Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / what do you look for in A video game?

Author
Message
Jeku
Moderator
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 28th Jan 2007 23:30
Dude, I'm not blindly defending EA. I'm just saying until you go through a complete game cycle with the planning, production, finalling etc. you'll realize that it's more than just a bunch of boxing fans getting together and writing down a game design document

I would *honestly* love to see somebody else make a kickass boxing game that is more realistic, as there's nothing wrong with competition. But seriously, it is *impossible* to put every single thing about a sport into the game, and you have to try to appeal to the lowest common denominator (that's unfortunate but true, especially with sports titles). Otherwise you'll sell 50 copies and go out of business.

Do you remember the EA Sports coaching sim games for Football, FIFA, etc.? Those were just not popular if I remember correctly, even though they let hardcore fans get into the nitty gritty.

How about you make your boxing game but make it a sim/stats based game where you don't have to worry about controlling the boxer? It would relieve you from having to do the 3D modeling and you wouldn't be competing with something like Fight Night. I would seriously enjoy a game like that, where you manage a couple fighters' careers from behind the scenes.

Matt Rock
19
Years of Service
User Offline
Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 29th Jan 2007 00:13
I know it's not just a bunch of friends sitting around to write a design doc... I'm definitely familiar with the rigors of design and development clashing. A while back I was working on a large-scale FPS game with RPG statistics that were tracked in real time, all taking place in a free-flowing MMO environment that wasn't mission-based. That was the project that actually led me to DBP... we were doing that game in C+ (I wasn't coding, just designing and doing foley), but then they figured it would take several years to create the game using that language and only two programmers, and that's when I found DB sitting on a rack at Hastings while visiting my girlfriend in Spokane Washington. I bought it, not knowing much about it, and shortly thereafter we had DBP and around $500 in TGC software, hoping it might simplify that game's development... until I found out it couldn't make the game I wanted to make. Anyway, now that the completely useless information that had nothing to do with this topic whatsoever is out of the way (sorry!), during that game's doomed production, we constantly encountered problems where we'd realize a statistic was off by a decimal, then we'd need to change it, but that required (A) the source the be changed, (B) the assets to be adjusted, and (C) a lot of time to be wasted on neverending testing sessions. I don't have mainstream experience, but I've seen the worst of what a devoted indie team can experience, and I know the job isn't easy (and sometimes simply isn't fun). That's part of the reason why the games I'm releasing this year are silly and simple... I'm sick of having several people coming to me with questions about this, that, and the other thing . But yes, I do know it's difficult, I just wish the scoring system were more accurate; it was upsetting, especially with Tiger Woods and FIFA having such accurate depictions, it made me feel like EA was trying to say something negative about boxing, or trying to detract from its claim as being a sport. But hey, if it weren't for that, I never would have come up with the boxing game I'm hoping to make, so I guess it wasn't entirely bad.

That would actually be pretty fun, your idea I mean. I have a career going in FIFA where I'm quick-simming every match and just handling it from a manager's perspective, and it's pretty fun. I'd still like to make it a proper 3D boxing game, I have some pretty interesting ideas in regards to control layouts and I'm using the mouse in a nifty way ("refreshing" as one of my friends called it). But to have an entire mode of play fully dedicated to managerial duties and stat simming, that would be a lot of fun. But it also means I'll end up spending that much more time developing the conceptual design. Yum. Dang it, don't put ideas in my head lol.


"In an interstellar burst, I'm back to save the universe"
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 29th Jan 2007 10:36 Edited at: 29th Jan 2007 10:39
I thought they scored it by number of punches landed. That's definitely what they do in the Olympics, I remember watching Amir Khan racking up the points as he laid into some dude 10 years old than him.

If they both started with 10, and lost points for being knocked down, what would they do in fights where neither gets knocked down?

What is the scoring system in FNR3?

--------------

Yeah, thought so - this is a few sentances in on the 'Boxing' wiki:

Quote: "Points are awarded for clean, solid blows to the legal area on the front of the opponent's body above the waistline, with hits to the head and torso being especially valuable. The fighter with the most points after the scheduled number of rounds is declared the winner."


-= Out here in the fields, I fight for my meals =-
Matt Rock
19
Years of Service
User Offline
Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 29th Jan 2007 21:35
I think you missed the part about dominance... if you've been more aggressive, landed more blows, and didn't knock the other opponent down but were more dominant, you get 10 and they get 9. The judge awards points based on that, after tallying his own score for the bout which is too complicated to show the public (why they think that, who knows), but the score of 10 or 9 is based on the person who scored the most points with each individual judge. And usually, you'll see the three judges scoring differently... they might give one fighter 10/9, another judge might score it 9/10, the third could even score it 10/10 if they thought it was even (or 9/9 in some states).


"In an interstellar burst, I'm back to save the universe"
Chris K
21
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 29th Jan 2007 21:58
Can't find those rules anywhere.

Everywhere says that it is number of landed punches. Can you link to those rules?

-= Out here in the fields, I fight for my meals =-
lava man
17
Years of Service
User Offline
Joined: 19th Jan 2007
Location: west allis wisconsin
Posted: 1st Feb 2007 23:51
thanks now i can go try write evrything into
my engine intill my eyes bleed

I use dbp and xna

Login to post a reply

Server time is: 2024-11-18 07:22:35
Your offset time is: 2024-11-18 07:22:35