This is one of those “it just popped into my head” ideas. Here’s what I was thinking…
I’m thinking of a 2-player game that combines the control mechanics of QWOP with that of a hack n’ slash fighter. So, physics-based and requires you to use keys/buttons to manipulate the body of your player in order to attack your opponent.
So, similar to QWOP, pressing Q could extend your arm, while O may contract it. And if your sword happened to hit your opponent in the head, good for you. However, if they timed it correctly to block your sword, hooray for them. It would be a challenge to master.
I’m also imagining that the players could choose different characteristics, like height, speed, strength, armor type which would directly impact the feel of controlling the character. With strength and heavier armor, of course, you’d lose speed of moving your individual body parts.
I’m spitballing, but I think there’s something here. Any thoughts?
Ummm, simple input, adding qwop to a fighter would make the fighter near impossible to play and would look extremely silly with the characters flopping on the ground like retards, but if you can build it they will come.
I wouldn’t suggest making the controls as open-ended as QWOP. You wouldn’t not be responsible for walking, for example. That’d be absurdly difficult.
And yes, half the fun would be how new players flail about. I don’t see this as a serious fighting game. But experienced players could learn how to attack, dodge, and parry.
I think you are anchoring too tightly to QWOP, which is ridiculously difficult by design and not so much a game as a toy.
With sensible boundaries on the range of movement, the players would have greater control. It’s hardly a neutering. For newbies it may be flailing about, but for advanced players it could almost be tactical.
I spent a couple hours fumbling with Toribash last night. It’s amazing how good some people have become at it. It’s so difficult.
Does anyone remember Bushido Blade? I think what I’m imagining is more like taking its control scheme and exploding it out to a more granular level, rather than starting at QWOP and going the other way. If that makes any sense.
I loved Bushido Blade. One well placed attack, and you could take down an opponent in a single hit.
There was an old arcade fighting game (can’t remember the name for the life of me), like that. It would pit 2 robots against each other. You could cut off your opponents arms, legs and even head if you timed it correctly (removing arms and legs would not end the fight… which was awesome). Then you would gain their special ability if you defeated them, and move on to the next opponent. Awesome game.
See, I think that’s more what I’m going for. And as I recall, in Bushido you could switch between different attack stances. It was largely a game of positioning your body and accurately timing your attack or block. What I’d like to try is adding a little more granularity (not full-on Toribash!) and nuance to your footing and striking.