{"id":6347,"date":"2020-10-18T23:52:13","date_gmt":"2020-10-19T06:52:13","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=6347"},"modified":"2020-10-18T23:52:13","modified_gmt":"2020-10-19T06:52:13","slug":"ifcomp-2020-fight-forever","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/6347","title":{"rendered":"IFComp 2020: Fight Forever"},"content":{"rendered":"<p>It seems like one of the trends in this year&#8217;s Comp is a rising presence of highly procedural and rule-based works, where the player&#8217;s attention is more on systems than on prose. <em>Fight Forever<\/em> takes this to an extreme. At root, it&#8217;s a menu-based sports management sim, where you make choices about a fighter&#8217;s training regimen, then set them loose in the ring. It&#8217;s at a level of abstraction that reminds me of old BASIC games like <em>Hammurabi<\/em>, but much more elaborate.<\/p>\n<p>Important to note: the fighting itself is not interactive. That&#8217;s not where the focus is. You don&#8217;t even get a procedurally-generated play-by-play, just a brief statement of the outcome and how it affected your stats. If the output text is to be believed, there are quite a few stats it tracks &#8212; not just the obvious things like power, speed, and stamina, but things like mindset and &#8220;rockstar juice&#8221;. Even individual body parts like knees and elbows have numbers associated with them. (&#8220;Heart&#8221; is a frequently-mentioned stat, but I&#8217;m pretty sure it means it in the metaphorical rather than anatomical sense.) There doesn&#8217;t seem to be a way to access the full stat list, though &#8212; all the main menu shows you is two numbers, &#8220;Mind level&#8221; and &#8220;Body level&#8221;, which I&#8217;m assuming are derived from the more specific stats, along with some unrelated stuff like your win\/loss record, age, and cash reserves.<\/p>\n<p>So if there&#8217;s a complex simulation going on, it&#8217;s pretty much hidden from the player, both in cause (all you see is the two stats) and in effect (all you see is win\/loss, not the reasons why). Maybe some specific sorts of training will help you more than others, but it&#8217;s blind guesswork. This makes for a pretty boring game. It&#8217;s effectively just grinding, and you&#8217;re expected to iterate on it a lot to get anywhere. I personally gave up well short of the Comp&#8217;s two-hour deadline, shortly after winning a silver medal in the Olympics and going pro (at which point you suddenly start losing a lot again).<\/p>\n<p>The thing is, there&#8217;s clearly a lot of the game that I never accessed, mainly stuff under the &#8220;Life&#8221; menu, where you can travel, try other sports, have a social life, and buy status symbols like fancy cars. I could easily believe that there&#8217;s some actual story hiding in that tree. But nearly all of this stuff is grayed out at the start, locked from use, and I never unlocked any options beyond those I had at the beginning. There&#8217;s also the option to retire and raise children, who I assume can become fighters in turn, creating a dynasty of champions, like an Ascension system in a roguelike or idle game. And that makes me think: This might be better experienced as something like an idler game, where you make progress in bits over a long period, rather than cramming as much of it as you can into two hours. That would lessen the tedium. It wouldn&#8217;t solve the blind guesswork problem, though.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It seems like one of the trends in this year&#8217;s Comp is a rising presence of highly procedural and rule-based works, where the player&#8217;s attention is more on systems than on prose. Fight Forever takes this to an extreme. At root, it&#8217;s a menu-based sports management sim, where you make choices about a fighter&#8217;s training [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[84,53,682],"class_list":["post-6347","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-if","tag-ifcomp","tag-ifcomp-2020"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6347","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=6347"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6347\/revisions"}],"predecessor-version":[{"id":6348,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6347\/revisions\/6348"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=6347"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=6347"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=6347"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}