Are I-Frames Holding Elden Ring Back? | Design Delve
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In this episode of Design Delve J & Ludo dive into what I-frames bring to the game design table and what they might be stealing on their way out.Support us o...
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Good video.

I get his point and agree with some of it (I’d rather boss designs not lean on your invincibility), but I just fundamentally feel like dodging against the grain of attacks adds something. It would be cool if, as the engines get better, you got more animations where you slid over, hopped over, etc attacks instead of just rolling and not taking damage.

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I feel like that wouldn’t be within his criticism. The way I understood it, it was that he, and I agree, dislikes the i-frame dodging-centric design because it relies heavily on something invisible like the I-Frames.

If there was an animation, a flourish or some other visual marker it would help tremendously.

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Yeah, I’m not really disagreeing with him, though I do think Elden Ring is one of the least janky games I’ve ever played. It really does feel incredibly consistent to me. Compared to something like the Witcher where even walking doesn’t seem to stop in the same place consistently, it really does work pretty well IMO. I think the older games did feel a lot sloppier, but Elden Ring took a step forward into super smooth control to me.

But I would like a better visual cue.

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