presume what does he want every combat title next gen to turn into Final Fantasy gone realtime. o_O
That must be some good crack he's on.
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It's simply not his field of knowledge.
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best fighting technique i ever saw was from a mate of mine, run away and keep them chasing you as long as you can, when the person chasing you is nackered... turn around and kick the fuck outta them.
course only works if your faster and fitter
very good to use with beer bellied taxirank wankers.
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How do you move?
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It's up to the player to time their attacks so that they don't leave themselves open to attack by attacking at the wrong time and then being hit.
Basically he s saying that pressing the attack button performs the most sensible move in the current situation and therefore if you don;t want that move, change the situation you are in.
Press 'A'
1. standing far way from enemy, lunge
2. stand near, jab
3. Stand near beer bottle and far from enemy, throw it at them.
4. Stand near beer bottle and near enemy, pick up bottle smash over head.
In short, 'when' to press the attack button becomes the gameplay, not 'which' button you press, or which combo of buttons you press.
Also, the 1 hit thing does not mean instant kills per se, i'm guessing it means fatigue or manouvering.
i.e. Instead of each attack with a sword successfully 'hitting' the enemy with blood spurting out and them continuing (completely unrealistic), each successful attack is blocked, but uses up some of the enemies fatigue, or skill meaning that after X attacks the next hit goes straight through their defence for a coupe d'etat. Would luck much more cinematic and final than 'blap, blap, blap, blap, dead.'
Both systems 'could' work, but i don't fancy implementing them.
Sorry, just trying to discuss the ideas rather than shoot the man down.
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maybe this item should've just been called 'Molyneux talks'?
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One button combat - the point still stands - if you're standing near a beer bottle and under a chandelier - which action does your character do - pick up the beer bottle, or swing from the chandelier? I kinda want to know before I press the button.
re: "each successful attack is blocked, but uses up some of the enemies fatigue, or skill meaning that after X attacks the next hit goes straight through their defence for a coupe d'etat."
That's essentially hit points, with a killing blow though - Mortal Kombat with an automated fatality.
Coup de grace perhaps? Although - you could be right - a coup d'etat is one hell of a finishing move
Sorry, just trying to shoot the man down some more
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Translation.
"I'm talking about something countless people have mentioned to me since we started Fable. I've got no bloody idea what we'd really do differently and I dont really play games much. The press love my voice, almost as much as I do. Watch as I hint I'm doing something good and then deliver naff all!"
Molly, I Sir challenge you to a delivery duel.
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Yeah, it is hitpoints, but it makes more sense to someone who hasn't played games before. Hit points are still a left over from AD&D, i agree we should have moved from that visual representation by now!
If you stranding next to a chandelier and a beer bottle, i would hope the interface would indicate what would happen. Perhaps the bottle has a faint glow until you move nearer to the chandelier when that has?
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I believe the series could use another go, and the upcoming generation of consoles might well be able to generate skin cuts and damaged clothing in real time, which would be awesome. Imagine something a bit like the Final Flight of the Osiris.
Anyway, he does have a point (as usual), but given his recent record I don't think he's the right person to make such a game.
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Have a look at good sword fights in the movies, including the Kill Bill reference with Oshi, most of them can last several minutes with there only being one or two significant hits, the rest of the attacks are blocked or dodged.
In a game context, the real skill becomes defending yourself long enough to make a decisive attack. This would suggest a need for a block button, however it would also mean that noobs would lose quickly, which means less fun. An autoblock system would provide a longer play time for a noob, but adding joystick direction into the contextual system would open up other options for both the attacker and the defender. If different attacks each have a recovery time, and blocks/dodges also have a recovery time, then the battle becomes know which strikes are needed to force your opponent to leave themselves vunerable, making the game a battle of wits.
"Oh. Right. Seems strange they've spent all this time talking about how to revolutionise combat in a completely random context when they should probably get on with making their new game, but there you are."
Now, I would have thought EG would know that Lionhead have Project Demetri (spelling?) in progress. I'm sure that they also will have other ideas for future projects being passed around as well. I recall a few years ago there was talk of a Lionhead project called Dojo, which was a fighting game of somekind, not sure what happened to that though.
I love reading about Peters speeches and comments, there is always something interesting to be found there. His ambition might outstretch Lionheads abilities at times - but at least he tries to new things. As it is I loved both Black and Whites and Fable.
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Informed decisions, tactical considerations and plans made on the fly, they obstruct the fun of a game. You need one button that says "when you press me, SOMETHING is gonna happen. You might not know what, but something will happen. Look at the environment, think of all the cool things pushing me could do. No, not that. Try again. I'm gonna grab the pool cue, I don't care if you wanted to do a punch-kick combo, I wanna hit him with the pool cue".
I mean, those chimps with their button-press food dispensers in those psych experiments. They seem to have a lot of fun, right?
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Although it does have an automatic blocking system as well... oh shoot.
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Bushido Blade all the way, i love this game!!! but it shouldn't be like that for all games.Be creative yes.. but it has to match the overall gameplay.
why doesn't he design a combat game for Wii and get done with it damn it!!!
as for fable, OK, it got a bit repetitive after some point but it still is one of my favorite games.
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Yes, he's been mentioning it in interviews lately, particularly about how his inspiration came from something that happened on Sept 23rd last year (or there abouts - I believe that this was mentioned in the EurogamerTV interviews a few weeks ago). That point did confuse me, I though it had been on the go for a few years, maybe he scrapped it and started again.
Of course, possible that Dimitri is the code word for all games in progress at Lionhead, same way that Creation seemed to be for Bullfrog
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