>>324924430

More thinking out loud:

In zombie games, it’s very unsatisfying when headshots aren’t one-hit kills. Likewise, in VR swordfights, it’s unsatisfying and immersion-breaking when solid cuts/stabs to exposed flesh don’t have an obvious effect. In a typical fantasy MMO or dungeon-crawler, the only effect of a melee hit is the enemy’s health bar decreasing. In VR, maybe enemy health just gets replaced with fatigue, sort of like how “luck” replaces HP in Uncharted. Enemies will block most swings (appropriate to skill level and player strength) until you wear them out, at which point their guard falls (maybe very obviously; they fall to one knee, panting) and you can give them the coup de grace, i.e. stab them in the chest or the head. Until their guard falls, you also have a chance of slipping a swing past their defense, but it’s much lower. Surrounding an enemy has obvious advantages in that they can’t block attacks outside the frontal vision cone.