Has any game ever captured the "sweet spot" for gore in a game?
I hope someone mods a realistic violence type character damage with blood etc.
It would make the weapons more realistic, knowing the damage they could possibly cause..
I personally think there should be no limit as to how much damage can be done to a NPC if you just keep beating it to a bloody pot hole...
Of course this would coincide with sectional damage, you (i.e. when you strike the head of a NPC and it does more damage etc..)
And no matter what anyone says.. this idea touches bases on a few hidden emotions etc.
* It will add to the actual power of the weapon, along with the cause/effect of using it.
* It can actually make fights more exciting knowing, the same thing can happen to you.. in turn, it will increase the fun/satisfaction of winning a fight
* Seeing a display of destruction with your weapon in hand.. Will make the whole experience a lot more REAL.
* Saving some of the more gruesome kills for the NPC's that have wronged you in a huge way...you will get a bigger sense of satisfaction on dismantling them.
* Some deaths SHOULD be over-the-top gore only IF the situation calls for it example a dragon rips someone in half, there should be plenty of blood and guts you know?
If this mod could be done correctly, I think it would increase the fun factor of the game ten times over.. The battles are great, but the overall “braveheart” style of gore/damage of it, seems to be missing.
I would say that Deadly Reflex from Oblivion matches a lot of your criteria. See, the way it played simply felt very realistic. You spent the majority of the battles sidestepping and evading the attacks of your opponents, and when hitting back would oftenly clash against their shield or armor. The trick was to variate your attacks as much as possible to make yourself unpredictable, you could even do several versions of a kick attack (the mod added a total of 10 or 11 different melee attack possibilities I believe). You had an extra bar named "momentum" (I believe) and it filled up the more you varied your attacks. This confused your opponent and made your attacks unpredictable, and this all lead to the climix of the battle where you use up your momentum to strike a hard and successful hit at one of their limbs, their head or torso (I believe this part was randomized - it's been a while since I played it) and subsequently cutting off that part in its full graphical glory. It felt amazingly satisfying since the battles were not easy at all but very fun and varied.