Users Online Now: 2958  |  May 4, 2024
SBartlett's Blog
WWE Day of Reckoning 2 Game Design 
Posted on September 15, 2011 at 07:30 PM.
WWE Day of Reckoning 2 Game Design: Applying Concepts to Modern MMA Titles

The WWE Day of Reckoning 2’s fighting engine is one of the most balanced simulation fighters ever created. The gameplay elements present have been unsurpassed since the game’s inception in 2006; the game still remains a deep wrestling experience, with wrinkles of simulation depth in every aspect of its build.

WWE DoR2 easily stands alongside games such as Fight Night Champion, EA Sports MMA, and UFC Undisputed: 2011. Today, I will begin to explain how the damage system employed, and also the amount of strategy a deep move list can bring to the table. All of these gameplay pieces can be built into today’s games for a deeper simulation experience.

The Commonsensical Damage System





The damage system in WWE DoR2 provides the outlining points of attack for each wrestler. Fighters are able to target specific zones of the body through their deep move sets. Move sets can be broken down into strong and weak grapples, or power and setup attacks.

This damage system mirrors closely with the current generation of titles; Fight Night Champion’s latest simulation installment was the implementation of the four major zones on the fighter’s body: Head, Torso, Left Arm, Right Arm.

Comparatively speaking, WWE DoR2 is able to mirror the type sim-philosophy that Fight Night seeks to achieve through WWE’s stamina system. Repetitive power moves will result in over exertion, quickly fatiguing stamina. Similarly, FNC’s abuse of certain punches will tire the fighter out; the weakening of an overused right hook tires the right arm.

The end result is the same in both titles. WWE’s power moves fatigue a wrestler fast, positioning gamers to fight with a variety of balanced attacks; both weak grapples, strong grapples, ground game, and combinations to find victories.

Animations and Expansive Movesets

The animation packages and signature style is more advanced than what we see in EA Sports MMA and UFC 2011.

WWE DoR2 succeeds where UFC 2011 and EA Sports MMA fall short in the number of animations accessible, and the variety of move pillars built into the title. WWE DoR2 is able to break down wrestling into a number of pillars or positions where animations can be executed from. In essence, the art of fighting is broken down into a number of positions, and sub-segments (this is where reversals and animation-branching technology plays in) for points of attack.

For example, the standing grapple is your number one pillar where move sets can be launched; from here: weak grapples, strong grapples, weak and strong punches, blocking and reversals all can be executed.

Further, pillars exist in a variety of locations between two combatants. Reverse grapples, corner grapples, and ground grapple attacks focusing on the head, torso, and legs to name a few.

Each position or pillar holds numerous animations, unique to each fighter’s skill set, or in some cases, signature moves and authentic animations developed specifically to the wrestler’s mannerisms and style. Applying these deep animation sets to every element of your wrestler’s strategy creates an outlining philosophy for your to attack.

Typically, each wrestler will have two inherent strategies built into their move sets: A focused attack that will manifest itself in the power of a finishing move, and a secondary strategy where weaker attacks are assumed as a plan B against certain skill sets of opponents.

The strategic submission ground game can be on example on how to implement a sound strategy. Using the quick grapple attacks, wrestlers can focus on the part of the body that their signature submission will help garner a tap-out. Chris Jericho’s Walls of Jericho can be used as a main point of attack here, focusing on the lower back.

As the match unfolds, you will begin to notice Jericho’s move sets focus on attacks that damage the midsection and the back. Some of Y2J’s strongest moves include a powerbomb, and a german suplex which clearly damages the back of the opponent. The game also provides real-time feedback, flashing the zone of the body that was damaged on an overlay in the status bar.

The ground submissions also provide a cat and mouse game, similar to what we might see in EA Sports MMA, if you wish to consider it that. Upon execution of a submission, four choices arise for the submissionor: Submit, Drain, Recover, or Taunt. Each has its own advantages and disadvantages. If your opponent correctly infers the strategy you are employing, a reversal is launched and the submission is blocked. If your opponent’s back is badly damaged, the on-screen pendulum is in your favor from the onset to submit your opponent.

Depending on your matchup, the point of attack is in the power of your hands here. These infinite combinations of move sets provide deep simulation strategy from the onset of the bell on how to come out victorious. The animation sets blend with the fighter’s attribute ratings - creating seemingly limitless fighting strategy.

Applying new pillar positions to launch new animations from would expand on EA Sports MMA’s limiting strategy. EA Sports MMA, while great in its own right, comes down to a striking match, or the ground game. While it has a decent amount of variety in animations, the animations don’t transition nearly as gracefully as seen in WWE DoR2.

As you can see in the descriptions above, between the amount of pillars or positions from which moves can be launched, we have more variety here than what any of the current titles have been able to provide. Granted, this animation system was built on a framework of years in the making, it’s fully applicable to today’s games.

Part two will focus on reversals, midstream animation-branching, and more.
Comments
# 1 Gramps91 @ Sep 15
Dude that game was AWESOME. 5 years ago that game was my life for like a full year. that and NBA Live 06
 
SBartlett
29
SBartlett's Blog Categories
SBartlett's Xbox 360 Gamercard
SBartlett's PSN Gamercard
' +
More SBartlett's Friends
Recent Visitors
The last 10 visitor(s) to this Arena were:

SBartlett's Arena has had 147,909 visits