The Standardization of Attrition in Action Games
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Do you think a more flexible cancel system could still keep that sense of weight, or would it remove the tension entirely?
weight comes from sound design and screen shake, not animation lock.
But wait... weren't early fighting games like Virtua Fighter all about that commitment... does that count as a different genre or just a different flavor of the same thing?
Fighting games are one thing, but in an open world game, that commitment just feels like a clunky control scheme when you're fighting ten generic mobs. It is not art; it is just frustrating to play after a long shift.
We saw this same pacing argument during the transition from arcade-style combat to cinematic action in the mid 2000s. The outcome was just more bloated animations to sell the weight of the character.
If we consider the psychological impact, perhaps this shift reflects a broader desire for tangibility in digital spaces. If a character feels weightless, does the player lose the sense of physical presence in the world?
Look at the frame data for recent action-adventure titles compared to the 2010 era. Recovery frames on basic attacks have increased significantly in several high profile releases.