![]() Yet it is filled with ill conceived mechanics that contradict that fundamental design. I could go on at length, but the point is Mordhau is fundamentally a melee fighting game. There are semi-auto portable ballistas built by engineers. I spend so much time just mindlessly clicking to destroy a blockade. There are auto-building blockades built by engineers. If you walk near one you get instant killed. There are poorly visible bear traps with oversized hitboxes. This means there is no obvious "block" animation at all. There is a mechanic called "chambering" that allows players to use their attack to defend. It is a confusing mess and people are constantly team killing by accident. They can use colour schemes that make them look like the other team. It's cool, but it makes the game less readable. There are also many weapon redundancies and alternate skins, which makes it hard to read what you are up against. Maybe it is realistic, but it means players cannot reliably read the gameplay. The tip of some swords are only 1 or 2 pixels wide. Many of the weapons are extremely small and hard to see. However, the devs put in many mechanics that contradict those fundamental requirements. For example, they need to be highly readable and they need melee primacy. Fighting games come with a lot of design baggage. I play a medieval melee game called Mordhau. Check out our Discord! Suggestions and feedback Message the Moderators r/Games: A place for informative and interesting gaming content and discussions. ![]() r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: ![]() Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc. "how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are.
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