Card · GE-12
Fighting
Genre
Fighting
Frame · Genre genre
A direct duel – two opponents, a confined arena, combos and timing as the language of combat.
Design question – Your game is a duel. What makes the moment of confrontation unique – and how deep should the mastery go?
Reference example – Tekken: two characters, one arena – combos, counters and reading the opponent. Super Smash Bros.: whoever knocks the others off the platform wins. Beyblade: two spinning tops in the arena until one stops or flies out.
Associations
- Typical Activities – Attacking, Blocking, Countering, Reading (reading the opponent)
Coherence
Core expectations: 1v1 duel, combo system, timing/spacing, matchup knowledge, high entry barrier, high mastery ceiling. Mechanisms: Rock-Paper-Scissors (extended), Combo System, Meter/Gauge, Frame Data (timing). Activities: Attacking, Blocking, Countering, Reading (reading the opponent). Ludic Temporal Structure: rounds (best-of-3), extremely short decision cycles. Ludic Social Structure: 1v1 (core), team vs. team, tag-team.
Belongs to the stack
- Genre
- What kind of game will it be? (25 cards)
- Ludic Frame
- To the term
- GE-11 Shooter
- previous card
- GE-13 Racing
- next card