Awesome! I mean, there is a reason why I backed this project. The studio seems like a very sympathetic group.
I agree about the kinds of gameplay aspects like noscoping, super-heroing, 1s 360s etc. I admit itās a (potentially) complicated topic, but Iām talking about the control-mechanic aspects of those kinds of games rather than the gameplay those control principles are used for. Iāll try to be a bit more specific. Bear in mind that you probably know all this and I just want to clarify my point, not patronize anyone.
A prerequisite for what could be broadly called competitive games is balance and predictability. You need to be able to predict what happens when I do this sequence of inputs to control my character to a high degree. If itās random (and not in a bullet-spread kind of way, but maybe because of a high worst-case time lag in the game loop etc) you get frustrated and performance is determined more by luck than skill. You lose the connection to the game. The game needs to feel responsive. Thatās what I mean by skill-based, as opposed to games like some RTS games (or ābadā FPS games) where the input can be laggy and the feedback (a sound or a menu animation) doesnāt need to be immediate and consistent. I admit āskill-basedā is imprecise, as an RTS can require a lot of skill, just not motor skill. Plenty of people donāt mind that. I would still argue however that an RTS game with a responsive UI āfeelsā better (and more immersive) than one that isnāt.
Consider Dark Messiah (as it kinda has melee combat and Iāve played it a lot). The movement feels fluid because the animations are timed perfectly and you feel like youāre actually in control of where the point of your sword goes. Your weapon doesnāt have to be a lightsaber or give you god-like powers, but you need to feel in control of it. If you try something, there needs to be feedback, even if you for some reason canāt perform an action (or perform it as well as you could with full stamina). If the buttons that control your avatarās body suddenly donāt do anything anymore because some animation isnāt quite done yet, you get frustrating combat like in the early Witcher games (and kinda the 3rd). Dishonored also has good responsive movement, though its melee combat isnāt as illustrating. Also, obviously Kingdom Come is aiming a lot higher in complexity in general.
I guess you can also be like the earlier ARMAs and focus on pure realism and then fall more into the class of RTS games where higher level strategy wins the day and immediate control is secondary. Thatās completely fine, just a different cup of tea.
I used to play a lot of Red Orchestra 1. Itās not ARMA, but itās got a focus on realism. Stamina is a really important factor, thereās bullet drop, lots of sway, you name it. It had awesome feeling weapon handling.
I vaguely remember reading some great article on this, the only thing that kinda seems to talk about what I mean after a minute of googling is this:
http://www.gamasutra.com/view/feature/130734/game_feel_the_secret_ingredient.php?print=1
I guess to summarize, I donāt mean to include game mechanics from FPS games (depending on how you define mechanics), but rather the input design philosophy usually involved in successful competitive games.
I guess thatās exactly my main point! Now just to define that weird fuzzy subjective thing people call awkwardā¦ I guess what people actually mean (trying not to speak too much for others here) when they say they donāt like the locking mechanic as it is currently, or how it feels non-fluid, is those points mentioned above. Responsiveness, the feeling of control instead of being locked in by having immediate feedback. In a way you could even argue itās all on a spectrum of Quake3 Arena on one side and turn based strategy games (or even card games) on the other. Maybe thereās a blog entry in this! Or even a scientific study!
Enough rambling! Thanks for reading:)