Creating a believable fantasy, sci-fi or any kind of fiction is quite akin to cooking for me. You have the base of the dish that you flavor with fictional elements. It up to personal opinion as to preference to the "spice" in the story but too much of certain elements can both ruin your story or any dish. The tricky part is nailing down how far it goes before any design or story elements begin to stand out too strongly.
For me, alarm bells go off in my head when I see a weapon that could not work in real life, because real life weapons have a long history of trial and error in combat. Does it mean weapons can't look "fantastic" in a fantasy setting? No, but it does mean it should be confined to at least a base, logical premise that can be built upon. Not all weapons are "tiny hatchet headed looking axe weapons of history."
There are some pretty impressive axes out there, and I'm not trying to pick on your opinions (which are totally valid) but a double headed axe is kind of a goofy weapon to me, it limits the user by minimizing the power a person can put into the swings and leaves them with just an awkward piece of junk that is long but lacks the range of a spear or even a longsword since it's balanced in the middle and has two tremendous heavy blades at each end which hurt the user from actually using the total length of the weapon for an advantage. The desire of a user of such a weapon to not hurt themselves by swinging it also limits angles of attack, making it a pretty predictable weapon to anticipate. Too much fantasy in my stew, it's just a bad idea and I can't take such a weapon seriously...but each to their own tastes, I just try never to use said weapons if they are in a game. It's only when I absolutely have to use these things to complete a game that it gets obnoxious.

The staff is a realistic weapon, I don't care what re-inactment society says otherwise. I've met a few martial arts instructors that were quite dangerous with a stick, whether a Japanese Jo or an Indonesian Kali stick. I have a few nice calcium deposits to prove it, lol. Sure you can't behead someone with a staff-type stick, run them through or disembowl them, but you can kill people, and very painfully. A six foot staff is a pretty realistic weapon. The only thing that would get me is if the character started doing backflips or was constantly spinning in circles during a fight and not flowing with the opponent's movements. Physics is an important spice in any dish and one that should never be tossed out. That would be like cooking Indian dishes without ginger/garlic paste or making Japanese food without soy.
Too many crazy backflips, endless spinning attacks, jumping forty feet in the air without a trampoline or implausible acts of strength throw it off for me. That's one thing that annoys me about alot of JRPGs, they do everything over the top so when something "serious" happens I can't take it seriously. Oh really, a character died? Bring them back using some of that impossible magic which makes a dragon fly in from outer space and breathe fire on all your enemies! Oh...that's right, it would hurt the plot somehow, this is character motive for revenge so the hero has to be weak for this scene...somehow.
One scene in Dragon Age I thought was pretty goofy was when the warden, in a cutscene does a one-knee slide under a dragon and slices it's belly open with a greatsword. Seriously...I guess it could be a magically sharp blade but that thing would be splitting atoms if it was that sharp and you just swung it too hard. It starts to look comedicly bad when people ignore all laws of physics. Nothing is grounded then, my character might as well shoot flaming zombie kittens from his butt to vanquish his enemies at that point. His explanation to his comrades could just be "Oh it's a spell I picked up along the way."
This is getting long so...I'm not trashing anyone's opinions, all opinions are valid. But if people want a story to be taken seriously, even in the fantasy genre, they need to ground combat to "some degree" in reality.
Modifié par Ryllen Laerth Kriel, 05 août 2010 - 02:23 .