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File: styx.jpg (34 KB, 554x554)
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>2014
>Okay, so we're making a stealth game and we want the play to be stealthy to complete the game, but it should also have a limited combat system so that it's not an immediate game over if you get caught by a guard
>How can we design a combat system that is so AWFUL that players will avoid using it except as a last restort?
>I know, we'll make it so that your character can only parry in open combat, and needs to get a certain number of parries in a row against his opponent to knock them off balance get a kill!
>Brilliant! Players won't be completely helpless against individual guards, but they'll probably want to stick to stealth as much as they can for sure, because no one would actually *like* such a fucking DOGSHIT combat system.
>>
>>729351409
The late-stage soulsborne clone had not yet been come into being, anon.
>>
>>729351409
You're a tiny goblin against a room of literal giants. If you're in combat with them you're literally playing the game wrong and it sounds like the game is designed to punish you for that without just giving you a game over screen, which is actually based.
>>
>>729352183
You're not wrong, anon. The open combat system was almost certainly designed to give the feeling of being a shitty little goblin that doesn't stand a chance against his human attackers, and to encourage stealth instead.

Truly a system that the player would DISLIKE enough that they would avoid it and try to stick to stealth as much as possible!



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