Könnten die Kämpfe von For Honor in einem MMORPG funktionieren?

Könnten die Kämpfe von For Honor in einem MMORPG funktionieren?

Ubisoft’s new action game For Honor is an epic of battles with particularly intense combat. But would this type of combat system work in an MMORPG?

The fights are at the forefront in For Honor and are the highlight of the game. Why is that?

Putting everything else aside, the battles feel “real.” The hit feedback, how the weapons respond, the speed – all of this fits together nearly perfectly.

The fast confrontations give the feeling of being in a grand battle, striking with a sword, blocking with a shield, executing combos, or swinging a massive axe to literally throw a foe back.

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So battles feel good

Many action games offer similar combat. But those who have played For Honor will quickly notice that the developers put in a lot of effort here. They have packed the feeling of swinging weapons, striking with them, dodging, and blocking into the game particularly intensely.

Returning to other games after For Honor, fights feel somewhat “unreal.” Especially in MMORPGs.

In many online role-playing games, the tab-targeting system with hotbar is still found. The player clicks on the enemy, stays near them, and then presses keys in succession to execute attacks. It is a rather passive system that relies on tactics.

The right timing must be found to execute this or that special attack so that it also causes proper damage. It is a system that has proven itself and was born out of necessity. Because lag can lead to devastating situations in online role-playing games if, for example, an attack cannot be executed with precise timing.

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The problem of active combat in MMOs

These lag problems can be seen in MMOs that rely on active, free, and action-packed combat such as TERA, Vindictus, or Blade and Soul.

However, the battles in these games already give a very different impression. They are fast and full of action. They convey the feeling of chaotic battles and fast reactions and changing situations much better than the tab-target system.

There is more of an impression of being in a fight, and less of being a spectator who just occasionally gives commands and waits for them to be executed.

Yet even these active combat systems cannot convey the intense feeling of battles in For Honor. It may be unfair to compare For Honor, as an action game, with MMORPGs. But such a system with such hit feedback and such a feeling of swinging weapons could also benefit MMORPGs.

Of course, the problem of lag would still exist and stand in the way. Furthermore, many MMO fans desire a rather leisurely combat system that is more tactical. There will always be room for a hotbar tab-targeting system in the genre.

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Intense combat could attract new players to the genre

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But even more intense battles with an even better feel might make the genre interesting for action players, who would then realize that an MMO has much more to offer and might also take a liking to it.

Fights are important in many games and should therefore also be fun. Whether that is rather leisurely or fast, that is decided by the taste of the players and what they hope for from the fights.

The feeling of being in a dangerous situation and having to fear for one’s (virtual) life should always be present. Because that is part of what makes fights great. And this feeling is excellently conveyed by For Honor.

Perhaps some developers may be inspired to think about a combat system for a new MMORPG like the one used in For Honor. And maybe it works really well and leads to particularly intense battle situations that remain unforgettable.


We deal with the nuances of the combat system in For Honor in this article:

For Honor: Combos and Actions of All Heroes – Special Attacks

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