Sports (Including Fighting Games)

Sport games typically fall into two varieties: the player POV, also called “twitch games,” and the manager POV (strategy game). Usually the player POV version is designed for a younger audience (under 20 years old) where quick finger dexterity is more critical to gameplay. The manager POV audience is more concerned with planning, realism, statistics, and strategy.

Let’s look at several sports to design for using these POVs in each case.

In golf, the player’s POV game would have the gamer controlling the club selection, the club’s swing arc and velocity, and the contact with the ball. Various gamer interactions would be used to compute the outcome of the golfer’s swing or putt. The manager’s POV game would allow the gamer to select a proper club, have the ability to check the wind condition and terrain (banks and obstacles like sand traps, water, and tree areas), suggest the proper swing and velocity from a list of common settings, and determine the outcome of the golfer’s swing based on the selected criteria and real-world statistics.

In a baseball game, the player’s POV would allow the gamer to decide on several conditions. While in the field, the gamer would select a pitch type (curve ball, slider, or fast ball), interact to set the pitch speed, and aim the ball at a specific location in the batter’s strike zone. On a hit pitch, the gamer would have to maneuver the outfielders and decide who to throw the ball to as the play is in action. While at bat, the gamer would select the intended hit (desired power from a long high drive, hard hit grounder, or bunt) and through interaction respond to an incoming pitch. The gamer would also interact to force players to run to a base after a ball is hit and steal a base when desired. The manager’s POV game would be more concerned with setting up the starting lineup, determining substitutions and pinch hitters when needed, instructing batters when to hit away, play it smart, or bunt, and acting as a base coach and advise on leading, stealing, or advancing to the next base when the ball has been hit. The manager would select a starting pitcher based on his pitching cycles (a season view not a one-game view), select closing pitchers, and determine when to retire a pitcher. The manager gamer makes strategic decisions and lets the game handle the individual ballplayer’s responses based on these decisions.

In football, the player’s POV game would have the gamer maneuvering each of his team’s players on offense and defense. A play’s outcome would be the result of the player’s interaction. The manager POV game would have the gamer deciding on the offensive plays from a playbook and the defensive formations selected from a list. The play’s outcome would be decided by calculating the two sides statistically based on the offensive play, the defensive formation, and each team’s current lineup of players.

Fighting games are usually from the fighter’s POV (eye of the fighter) or third-person POV. Fighting games would include martial arts, boxing, wrestling, and weapons combat.

Top-Selling Sports Games:


Baseball Mogul 2002, FIFA Soccer 2002, Front Office Football 2001, Front Office Football: The College Years, High Heat Major League Baseball 2002, Mat Hoffman’s Pro BMX, NBA Live 2001, NHL 2002, Tony Hawk’s Pro Skater 2 and 3


Capcom vs. SNK 2, Dave Mirra Freestyle BMX 2, Dead or Alive 3, Fatal Fury Mark of the Wolves, Gran Turismo 2000, Gran Turismo 3, Guilty Gear X, Madden NFL 2002, Mat Hoffman’s Pro BMX, NBA Street, Need for Speed Motor City, NFL QB Club 2002, NHL Hitz 20-02, SSX Tricky, Tekken Tag Tournament, Tony Hawk’s Pro Skater 3, Ultimate Fighting Championship, Waverace Blue Storm

Game Design Foundations
Game Design Foundations (Wordware Game and Graphics Library)
ISBN: 1556229739
EAN: 2147483647
Year: 2003
Pages: 179

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