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Random idea: first-person fighter

by Daniel Buckmaster · in Game Design and Creative Issues · 11/10/2008 (7:05 pm) · 6 replies

I have a thing about games that are third-person. I suddenly had a random thought - what about fighting games? Don't they have a dire need to be third-person? Then I had an awesome (IMO) idea for a first-person fighting game.
Basically, it'd be like Dragon Ball Z style fighting (but without the energy attacks and flying :P), but from first person. The movement is all scripted, and it defines who wins. For example, if you're fighting in a corridor, you force each other up and down. As you hit your opponent more and more, he is forced back - and the opposite when you fail to block his shots. You win by getting the other guy's back against the wall and pummeling his head on it.
I'm still hazy on the actual combat mechanism, but I've had two ideas-
1. You press a button to determine what type of move you're doing (arm attack, arm block, leg attack, leg block) and then sweep the mouse to give the specifics (so if you move the mouse quickly down->up while holding 'arm attack', you do a straight punch).
2. You have a little 'crosshair' which you move across the screen, and hit buttons to make attacks at the location you're looking at.
I like the first idea better, but it seems like it'd be difficult to use the mouse in that frantic way.

Whatever. I thought I'd share this pointless thought :)

#1
11/10/2008 (7:50 pm)
The reason games don't really do first person fighting games is because when you do a flying roundhouse kick its easy to get kinda lost on where you are aiming.
#2
11/10/2008 (8:19 pm)
Keep in mind that part of the attraction to a fighting game is the eye candy provided by the moves. So you'd have to replace that missing element with something else.

When you reference 3rd person fighting games, are you talking specifically along the lines of the side-view in most games like tekken/mortal kombat? If so, I can see where 3rd person over-the-shoulder still being a viable camera option for the game you describe. And it allows for including the eye candy from moves without figuring out how to deal with the camera issues pointed out by Timothy.
#3
11/10/2008 (9:11 pm)
There have been a few 1st person fight games over the years. They've had a limited fan base and the ones that did semi-well had an alternative 3rd person mode just so you could see what was happening. Most people find the lack of character view and difficulty in aiming a punch or move to be a turn off. Half the fun is button mashing and the other half is seeing some ultra cool unbelievable move on the screen.

You'll need something to attract people's attention.
#4
11/11/2008 (8:42 am)
Hmm, I see what you guys are saying. That's a good point that yo won't get to see most of your awesome moves. I was counting on the fact that you're actually in the 'hot seat' (as it were) throwing the punches would make it a little more awesome. Maybe in place of seeing awesome moves, the game could substitute awesome damage effects :P
Or, and this was another idea I half-thought of, add some slo-mo. I figured just slowing it down on critical hits would be enough, but what about slowing down and going to third-person or something? Some cinematic view of the hit.
Another problem might be the mechanic of forcing your opponent back - it's not that satisfying if you roundhouse them in the head and they just step back. Maybe that idea of winning by a force back could supplement health bars, instead of replacing it. So, if you've got no buttons held down, and you move the mouse forward or back, you move along the movement track. In that way you can dodge eney attacks to an extent - but if you lose ground, you're closer to being forced onto a wall or whatever.

I actually had it in mind to make this game once I'm well done with my current project - I guess it's sort of heartening to know that not many people will like it: less chance that someone else will steal the idea ;D
#5
11/29/2008 (1:51 am)
To bring this post form the dead, I think that you just need to do the graphics in a tasteful way, like NOT having cartoon characters, and if you combined that with some rag-doll physics and particle effects pummeling your enemy into submission just got a whole lot more interesting.
#6
11/29/2008 (8:06 am)
Hmm... I figured on leveraging the DBZ style by going for a completely cartoon style - cel-shaded, the works. But you're right that it could be a lot more engaging with a more (dare I say) visceral art direction. I think that's a different take on the idea which could also be a lot of fun.