Neal Stephenson wants to revolutionize sword fighting video games
kickstarter.com
kickstarter.com
Omnidirectional treadmill? http://en.wikipedia.org/wiki/Omnidirectional_treadmill
About 3:50 into the video entitled "The weeds" Mr. Stepehnson says "We're going to start with an off-the-shelf controller that anyone can buy today. This eliminates the risk that we'll blow this by failing on some ambitious custom hardware project. From there we'll iterate based partly on your feedback. "
So no treadmills at first.
That said, the concept of different styles of swordplay is great - and having more 'realism' in that is something I think is pretty admirable.
Would anyone want to play a war simulator FPS that starts with a cutscene of the Normandy landings and has a 50% chance of immediately being cut down by a machine gun whereupon the game quits and deletes itself off your hard drive?
Arguably more important. I fenced epee in university, and our coach was a little bit old school -- we went weeks just doing footwork before getting a weapon put in hand.
I mean, do you really think COD is "real combat"?
"most couldn't play" - but they could learn to play (as long as losing isn't fatal for the player). some games strive to be realistic above all else (some car racing games), because they are tailored for the ultra-enthusiasts.
I took a not-for-credit intramural fencing and kendo classes back in college, and 3/4's of both classes was about learning footwork and movement.
Sword fighting also generally comes down to a few seconds of motion and whoever judged their opponents movements better. Neither of these would be present in a game that wasn't full motion capture.
But you can still approximate reality if you just accept the control dimension will be abstract! Consider that Sim City uses an abstract interface to simulate city planning. Surely thats not the interface real city planners use (meetings, proposals) but it's still approximating a reality of city planning much more closely than other games.
[1] European longswords weigh 1.5 kg on average: http://en.wikipedia.org/wiki/Longsword
[2] Guy doing gymnastics in armor: http://www.youtube.com/watch?v=xm11yAXeegg
I am curious if this is just speculation or if you have evidence for this statement? At first it seems reasonable but I am not so confident after you factor in modern medicine and advances in nutrition/diet and discount for stereotyping.
Another quote: "Modern longbows have a useful range up to 180 m (200 yd). A 667 N (150 lbf) Mary Rose replica longbow was able to shoot a 53.6 g (1.9 oz) arrow 328 m (360 yd) and a 95.9 g (3.3 oz) a distance of 249.9 m (272 yd). A flight arrow of a professional archer of Edward III's time would reach 400 yds. It is also well known that no practice range was allowed to be less than 220 yds by order of Henry VIII"
Yes in fact they did spend their whole lives practicing. (From http://en.wikipedia.org/wiki/English_longbow#Training):
"Longbows were very difficult to master because the force required to deliver an arrow through the improving armour of medieval Europe was very high by modern standards ... etons of longbow archers are recognisably deformed, with enlarged left arms and often bone spurs on left wrists, left shoulders and right fingers."
Further:
"It was the difficulty in using the longbow which led various monarchs of England to issue instructions encouraging their ownership and practice, including the Assize of Arms of 1252 and King Edward III's declaration of 1363."
The popularization of the crossbow, in part, was the reduceded need for training. In some areas it also paid better.
This is for shooting at a block of billmen, which does not require much in the way of aim. So long as you aim in roughly the right direction, and get your elevation and draw length mostly right, that's all that's really necessary.
For target shooting, most competent archers will be able to hit a 1m target at 20m >75% of the time, loosing in time with a 12/minute count.
PS: There is something of an arms race with bows, if you use a 100lb bow and your opponents use 80lb bows you can slaughter them before they get into range. (Ignoring wind, and terrain issues.)
If that fails, and someone is anywhere near 20m, you drop your bow and a) draw your own hand weapon, or b) more likely - run. Because if you're up against someone whose primary weapon is a sword, they're likely to be better than you and have more/better armour, so your odds are low. On the other hand, if you're up against a billman, your odds are basically zero.
I only put the accuracy for a 20m target because a) that's what we shoot at for practice in my reenactment group, and b) to demonstrate that most people can aim moderately at that distance while shooting quickly - they're not just pinging arrows off in any direction in order to get the rate of fire up.
As a longbow archer, your primary job is to put as many arrows as possible into a large block of men 200m-300m(-400m?) away before they get to the billmen you're protecting (and who are protecting you.)
Even for commeners they were still often legally required to spend a significant amount of time working on their marshal skills - mainly archery.
http://www.amazon.com/Time-Travelers-Guide-Medieval-England/...
e.g. Here in Scotland there was a time that games like golf and football were officially banned as they were seen to distract men away from military training for the wars with England.
The short answer is that a typical modern person (gamer or no) is much less fit than anybody from the age of melee weapons, let alone knights.
But I don't have smallpox. Or cholera. Or an iodine deficiency, because I live so far from the ocean.
http://www.bbc.co.uk/news/10138060
http://www.stirlingcastle.gov.uk/home/newsevents/bbc2history...
http://www.dailymail.co.uk/news/article-1279306/Face-mystery...
>In general, if you drill down deep enough on the actual sword techniques, the tree of possible outcomes gets pruned way down. It turns out that you rarely have to solve the fully general problem of one sword stopping another sword traveling at top speed at an arbitrary location in space. Which is a hard problem!
There's a longer explanation here: http://www.kickstarter.com/projects/260688528/clang/posts/24...
A lot of fighting game rounds are over in under 10 seconds.
Two years later I did a ritual reality raft simulator for Disney. The paddles had no feedback mechanism and it hurt the experience (paddling with no feel for paddle going through the water). At the same time someone I worked with did a sword fighting simulation that was very cool, but also did not had force feedback effects.
I googled "sword fighting robot" and found this: http://www.bit-tech.net/news/bits/2011/07/20/kinect-used-in-...
And I think people wouldn't have a problem with it. They made room for the entire Rock Band ensemble. Just make it fold flat-ish to stow under a couch or in a closet.
(Time to ramp up my iaido skills)
Neal: "Hey is that about ready?"
Gabe: "These things, they take time...""And you wrote the software."
"Yeah. That, too," Hiro says.
―Neal Stephenson, Snow Crash
It offends and infuriates me that you don't see any value in the creation of new technology other than "give me interest". Your species of cynical profiteering is the reason we have freewheeling boom and bust cycles with no significant social benefit.
These people already have the resources and industry support to do what they want to do (the exquisitely produced videos are themselves a testament to their resources!), but for some reason, they're asking the man on the street to carry a share of the financial risk in exchange for no share of the returns.
As interesting as the idea is, if you contribute to this Kickstarter you're a chump.
The production alone on that video
$$$
Not a very realistic game, but very enjoyable.
http://www.gog.com/en/gamecard/die_by_the_sword_expansionSee: relatively little blade contact in extremely high level fencing.
All this makes fencing more fun and interesting, but also more of a game. This really affects the tactics people use.
Also, foil works the same way with a very similar set of rules about the right of way. There are some minor variations, but the basic idea is the same--if you have the right of way, you get the point even if you hit after your opponent. Epee is different, with no right of way, but I never really liked it so can't comment much. If anything, it seems epee is less focused on footwork than saber, but it could just be my inner saber biases showing.
Fencing, while awesome, is a poor proxy for actual sword fighting. If you were actually facing something sharp, you would be much more worried about getting hit at all and so would probably parry more.
For samurai, the same is true. For heavily armored knight's, well they tried to poke each other in the eye mostly.
Me and my little brother with boffer-swords? Same story again. I found first hand experience that usually it's lot more usable to dodge the blow while simultaneously trying a counter blow than to parry. And the more you need footwork the more you have opponents.
So yes I suppose it does matter what you mean by "real swordfighting." If you mean standing there decked out in 50lbs++ of metal armor with a giant sword & shield, footwork is less important. If you mean the kind of swordfighting that took off from 17th century on - dueling with rapiers, not mass combat, then it's footwork all the way down.
And yes, for the record, I think that realistic dueling would make for a very boring video game. I would be 100% behind more realistic sword & shield combat though, that could be incredibly awesome.
It isn't just parrying in a vacuum--it also involves good timing, footwork and some forethought. It's definitely not based entirely on reaction time. For example, if you're moving backwards while parrying, you get significantly more time. Also, having a good idea of where somebody will attack (for example, you feign an opening) helps. And, of course, you do a ton of drills about how to parry so the different parries are burned into your mind.
It still isn't anything like the movies, of course, but it is still significant. It also affects the right of way, but only if the opponent does not get through your parry, so parrying well is important even in the framework of the rules.
I don't agree with this. I practice eskrima and we block/parry a lot. It's a lot easier to move a 0.2kg stick than your whole body (50-100kg).
But blocking/parrying is not a substitute for footwork, it's a complement to it. If your footwork is good, your opponent might only be able to attack you from 1-2 directions. Blocking 2 directions is far easier than blocking 12 (8 in competition [1]).
[1] For safety reasons, thrusting and knee strikes are not allowed. Nor are strikes to the back of the head.
If I'm gonna play a swordfighting video game I wanna be Errol Flynn, not Benjamin Kleibrink. [Who? 2008 Olympic foil champion. Yes, I had to look that up, that's the point.]
(There's a whole bit in Snow Crash about that, actually.)
Admittedly it was katanas in Snow Crash.
Heck, planespotting is a hobby for a lot of people, but that doesn't make it interesting.
As someone who's been into martial arts for some time I'm very sceptic about this. There's a lot more to realistic fighting than just swinging and clashing swords: footwork, body movement, weight transfer...
Nevertheles, even if it won't turn out to be perfect it could stil be a lots of fun. I'll be watching their progress.
I agree. I'm pretty sure he's not aiming at making something totally immersive and realistic, but just a good game that has better sword play than anything else.
Many games do one thing pretty well, and are good enough for everything else. Black had nice gun play; Burnout had nice crashing. Hopefully this will have sword play that is better than just button mashing.
> Nevertheles, even if it won't turn out to be perfect it could stil be a lots of fun. I'll be watching their progress.
Yes, I'd settle for lots of fun.
I'm also not convinced that today's odometry based controllers will give you high enough fidelity to model swords convincingly. Any sort of wiimote or kinect based sword/lightsaber game has always seemed very waggle centric without any deliberate movement. Also, I'm not really thrilled about the thought of having to buy plastic swords to swing in my room.
I always thought it was silly to have games where you'd get shot 20 times and keep fighting exactly the same, just lose some of your energy meter, then suddenly flop over and die when it reached zero.
It was interesting, but not at all fun - to me, it seemed like the equivalent of playing five card stud.
...I'm okay with this.
For people who aren't medieval geeks - half-sword is when you hold the sword halfway up the blade with your left hand, in order to deliver a more accurate, powerful thrust; perhaps after trapping your opponent's sword between your arm and body. Mordhau ("murder-strike") is when you invert the sword and use it as a mace. These things came about because swinging a sword into an armored opponent isn't actually going to do much to him.
It seems like the kind of combat you could simulate might potentially be fun, but wouldn't actually simulate a real fight from the period - not enough grappling / bashing.
I wish them luck.
http://www.kickstarter.com/projects/moveablecode/incantor-ma...
Maybe you'd want a difference in heftiness of the controller, but a similar swinging/waving api?
Originally designed for the Gamecube, it was ported to Wii with few changes. Basically, you wave the Wiimote left and right to simulate button 'A' and poke it forward to simulate a different button combination from the conventional Gamecube controller.
Having been a big fan of the game on Gamecube, I didn't like the Wii version very much. Most of the time your sword is used to cut grass or break pottery or something else mundane, so it felt like a lot of waving around just for show. Maybe even a little bit like having a TV remote with loose batteries that you have to shake a bit to get it to work.
Years ago I practiced a little martial arts and took 3 or 4 classes dedicated to practice swords. What I can relate from that is that picking up a sword-like object and waving it around purposefully for an hour is going to use muscles that you are not used to using. Even someone in good shape is going to feel it the next day.
This sounds like good fun exercise, but it seems like the market for a video game you can play from the couch will always be much larger than for a game that presents a realistic physical challenge.
Wii and Kinect games may provide interesting counterexamples; we should look up the sales stats for physical vs. sedentary games.
Darn, why do people try to solve everything with technology when there is a simple solution in the physical world!?
No matter how they dice it or slice it (ah ah), it's not going to end up "realistic" for anyone who has used a sword before.
A bit unfair to make that comparison. At the very least, the Wii Motion Plus in games such as Sports Resort fencing offers a better experience than that.
Also, it's not clear from the video if the game will be playable _without_ the special hardware...
There's a second video a bit further down with a bit more info.
;)