
The hidden edge of parrying, magnetic player attacks and dodge rolls: "filmable" gameplay
These mechanics are fun to play, but I guess their popularity is also due to how they make the gameplay so "filmable". The main idea I'm floating here is that an alternative to these mechanics is also fun, but it is at a marketing disadvantage for not having the same spectacle factor.
With auto lock always on, dodge roll lets you evade in any direction you'd like and the camera remains focused on the boss, a parry goes a step further and stops almost all camera movement.
Games with magnetic attacks prevent whiffs and small downtime you need to find your bearings. You don't stop attacking.
Together these mechanics let the camera focus on bosses which seem to be competing for Tony Awards for Best Choreography, and for some games focus on the protagonist's butt.
One common sense argument is that these mechanics are natural solutions to long standing problems. I agree in part that they show a solution, but are not the solution. They are trade offs, as is anything. They deliver combat that's great to look at, that's more button focused and less movement focused.
In all melee combat games you must be aware of your surroundings and of boss attack patterns, but the filmable gameplay emphasizes memorization and reaction a lot more than movement and space. Closer to a rhythm game than a game where you control a body in an arena.
So I think freeing the player from controlling the camera isn't by default a good thing, neither is the opposite a bad thing.
Here's an example. Someone made a 3d version of Silksong boss battles. A lot of the camera movement is up to the player. There's an autolock but many times you're better off without it. There is a parry but it is limited like in Silk Song. It's a lot of fun.
Notice how much the camera moves.
https://www.youtube.com/watch?v=XGqLGQZ2HY4
Compare it to Stellar Blade for example, an example of parry and auto lock (not of magnetic attacks)
https://www.youtube.com/watch?v=Ee7pSeQ6nSU
a video from a normal player on their first fight
https://youtu.be/YptXwE6MR8U?si=zSzvGH-FlM38pVRC&t=1498
The camera barely moves.
In Silk Song 3D keeping track of the enemy is a skill and the battles demand a lot more spatial awareness. It's not struggling with the camera because the camera responds perfectly. It is just part of the fight, like timing your parries or using the right combos is part of the fight.
I wouldn't say I'm struggling with combos when God of War wants me to remember the multiple button combinations to activate skills.
In the past games didn't have as much automatic control of the camera, other solutions were implemented like top down view, fixed camera. A massive boss on the edge of the arena. But also in the past, and I'm saying PS1 and even PS2 era, games either didn't have the analog stick or rarely used it right. But even the ones that didn't count on analog stick, like Mega Man Legends, are still fun precisely because of the spatial awareness they require.
So I think this sort of more static combat gameplay is here to stay because of the natural exposure advantage it has over other kinds of combat.