As for physics in combat, Aver’s got it right. It wouldn’t be much of an RPG anymore if it focused heavily on them in that fashion (cf. the aforementioned “Dark Messiah of Might and Magic”). I mean in these games you end up being able to kill even the most advances enemies by kicking them from a ledge or into a wall of spikes, even on level 1. The degree to which “The Witcher 2” employed them (Aard + cliff) is enough for me. ›››
How are environmental physics not part of an RPG? Are you serious? If you were RP-ing with pen and paper and a human dungeon/game master, you could come up with things like that. Try to hit objects, do whatever. Not everyone has to sword fight and cast spells.
In-game, I picture environmental physics could actually add an element of surprise to combat. But it could be heavily stats-driven if you like, even turn-based. It simply is a factor you can take into account. Weakening a scaffold with Aard to drop it a creature? Didn't we do something like that at the end of Chapter 3 in TW1, except it was scripted? Now imagine something like that in a much smaller scale, that you can control. For example, again, body collisions. More skilled enemies would probably be able to evade these moves. As I said, stat-driven. It doesn't have to be everywhere and combat doesn't have to be designed around it, as Aver well pointed out it would be annoying. But it would be nice to add a degree of reactivity
from the environment. One body should push another, falling objects knock people down, etc. Acceleration, momentum, gravity. Things like that as part of the general game world.
What you are talking about are the combat mechanics of an action game, unrelated to (simulation of) physics.
Facio, Voco, Ferre.
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