Quote:
Originally Posted by
CoreyM 
With MMA truth be told there really isn't enough inputs which is why I think they go the rock paper scissors route.
I'm confident that a smart, talented, and well-funded development team could figure it out.
Yes, boxing is a bit simpler in terms of control mechanics and physical interactions, but there are ways to streamline the gameplay for an MMA game. For example, take-downs could be made more dynamic by linking them more directly to the angle and direction of the analog stick movement. It's almost there, but it all feels too canned ("press forward to do x").
The physical interactions for take-downs wouldn't be much more involved than in FNR4 since you're talking about one basic line of force. The multiple points of contact (shoulder, swept foot, trapped arm, etc) would be cosmetic from a game design perspective. The only relevant thing in terms of the physics engine is one basic vector (and another one for the opponent).
On the ground, the physics would get more complex, but it still just amounts to one basic vector per fighter. The major complication would be the force exerted by the ground itself (which makes two points of interaction per fighter rather than just one). They really need to get people on the dev team who
deeply understand the physics and body mechanics of ground fighting. From my perspective (and I'm no game designer), the problem seems to be not so much the tech as the know-how.
The really tough work from a tech perspective would be all the cosmetic stuff (making sure body parts react to one another in a visually believable way). But in theory, the physics governing the fight itself don't seem to me like they'd be that different from boxing.
Anyways, this is all just wishful thinking.
