RagnarRox | Kicking Orcs in Dark Messiah - Dominant Strategy or Feature? ➣ RagnarRox @RagnarRoxShow | Uploaded 8 years ago | Updated 1 hour ago
Melee combat in first person games is a tough thing to get right. Either it's really visceral, but simple - or it's more simulation-heavy and realistic but lacks a certain violent satisfaction.
Dark Messiah of Might and Magic manages a weird split with its iconic and totally overpowered kick, that's, in terms of game design, actually a typical dominant strategy - but it feels great, so the developers decided to build the entire game around it.
Thank you for watching RagnarRox, a show about Game Design.
If you want to support me with the show, please visit my Patreon page.
http://ragnarrox.com/patreon
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By the way, I'm Ragnar and this game design show's called RagnarRox - with 2 r's and 1 x ➣ not Ragnarox, not RagnarRoxx, nor Ragnar Rox.
=)
Melee combat in first person games is a tough thing to get right. Either it's really visceral, but simple - or it's more simulation-heavy and realistic but lacks a certain violent satisfaction.
Dark Messiah of Might and Magic manages a weird split with its iconic and totally overpowered kick, that's, in terms of game design, actually a typical dominant strategy - but it feels great, so the developers decided to build the entire game around it.
Thank you for watching RagnarRox, a show about Game Design.
If you want to support me with the show, please visit my Patreon page.
http://ragnarrox.com/patreon
Facebook: http://facebook.ragnarrox.com
Twitter: http://twitter.ragnarrox.com
Steam: http://steam.ragnarrox.com
By the way, I'm Ragnar and this game design show's called RagnarRox - with 2 r's and 1 x ➣ not Ragnarox, not RagnarRoxx, nor Ragnar Rox.
=)