How realistic are deaths going to be?

One thing that irks me in films and games is when people die instantly - you’re not going to instantly die from a bullet wound in the arm, nor are you going to instantly die from a stab wound to the stomach.

How realistic are deaths going to be? Large battle scenes are mentioned, meaning that there are going to be many fallen combatants. Are people going to be slowly bleeding out, screaming in agony until they reach the inevitable, or are they going to drop dead as soon as a weapon touches them?

A game called ‘War of the Roses’ has a ‘finishing’ system, where when you’ve been beat in combat, you can either yield or be killed - if the player chooses to kill you, they literally pull up your visor and stab you. Although this is somewhat graphic, it displays the realism.

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I really hope this is the case and we suffer depending on what type of injury we get, if it’s a life ending stab wound, make us open and close our eyes, gurgles blood, gasp for air and die painfully and slowly as a reminder to learn from our mistakes next time :slight_smile:

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war of the roses is pretty cartoony game, the death scenes are similarly rather frivolously designed.

also, technically, it would be pretty bad, because in war of the roses, when someone is wounded and lying incapacitated, they do not conform to the terrain. so they stick in the air.

i hope kcd would use some ik and blending system to make it where a character can fall to the ground and struggle for life for a short while, but also conform to the terrain(using ik). different animation depending on wound location. neck wound=arms holding throat area. thigh wound, legs holding thigh area, etc, etc.

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haha, i can just imagine, if you get decapitated you get thirty seconds of rolling around on the ground as a head. i would absolutely be interested in seeing death scenes that make it clear that medieval warfare really sucks to be in the middle of

What if you die and go to some afterlife and thats it. Thats the end of the game lol.

You go to hell and you’d have to fight your way out. It’d be like Dante’s Inferno.

is a good idea to implement this. According damage character movement

Slightly off topic, but going along with what @Wahooiy brought up about yielding, I loved how you could choose to spare someone’s life. It’s one of the major letdowns I had in Skyrim, honestly. The enemies would yield, and I would let them live. I thought “They could try to stab me in the back when I let my guard down… Or they could run off and I could get some reputation with the local bandits etc etc”. Instead, I was met with a feeble attempt to cut me in two. Didn’t even wait for me to drop my guard lol

Or perhaps you are wounded in battle, but survive … only to contract an infection that kills you off several days later. Or, you lose a limb and your avatar must live without it for its duration in the game world.

Better yet … blindness. Your avatar is blinded in battle and so all you see is a black screen until you start a new character. Or maybe your vision is only partially impaired where you can see blurry masses of shapes and colors, but cannot distinguish any detail.

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i think you have not thought through the design implementations of those. blindness would be an extra pointless modeling that would be easier to just make the player die. no one is really going to play the game “blind” there aren’t enough cues as in the real world to make it worthwhile.

also, this topic is more about if npcs will be incapacitated but not yet dead. we have seen the footage where an arrow knocked someone down, now if that can be applied to other attacks like sword or axe strikes, and the person can stay on the ground longer or indefinitely.

Sorry - I was being a bit facetious. It would be ridiculous to play a completely blind character. Partially (and temporarily) blind could possibly be interesting, though certainly frustrating. As well with dismemberment.

As for NPCs, I think it would be a nice bit of detail if they didn’t simply “insta-die” and there was a bit of lingering death. Maybe even the occasional NPC who finds enough strength to swing the sword one last time for some bothersome bit of damage to the player?