Weapon switching should be up to the player. It should not be automatic.
But it isn't automatic, so what are you talking about?
Hitting xxxy-xx should not do that FOR me. That goes against the open ended combat that DMC is known for.
You do realize that there is a weapon switch button, right?
That's not streamlining to switch weapons for you, that's hand holding.
No, it's streamlining.
It seems that you're confusing simplicity with hand- holding. Streamlining weapon switching isn't hand- holding since the choice of using those weapons is still up to you.
The quality of a weapon is subjective. Not everyone cares for the same type of weapons. That's why there should be more types of great quality weapons to choose from.
And I agree with you, but not everyone agrees that having alot of weapons makes a game any better.
Also, increasing the number of weapons, each with there own modes and move-sets increases the sheer number and variety of move and weapon switches possible in any given encounter. Limiting weapon switching to move specific limits both the potential moves one weapon can have since it shares combos with other weapons, and customization since so much of this system is automatic.
Yes, I know, I wish I can add more weapons but, alas, I must sacrifice that for a good control scheme.
And may I ask what part of this system is automatic? You still have to press a button to choose the weapon you want, you know that right?
There are only so many ways in which any number of weapons can be swung without repetition, so having a great many combos for few weapons is redundant.
No it isn't, the fact that you have so many makes it fun. I doubt a person can figure out over a thousand combos within a single playthrough.
You see, what makes DMC fun is the fact that you have so much to discover. When you play through the game once, you've only scratched the surface. That's what I'm trying to appeal to. I'm trying to make it so that people can have easy access to these combos but, even if they play the game ten times, they still have stuff to discover. DmC is trying to appeal to that as well, my control scheme just puts what they're doing to another level.
On top of all this, you also want to limit freedom having the system choose your weapons for you AND with no freedom and limited customization, weapons and variety, you make the controls MORE complicated?
Now your argument is conflicted. Is the system complicated or a hand- holder? It can't be both.
Expand the system before you try to expand control. You tried to add more to the button controls without adding anything to the game or action games in general to justify it.
Add more what to the game? I'm just worrying about the control scheme and how deep it can go. I'm not trying to add anything but gameplay depth.
You can't preach variety and control and freedom and customization and simplicity when you have a system that goes against those very principles...
I can preach those principle because my system is based on them.
...Am I still talking about games?
Don't worry, you are.
How about I tell you what influenced my design?
One of the first things that I thought when I played DMC 3 was that it had the qualities of a fighting game. So I turned to games like Tekken, Street Fighter, and DBZ: Budokai to see what kind of fighting system would DMC most like benefit from. As for action games, I turned to Alter Echo and God of War. The challenge was mixing these influences into something that DmC can benefit from. Here are the factors that I figured would benefit DmC:
Dual- Attack System
Fighting games like Tekken and DBZ: Budokai had a system where punches and kicks were on seperate buttons, which allowed for multiple combos to be utilized during battle. I figured that, since DMC had multiple weapons, maybe putting those weapons on the buttons would benefit in the same way.
Multiple Strength System
Alter Echo, God of War, and Street Fighter shared this aspect. Since DMC had weapons that had varying strengths, maybe have a multiple strength system can work for it as well.
Various Modes
This is one of Alter Echo's basic concepts and is a perfect fit for DmC since it had a mode system as well. However, Alter Echo had a weapon- based system, maybe DmC can benefit from such a shift.
Now that I had the influence, I just had to put it in a control scheme that would work while being simple. Here were some earlier candidates:
R2: Demon mode
L2: Angel mode
R1: Sword mode
L1: Gun mode
D- Pad: weapon switch
Square: Weapon 1/Demon pull (no mode)
Triangle: Weapon 2/ Angel lift (no mode)
Circle: Juggle/ Guard (no mode)
X: Jump/Evade
With this, I just simply made some adjustments with the original DmC scheme. However, it would cause some discomfort for people to do any combination of modes. And if I had an Angel and Demon mode, why are Demon pull and Angel lift seperated from them?
So from here, I knew that I had to get rid of two modes which would leave two trigger buttons open. So I decided to look toward the Classic DMC series to fill that up.
R2: Demon mode
L2: Angel mode
R1: Aim
L1: Devil Trigger
D- Pad: weapon switch
Square: Guns/Angel lift/Demon pull
Triangle: Swords
Circle: Juggle/Guard (no aim)
X: Jump/Evade
Same thing again but with an aim and DT button, which would cause the same amount of discomfort as the last one. Plus, I had gotten rid of all the influences from the other games. But I had an epiphany from the Night Club trailer that was recently released. Since Osiris and Arbiter had varying strengths, why not turn Angel and Demon mode into forms of attacks?
L1: DT
R1: Aim
R2: Sword mode
L2: Gun mode
D- Pad: weapon switch
Square: Demon attack/pull
Triangle: Angel attack/lift
Circle: Juggle
X: Jump/Evade
This time, I couldn't think of what to do with the other aspects of DMC like guarding, dashing, etc. and the whole attack system just seemed stale and uncreative. That's when I figured that I forgot about Normal Mode as a form of attack. And I was still stuck with the trigger button issue, so I knew I needed to get rid of the aim button. I figured I might as well fuse it with the two modes, but what was I gonna do with the remaining trigger button? I realized that I needed an aim button, but I needed it to do a seperate purpose than what the new modes were being used for. I thought, "Hey, since people aren't going to be using Sword and Gun mode the entire time, why not use aim for the non- combative parts of the game like platforming?"
R2: Sword Mode/Lock- on
L2: Gun Mode/Lock- on
R1: Aim
L1: DT
D- Pad: weapon switch
Square: Angel Attack/lift
Triangle: Normal Attack/Guard
Circle: Demon Attack/pull
X: Jump/Evade
You would think that this is good enough, but it just didn't go deep enough. I thought that the player would be stuck with just three different attacks for that one weapon. It wasn't fair because it didn't give them the freedom to have whatever attacks they wanted. What if a person wanted two demon attacks instead of just one? But why have two different demon attacks? The only value in that is if they wanted to have two different weapons on the shape buttons. Then that's when I remembered that I wanted to do that in the first place. After that, I made the current system you are currently commenting on.