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Fighting games PSYCHOLOGY Guide

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Old 11-05-2019, 05:28 PM   #9
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Re: Fighting games PSYCHOLOGY Guide

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Originally Posted by SUGATA
Btw there is a reason why I posted this guide today....

I have a CONCEPT IDEA about implementing PSYCHOLOGICAL factor/element into new UFC4:
- fighters has CONCENTRATION, it affects their fight effectiveness, it depends on many factors

- fighters has WILLPOWER, which rise them from knees and forcing to fight

- fighters has FEAR, which cause a paralysis

- fighters has SELF-DISCIPLINE, which allows to implement their fight plan or not (Tyson: I have a fight plan until I got a hit).

All these factors has a CRUCIAL role in matches.
All they will bring unprecedented level of Individuality to the fighters.
All they will bring New deep level of gameplay and new elements during the fight.


I hope to create such mechanics so it was possible to implement into UFC4.

Hmmmm.........very interesting. I think this concept could be very fun.

On the other hand, I think it's up to the PLAYER to have Willpower, Concentration, Self-Discipline, and Fight their Fear...unsure if I want these to be part of a fighter's attributes....

But I might be able to be convinced haha
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Old 11-05-2019, 05:30 PM   #10
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Re: Fighting games PSYCHOLOGY Guide

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Originally Posted by That Ragdoll Guy
What about my Ultra Instinct?
Slightly off topic, but my God Masvidal is the real life personification of Ultra Instinct with his striking as of late. So fast that those strikes come out, and no telegraphing of any of them that I can see.
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Old 11-05-2019, 05:38 PM   #11
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Re: Fighting games PSYCHOLOGY Guide

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Originally Posted by Boiler569
Hmmmm.........very interesting. I think this concept could be very fun.

On the other hand, I think it's up to the PLAYER to have Willpower, Concentration, Self-Discipline, and Fight their Fear...unsure if I want these to be part of a fighter's attributes....

But I might be able to be convinced haha
We have Striking and Grappling advantage gauges.

But IRL exists also a Psychological advantage “gauge”:
It depends on many pre-fight factors and on many during the fight factors
It affects fighter’s conditions (stats, parameters, attributes).

The ROLE of the Players is to MANAGING right all these factors, solving them and causing them to the opponent’s fighters by:
- fighting activity (spurt)
- special strikes (haymakers)
- active behavior (back pedal passive players will loose Psychological advantage so decrease stress stats of their fighter)
- taunts (will distract and provoke Fighter)
- too long in sub position (turtle)

Psychological gauge CAN SOLVE many boring player’s scripts and scenarious, most players don’t like and complain!
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Old 11-05-2019, 05:53 PM   #12
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Re: Fighting games PSYCHOLOGY Guide

Nice man --- I'm pretty much convinced haha

I think it was the Taunts that got me

For real though, could add a whole layer of Meta ... hope this gets some traction and discussion
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Old 11-06-2019, 12:32 PM   #13
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Re: Fighting games PSYCHOLOGY Guide

We don't need a psychological element to the game for the same reason we don't need a timing stat or something: the human playing the game already contributes this. If you add this, now you have these artificial limiters combined with the human limitation. You've just doubled up on it and in turn actually made the game more unrealistic.

Also, the time and resources needed to implement this would be better served elsewhere.
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Old 11-06-2019, 02:46 PM   #14
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Re: Fighting games PSYCHOLOGY Guide

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Originally Posted by SUGATA

The ROLE of the Players is to MANAGING right all these factors, solving them and causing them to the opponent’s fighters by:
- fighting activity (spurt)
- special strikes (haymakers)
- active behavior (back pedal passive players will loose Psychological advantage so decrease stress stats of their fighter)
- taunts (will distract and provoke Fighter)
- too long in sub position (turtle)

Psychological gauge CAN SOLVE many boring player’s scripts and scenarious, most players don’t like and complain!
The bolded bit is a pretty good example of what RM is talking about. Some people get mad regardless if you taunt them so you don't need to turn it into a mechanic.

Random variables like these are good for single-player games where the purpose is not necessarily to "beat the game" (Roguelites, RimWorld, WMMA 3) but this is a fighting game.
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Old 11-06-2019, 03:38 PM   #15
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Re: Fighting games PSYCHOLOGY Guide

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Originally Posted by RetractedMonkey
We don't need a psychological element to the game for the same reason we don't need a timing stat or something: the human playing the game already contributes this. If you add this, now you have these artificial limiters combined with the human limitation. You've just doubled up on it and in turn actually made the game more unrealistic.

Also, the time and resources needed to implement this would be better served elsewhere.
After sleeping on the idea for a night --- still sounds really cool, but I agree, it'd take a lot of time & effort to pull off, and it'd be really tough to balance. You can't half-*** something like this.

But looking forward to Sugata's deep dive into proposed mechanics

Perhaps this can at lead to more development behind the "Heart" and "Toughness" stats --- stats which have a lot of potential but might be underutilized (?)
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Old 11-06-2019, 04:39 PM   #16
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Re: Fighting games PSYCHOLOGY Guide

Do one on head movement and footwork
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