1. Historical Precedent: What WWE Games Have Already Proven
Multiple Characters in the Ring Simultaneously
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WWF No Mercy (2000, N64): Managed 4+ wrestlers in the ring with animations, collision, grapples, and AI behaviors.
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WWE SmackDown vs. Raw Series: Regularly featured wrestler + referee + tag partners in one ring—complete with positioning, reactions, and animations.
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WWE 2K Series (Modern): Easily handles 6 to 8 fully animated characters, interacting with physics and the environment (ropes, tables, ladders, etc.).
Lesson for SCI: Multiple characters in one confined 3D space with collision, AI, animation layers, and situational logic has been solved repeatedly, even on weaker hardware.
2. Clinch Mechanics: Wrestling Games Did It Better—20 Years Ago
WWE's Grapple System as a Clinch Analogy
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Wrestlers initiate tie-ups, which involve:
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Entry animations (front, rear, running, interrupted)
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Transition trees into different moves (throws, slams, submissions)
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Player struggle inputs (timing-based or button mash)
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AI logic on when to break or control the clinch
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Persistent Contact
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Wrestling games mastered:
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Two characters remain interlocked for multiple seconds
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Momentum swings
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Dynamic escapes or follow-ups
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SCI doesn’t even need WWE's full complexity—just brief clinch states, simple break logic, and transitions (ref break, punch-out, push-off) would be enough for now.
3. Modern Examples: Ref and Clinch in Other Fighting Games
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UFC Undisputed (THQ, 2009–2011): Seamless clinching, cage interactions, takedown wars.
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UFC 4 (EA): Clinch with layered inputs, although animation transitions can be robotic.
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Fight Night Champion (2011): Simple clinch button that triggers a brief lockup and a ref break.
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Creed: Rise to Glory (VR): Has basic clinching mechanics in VR, with position and stamina influencing outcome. The presence of a referee, grappling/clinching, and ring interactions is not groundbreaking tech—it’s game design, animation tuning, and state logic.
4. The Excuse of “It’s Not Easy” – Debunked
What “Not Easy” Usually Means
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More expensive: Yes
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More time-consuming: Yes
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More QA issues: Yes
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But: Not Impossible
Refusing to Try vs. Hitting Technical Walls
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SCI appears to choose not to prioritize clinch/ref systems.
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They redirect blame to tech when it’s actually a matter of:
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Development scheduling
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Budget allocation
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Feature prioritization
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Design philosophy (arcade-leaning vs sim-focused)
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SCI’s “it’s hard” excuse is increasingly hollow when you consider:
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They promised referee realism.
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Fans didn’t ask for WWE-style grappling—just basic boxing realism.
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They have a 5-year dev cycle and industry veterans.
5. What SCI Could Learn and Implement
WWE Feature | Boxing Game Equivalent | Action SCI Could Take |
---|---|---|
Grapple Entry | Clinch Initiation | Button + range-based activation |
Struggle mini-game | Push/Pull or stamina-based clinch | AI vs Player logic, manual release |
Ref Interaction Logic | Ref breaks the clinch, separates the fouls | Simple navmesh and animation loop |
Ref animations & awareness | Ref reacting to action | Triggered by proximity and foul risk |
Tag-ins/interruptions | Corner interaction, illegal hits | Future feature, proof of complexity support |
SCI isn’t blocked by technology. They are blocked by:
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A lack of vision for realism
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Fear of overcomplicating mechanics for casuals
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Possibly, internal pushback from developers more comfortable with UFC-style control schemes or arcade philosophies
Bottom Line: WWE games (past and present) already solved these problems, and SCI should stop framing basic boxing realism like it’s rocket science. It's not “hard,” it's low on their priority list—and that’s the real problem.
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