Poe & The Fans’ Expectations for a Boxing Videogame
(Blueprint + Wishlist Edition)
1. Core Philosophy (Non-Negotiable)
Boxing is a system of decisions, not a reaction game
Mechanics must be contextual, not universal
No system should exist in isolation (movement, stamina, damage, AI must talk to each other)
The game must support multiple truths of boxing, not one “correct” way to play
Realism ≠ slow, clunky, or boring
→ realism = consequences
2. Movement, Footwork & Ring Geography (Blueprint Priority)
True ring generalship (cutting off the ring actually works)
Lateral movement drains stamina differently than forward pressure
Back-foot fighters gain efficiency, not invincibility
Footwork types:
Creeping pressure steps
Bounce-in / bounce-out rhythm
Pivot-heavy angle creators
Flat-footed plodders
Bad foot placement causes:
Slower recovery
Reduced punch power
Balance penalties
Rope proximity affects:
Punch selection
Defensive options
AI decision trees
Corner trapping is earned, not scripted
3. Punching Systems (Beyond “Light / Heavy”)
Punches have intent:
Range-finders
Disruptors
Damage dealers
Setups
Punch effectiveness affected by:
Stance
Distance
Momentum
Fatigue
Balance
Missed punches matter (whiffs cost energy and position)
Arm fatigue exists separately from cardio fatigue
Punch speed drops late—even for elite boxers
Body punches:
Reduce punch output later
Affect get-up speed
Change AI confidence
4. Defense Is Not Binary
Slipping early vs late produces different outcomes
Blocking drains stamina and vision
High guard vs cross-arm vs shell are situational, not cosmetic
Defensive habits develop over rounds
Panic defense exists
Defensive IQ separates elites from journeymen
5. Damage, Hurt States & Fight Flow (Blueprint Core)
Hurt states are layered, not on/off:
Flash hurt
Accumulated damage
Systemic fatigue
Psychological pressure
Getting rocked changes:
Punch selection
Footwork confidence
AI aggression
Some boxers get reckless when hurt
Some survive by instinct
Some mentally breakKnockdowns are physics + context, not RNG
Recovery varies by:
Chin
Experience
Corner quality
Damage type
6. AI That Thinks Like a Boxer
AI must have preferences, not scripts
Every boxer has:
Comfort zones
Risk tolerance
Fight IQ ceiling
Emotional responses
AI adapts between rounds, not instantly
AI can:
Steal rounds
Protect a lead
Chase desperation KOs
Survive ugly
AI mistakes are intentional—not bugs
7. Tendencies, Capabilities & Personality Sliders (Wishlist Staple)
100+ tendency(not all visible, optional) sliders, including:
Patience under pressure
Body punch commitment
Clinch reliance
Feint frequency
Late-round discipline
Capability sliders:
Recovery rate
Balance retention
Damage resistance by zone
Traits override sliders contextually
Sliders affect AI and player-controlled boxers
No hidden rubber-banding
8. Clinch, Inside Fighting & Dirty Boxing
Clinch is a micro-game, not a pause
Hand fighting matters
Ref variability:
Quick breaks
Warnings
Point deductions
Inside specialists gain advantages
Fatigue heavily influences clinch outcomes
Clinch abuse is punishable organically
9. Career Mode Must Be a Simulation
Career arcs:
Early hype
Plateau
Reinvention
Decline
Layoffs affect timing and stamina
Injuries alter training and fight plans
Training camps:
Style-based
Trainer-dependent
Consequence-driven
Bad matchmaking can ruin careers
Titles are not guaranteed
Losses matter—but don’t end careers unrealistically
10. Trainers, Gyms & Corners (Blueprint Expansion)
Trainers have philosophies
Corners affect:
Recovery
Confidence
Tactical shifts
Bad advice exists
Elite trainers unlock strategic layers
Gym culture influences tendencies
11. Presentation as Storytelling
Crowd reacts to momentum, not just KOs
Commentary references:
Fight narrative
Past performances
Style matchups
Ring walks reflect psychology
Post-fight reactions differ for:
Robberies
Dominant wins
Wars
Presentation respects eras and cultures
12. Creation & Player Freedom (Sacred Ground)
Create-A-Boxer is a system editor
Create trainers, gyms, and stables
Share and import creations freely
Creations behave correctly in AI hands
No artificial caps that break realism
Offline-first philosophy
13. Balance Philosophy (Where Most Games Fail)
Realism modes vs sport modes
Sliders > forced balance
No patch that erases styles
Fix exploits without flattening identity
Accept that some styles counter others
14. Developer Accountability Expectations
Stop hiding behind “first game” excuses
Stop blaming realism for bad design
Communicate design intent honestly
Build modular systems
Respect boxing knowledge outside the studio
Treat offline fans as first-class citizens
15. What The Blueprint Explicitly Rejects
Universal mechanics
Animation-first design
Esports-only priorities
Fake depth via cosmetics
“Press to win” systems
Ignoring boxing history
Final Truth
Poe and the fans aren’t asking for nostalgia.
They’re asking for evolution, a boxing videogame built like a sport, not a skin-deep product.
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