Do you think the champ of each division should be like a Big Boss?

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • allBthere
    All Star
    • Jan 2008
    • 5847

    #16
    Re: Do you think the champ of each division should be like a Big Boss?

    Also, we need to look at real boxing matches - blowouts, close fights, slugfests etc... do this and try to understand why one guy wins and the other loses. HOW you fight needs to be paramount in this game.

    For example, WHY is sharp and snappy jab so important to many good boxers? - what does it do? how do most boxers react to it etc..why does doubling up on the jab work against some guys and not others? Why couldn't Tyson, just walk in and blow-up Evander? What happens if ODLH fights a clone of himself with different trainer and cornerman? in this case where 2 guys are identical, which game plan wins and why?

    Also what can we imporve over a career? I think power and handspeed and agility could be very minor changes, but footwork, defense, technique and conditioning can improve dramatically (but that doesn't mean they will necessarily).

    We need to look at champions and journeymen to see why they were/are that way? Part of it is timming and hand eye coordination - as a gamer timming is one of the only things we have control over right now, some of the other things we can control aren't even part of boxing (cut man, parying, leaning back and it not being possible to be hit with a head shot).

    I don't have many answers, but I think one of the best things would be to start with
    1)naturalmotion-type physics animation (so that every punch is different (even if it isn't visibly noticeable most of the time). - I think this would make boxing more realisitc, for example what happens to my left hook when I got hit with a grazing jab near the top of my head?

    2)Boxers line of sight (mostly for AI) - you can't block what you can't see which is why the standard 1-2 combination is so effective, uppercuts on the inside and body punches etc...I want the opponent onscreen to react to why my character is doing on the screen, not what buttons I'm pressing. I want him to anticipate too. So in short I want his vision to represent only what that character's eyeballs could see.

    3)Human element/strategy. I want to say 'how is he still standing!?!' after a perfect punch, while other times getting a ko easier than I thought. 2nd wind during many fights! , adrenaline(feeling drained after too), relaxation/anxiety/nervs/confidence ---and I want all of this to change not only over a career but WITHIN a single fight! Same thing with strategy's and adaptation gameplan's etc...

    another thing which is more personal is a better camera, like gears of war while zoomed in for a shot. This would be way more realistic and really put you in the drivers seat.

    Finally I wanted to bring up questions such as;
    what do you want control over?
    -slips/bobs/weavs
    -punch strength (most boxers mix up changeups and fastballs)
    -vision (or maybe this is affected by jabs, blocking, and punching hard
    -punch accuracy (never been done)
    -punch angle (never been done)

    to finish off these thoughts - most gamers want to run in and haymaker you to a KO, - the reason this USUALLY doesn't work in real boxing, needs to be why it doesn't in a game..so why doesn't it? is it because you leave yourself too open? Or maybe even a guy with low punching power could put you down with 5 or 6 connects in a row while you're open? People aren't careful enough boxing in games right now, because they don't need to be. It's not boxing, it's rock em sock em robots at the moment.
    I have very few solutions to this however.
    Last edited by allBthere; 12-17-2008, 09:41 PM.
    Liquor in the front, poker in the rear.

    Comment

    • SHAKYR
      MVP
      • Nov 2003
      • 1795

      #17
      Re: Do you think the champ of each division should be like a Big Boss?

      Originally posted by allBthere
      Also, we need to look at real boxing matches - blowouts, close fights, slugfests etc... do this and try to understand why one guy wins and the other loses. HOW you fight needs to be paramount in this game.

      For example, WHY is sharp and snappy jab so important to many good boxers? - what does it do? how do most boxers react to it etc..why does doubling up on the jab work against some guys and not others? Why couldn't Tyson, just walk in and blow-up Evander? What happens if ODLH fights a clone of himself with different trainer and cornerman? in this case where 2 guys are identical, which game plan wins and why?

      Also what can we imporve over a career? I think power and handspeed and agility could be very minor changes, but footwork, defense, technique and conditioning can improve dramatically (but that doesn't mean they will necessarily).

      We need to look at champions and journeymen to see why they were/are that way? Part of it is timming and hand eye coordination - as a gamer timming is one of the only things we have control over right now, some of the other things we can control aren't even part of boxing (cut man, parying, leaning back and it not being possible to be hit with a head shot).

      I don't have many answers, but I think one of the best things would be to start with
      1)naturalmotion-type physics animation (so that every punch is different (even if it isn't visibly noticeable most of the time). - I think this would make boxing more realisitc, for example what happens to my left hook when I got hit with a grazing jab near the top of my head?

      2)Boxers line of sight (mostly for AI) - you can't block what you can't see which is why the standard 1-2 combination is so effective, uppercuts on the inside and body punches etc...I want the opponent onscreen to react to why my character is doing on the screen, not what buttons I'm pressing. I want him to anticipate too. So in shot I want his vision to represent only what that character's eyeballs could see.

      3)Human element/strategy. I want to say 'how is he still standing!?!' after a perfect punch, while other times getting a ko easier than I thought. 2nd wind during many fights! , adrenaline(feeling drained after too), relaxation/anxiety/nervs/confidence ---and I want all of this to change not only over a career but WITHIN a single fight! Same thing with strategy's and adaptation gameplan's etc...

      another thing which is more personal is a better camera, like gears of war while zoomed in for a shot. This would be way more realistic and really put you in the drivers seat.

      Finally I wanted to bring up questions such as;
      what do you want control over?
      -slips/bobs/weavs
      -punch strength (most boxers mix up changeups and fastballs)
      -vision (or maybe this is affected by jabs, blocking, and punching hard
      -punch accuracy (never been done)
      -punch angle (never been done)

      to finish off these thoughts - most gamers want to run in and haymaker you to a KO, - the reason this USUALLY doesn't work in real boxing, needs to be why it doesn't in a game..so why doesn't it? is it because you leave yourself too open? Or maybe even a guy with low punching power could put you down with 5 or 6 connects in a row while you're open? People aren't careful enough boxing in games right now, because they don't need to be. It's not boxing, it's rock em sock em robots at the moment.
      I have very few solutions to this however.
      All I got to say is, wow!
      Poe is an advocate for realistic boxing videogames.

      Comment

      Working...