I thought I would give you guys some behind the scenes on where we are coming from stylistically with the Avatar Combat. (at least from the animation side of things).
The closest thing that I have worked on to what we are doing now, is EQ and EQ2. EQ2 may be closer, but I spent more time on EQ (starting with PoP).
Before we got started animating, we were working with a local sword fighting troupe. They take their work seriously.
http://www.academiadellaspada.com/
Cecil is a nut who could probably kill you with a paper clip. They were really gracious in allowing us to observe their classes and video tape whatever we wanted. There is a deadly german school of fighting that I really wanted to get in game.
One of the things I took away from the classes is that real sword fighting is over in seconds. It's nothing like movies as you all have mentioned. So what do we take from movies and yet keep it somewhat historical? It's a real challenge. Throw in game engine constraints and it becomes a conundrum. People want to jump on tables, swing from chandeliers and get launched from cannons. So we really had to find a middle ground that will work in a game environment.
There's another engine problem going on; we had to turn off animation blending during combat, so visually transitions for one anim to another iare a bit jarring.
Right now we are working on a few different things that should present the combat in a better way. We don't have a time table to finish yet, but Rusty is always lurking behind us to get it polished and in game.
Btw,I just found out today that you can control click your prep attack so that it will automatically use that. If you haven't tried that, check it out.