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Neal Stephenson's Sword Fighting Kickstarter

This Kickstarter Campaign is for CLANG, a PC multiplayer arena game based on one-on-one sword dueling (thanks Slashdot). This proposal is from famed science fiction author Neal Stephenson, who describes himself as "a swordsmanship geek." He envisions this using motion control, and is looking to raise a half-million dollars to bring it to life. Here's a bit:

At first, it'll be a PC arena game based on one-on-one multiplayer dueling (which is a relatively simple and attainable goal; we don't want to mess this up by overreaching). Dueling, however, is only the tip of the sword blade. During the past few years, we have been developing a rich world, brimming with all manner of adventure tales waiting to be written--and to be played. In conjunction with 47 North, Amazon.com's new science fiction publishing house, we've already begun publishing some of those stories, and we have plenty more in the hopper. Once we get CLANG off the ground we intend to weave game and story content together in a way that'll enhance both the playing and the reading experience.

"How will this be different than SoulCalibur?" you ask. .....

Low-latency, high-precision motion controller: Critical to a satisfying sword fight is fast, accurate response. This is especially important for CLANG given the depth and complexity of moves that are used in real sword arts. Initially, CLANG will make use of a commercial, third-party, off-the-shelf controller that anyone can buy today

Depth: Roundhouse swings and crude blocks just aren't enough. Real sword fighting involves multiple attacks delivered from different stances, pommel strikes, grappling, feints, and parries.

Expandability: Implementing the longsword style will oblige us to construct a toolkit that can then be used--by us, or by others--to create other examples of what we're calling MASEs (Martial Arts System Embodiments). If your thing is Japanese kenjutsu or Viking sword-and-board, then in principle CLANG should support it.

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16. Re: Neal Stephenson's Sword Fighting Kickstarter Jun 10, 2012, 21:34 Tomas
 
Flatline wrote on Jun 10, 2012, 19:21:
Yeah a motion control sword isn't enough. You need to track body positioning as well. And let's not forget that you swing your sword and your opponent blocks it, in game your sword bounces off the opponent's sword, in real life you keep swinging. Yeah sword control and all that, but it's going to be a large hurdle.

Exactly. This is the reason I can't really feel too optimistic about something like this being any good. Unless you're ok with the complete lack of physical response to what you're doing...then you're not going to be happy. And honestly, proper sword fighting requires that there is some sort of reactive force to your sword blows. I really don't see how you can have any real swordplay without that. At least not anything that resembles proper fighting.

Still, good luck to them. If somehow they pull off a fun title then I'll definitely check it out post launch. =)
 
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>> 16. Jun 10, 21:34   Re: Neal Stephenson's Sword Fighting Kickstarter Tomas
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