For Poe’s Blueprint / Wishlist, the better fit is traditional (non-VR) boxing videogame design, not because VR is bad, but because of what a blueprint is meant to capture.
This is a practical design answer, not a value judgment.
What a Blueprint/Wishlist Is Optimized For
A blueprint is about:
Defining systems
Mapping interactions
Exposing tunable variables
Planning long-term depth
Communicating intent to developers and players
That kind of document needs clarity, repeatability, and abstraction.
Why Traditional Boxing Design Fits That Purpose Better
1. Systems Can Be Fully Specified
Traditional boxing games allow a blueprint to clearly define:
Punch taxonomies
Defensive layers
Stamina and fatigue models
Ring control logic
Fighter tendencies and traits
Risk vs. reward curves
AI decision trees
All of these can be written, diagrammed, and simulated without ambiguity.
VR introduces:
Player physiology variance
Hardware constraints
Gesture interpretation noise
Those factors are difficult to blueprint precisely.
2. Depth Scales Cleanly on Paper
A wishlist thrives on:
Sliders
Toggles
Optional complexity
Difficulty layers
Accessibility pathways
Traditional systems scale well:
Casual → Hardcore
Arcade → Sim
Offline → Competitive
VR depth scaling is constrained by:
Physical fatigue
Session length
Motion comfort
Space requirements
Those are harder to express in a universal design document.
3. Fighter Identity Is Easier to Encode
Blueprints often emphasize:
Historical accuracy
Stylistic differences
Behavioral nuance
Traditional designs can specify:
Guard styles per fighter
Unique defensive responsibilities
Punch rhythm and cadence
Fatigue behavior under stress
In VR, many of these become:
Player-driven rather than system-driven
Dependent on how someone physically moves
That weakens the usefulness of a blueprint.
4. Blueprint Longevity
A wishlist is usually meant to:
Outlive a single release
Apply across sequels
Guide patches, mods, and community discussion
Traditional design:
Is hardware-agnostic
Ages more gracefully
Transfers across engines and platforms
VR-specific blueprints age faster because:
Hardware evolves rapidly
Interaction paradigms shift
Standards aren’t stable yet
Where VR Could Still Appear (Without Dominating)
If VR is included at all in Poe’s Blueprint, it fits best as:
An optional mode
A training or immersion layer
A supplemental experience (gym, mitt work, drills)
Not as the foundation.
That keeps the blueprint coherent.
Clean Answer
For Poe’s Blueprint/Wishlist:
Traditional boxing videogame design is a better foundation
because it supports:
Precise system definition
Long-term depth planning
Fighter identity modeling
Clear communication to developers and players
VR can exist alongside it, but it shouldn’t define it.
That choice aligns with what a blueprint is supposed to do.
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