My comment about collision boxes was a hypothetical, not a proof, but if you want to go there, based on common sense, history, and gameplay videos, I would bet a sizable sum that the collision boxes are exactly as I predict.
Maybe so, but you still don't know for sure. Common sense is hardly any way to prove anything being as it is completely subject to context and opinion. Also, I don't see what history you're referring to being as there is no precedent in either the CV series or in the LoS sub-series of attempting to convert the game play of a 3D game into a 2D one. I'll give you that the game play we've seen thus far MAY suggest the possibility that the hit boxes are as you say, but without a way to test it, it will never be more than conjecture.
And a proof is an argument. You said taking out ducking gives the player less functionality, but the issue with that is the game replaces it with at least two other functions, making your statement false.
Don't be a smart ass. I know full well what a proof is and it isn't empirical proof. Furthermore, you can't even claim a logical proof since this is all based on conjecture.
"Takes away from the game's potential". Qualitative value judgement right there.
True. So is your assertion that it wouldn't add anything either.
So you get it, but you don't get it.
Games are about function, not form. To that end, maneuvers posses no intrinsic value. Adding ducking serves no purpose, makes nothing more varied and interesting, unless it is given one within the game.
I get your argument, yes. I just don't agree because it is all dependent on how exact the hit detection was programmed. If it was programmed with a high degree of precision I guarantee it will intrinsically have situations where ducking will be affective even if it isn't a lot. And I still maintain that the average player always likes having a greater variety of things they can do with their character even if those things aren't strictly utilitarian. Take the nearly useless whip brandishing in SCV4. You can play the entire game without ever using that ability, yet people love it to death.
Take Sonic the Hedgehog, for example. The games have ducking, but it there are few situations in which ducking allows you to dodge an attack, and does little more than add an unnecessary motion that needs to be done before rolling. You could map the dash roll to its own button, and nothing would change. Nothing would be more varied and interesting.
Like I just said, not everything in a game need be totally utilitarian to the combat system for it to have intrinsic value.
And I'd also like to point out that you're separating the ducking ability from the context of the game and the programmers who would hypothetically use it. You can't assume that if they implemented such a thing that they wouldn't potentially adjust the combat to incorporate it in a more meaningful way, not that they would necessarily need to depending on how the engine was created to begin with.
Completely unrelated to the crouching argument:
Anyone else here who thinks Mirror of Fate's story sounds a million times more interesting than Lords of Shadow's?
Yes.
It might be old, but:
Trevor can morph into a dark, spooky looking version of himself, which temporarily grants him superhuman strength. Simon, meanwhile, can flip between his healing spirit power or his harmful elemental power.
This makes me ask questions.
Damn. That's now like Simon is less distinctive from Trevor and the obvious sign that Trevor really IS *shudders* Alucard.
Bleh.