QUOTE(Decrepit @ Mar 27 2017, 10:24 AM)
Spears would be nice indeed, as would polearms such as poleaxes and Lucerne Hammers (for plate vs plate encounters). I imagine these aren't included due to difficulty in programming them to function properly. It can be argued that swords themselves aren't used realistically, but in this case we are used to improper using in movies and TV shows so cut the games a bit of slack. I've been thinking it'd be neat of Beth was to coordinate with the folks making Kingdom Come: Deliverance for the melee combat portion of any upcoming TES title. Extremely unlikely, but a judicious blending of the two philosophies could benefit the TES franchise, imo.
It should be a matter of designing an animation palette that's adaptable to multiple weapons, and providing a way to connect them. A Zulu short spear was essentially a stabbing device, always used with a thrusting attack that would be shared with a Gladius, or similar Point-oriented sword. Each of those has just one way you're likely to use it.
Pure Poleaxes and Lucerne Hammers again are only likely to be used with a single attack animation. Anything but the big swing doesn't do much harm. But many of those weapons addressed that issue by adding a spike on top for a second attack, so now we're at two.
In the Morrowind CK, and presumably in the engine, too, there are canned combos of animations that you have to select for a weapon. So "Two-handed Wide grip" is a set for Spears, Quarterstaves, Halberds, or anything based on the long stick model. Similarly if you want a shortish one-hand weapon, you select a pre-canned set for that. It really only needed a mechanism to create your own list to fix it.
Then there was the fixed linkage between animation and controls that made all weapons have to support Chop/Slash/Thrust even if you really needed three varieties of Slash for your Katana. A user setting allowed you to reduce the choices to one ("Best attack") because the game mechanics made success a dice roll, rather than depend on tactical choices, so it was pointless to choose one over another.
I don't think any game after Daggerfall had much consideration of weapon type vs armor trade-offs. I recall blunts being better against skellies there, but leather/mail/plate didn't seem to resist different attack types in different degrees. About all we were left with was the "resist normal weapons" to balance with the magical resists, which resisted all types of physical attack. Edge/point/bludgeon or maybe more could have been used for attack/resist variation, but weren't.
Lack of locational damage also came in gradually. At one point I remember damage was randomly allotted to armor items for wear/repair, but that didn't mean that not wearing anything in that slot damaged the character more. "Go for the eyes, Boo!" was never an option. You press the "strike" control, the game decides an attack for you, and stats get adjusted.