The Gaming Blender

Making 'Stand Tall': A Life Sim Boxing Game

September 25, 2023 Matt Culmer Season 1 Episode 48
The Gaming Blender
Making 'Stand Tall': A Life Sim Boxing Game
Show Notes Transcript Chapter Markers

Fancy setting us a gaming challenge? Get in touch here!

Ready to dive into the digital realm of multiplayer gaming? We're Matt and Scott, your hosts for this episode of The Gaming Blender, inviting you to join us on a fascinating journey through our shared love for sandbox spaces and universe explorations in No Man's Sky. However, we don't just stop there. This episode is a mixed bag of our adventures and challenges in narrative-driven games, our love-hate relationship with GTA, and our thoughts on the increasing focus on microtransactions.

Ever dreamt of a game that mixes life simulation with fighting, packed with a choice-based system? Well, we certainly have. Picture this - a soap opera-esque narrative, humorous dialogue trees evolving with every victory or defeat, and how life outside the ring impacts your avatar's performance inside. Intrigued? We further dive into the possibility of adding career modes and changing dynamics to make the game more immersive and life-like.

We put on our game developer hats and brainstorm the mechanics of this hypothetical game. We chat about a complex boxing system where precision matters, and the risk of reputation loss adds a dash of reality. We play with the idea of a lapse in concentration during a fight impacting the outcome, mirroring the unpredictability of real life. Come along on this fun and engaging episode to discover more about the gaming world that we'd love to bring to reality.

Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101

Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.

We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ

Keep blending!

Speaker 1:

Hello, hello and welcome back to the Gaming Blender. I am Matt and I'm here with Scott. Hello, Matthew, how are you? Oh, you beat me to it. I was going to jump straight in. I'm very well, Thank you. This is the hypothetical gaming podcast, the Gaming Blender, where we make a brand new hypothetical game for you every episode by merging wonderful, wonderful mechanics, genres and narrative together to create something hypothetical that we'd love to see on the video game shells. And are you excited, Scott?

Speaker 2:

Always, always. Last episode we made well, a game that I think will end many friendships On ours, yes, which which? Yes, I think if we were to play it, there would be much hilarity, I think we're very funny as a duo on gaming.

Speaker 1:

And actually this leads me onto a question that I think can punctuate this podcast in a pee pee style what game we did multiplayer kill for you in the sense of and by this I don't mean bad, I don't mean like why did the much bad? I mean I favored a real issue with playing games solo ever since I discovered being able to play with friends, because I love playing with friends and I think it adds to the hilarity. And there are some games that I pick up and I go, and I have this with films as well with my fiance that I will pick up and I'll go. Oh, I'd love to watch that. I better wait till she's around or he's around, but I better play with him or better play with her. What games do you pick up and you go? Yes, I'd love to play this. I better wait till this person's available.

Speaker 2:

Oh, that's really interesting. So I think I think we initially did that with no man's sky when it first came out, and then obviously there was all the controversy about how it was actually really difficult at launch to play with people, because there was no way you couldn't meet up you full stop.

Speaker 1:

you full stop, couldn't, you didn't exist. They said you exist in each other's servers. You genuinely didn't. They added multiplayer in a late stage. Yeah, and we played it. It's sort of the mid, I would say midway through its regeneration.

Speaker 2:

Yeah.

Speaker 1:

You played about 60 hours, yeah, and it I, we very much enjoyed it. I went back to that by myself the other day and I can see it's a lot of fun to it. But the first thing I wanted to do when I finished it not finished this guy the first thing I did when I finished playing was go to you and go when are you next three?

Speaker 2:

We need to play together. Yeah, I think I think for me to you know stuff like that. I think is is you know the thing that I, I enjoy playing sandbox games with other people because you can make your own narrative. If it is a, if it's a narrative game, that is also serious, I find it difficult to play with other people. Because if it's a funny game, I I am happy to play it funny. If it's a serious game and it's like and it takes itself seriously and there's a serious narrative to it, I kind of want to, I want to do what the developers, you know, see it from the eyes of the, as developers would want me to see it and not take the piss out of it, whereas if it's a if it. But the problem with playing stuffed co-op is that you can't, you can't enforce being serious on someone else.

Speaker 1:

So, if you remember, when we played the Star Wars MMO together. Yes, and it was a really serious bit, and I felt the need to read out all of the dialogue in various accents, so we had the Welsh, with the Welsh guy giving out oh no, it's the end of the world.

Speaker 2:

Yes, and then they just have African.

Speaker 1:

Sith.

Speaker 2:

I don't remember.

Speaker 1:

And it was you just going. Could we please set the seriously and we go? Oh no, the terrible axe.

Speaker 2:

Basically, you're the problem.

Speaker 1:

You are my. You are my problem. Fundamentally, I I am the problem, but I get where you're coming from. There are games that you can just throw yourself into with a main and it just becomes absolutely. The most I've laughed are playing video games with friends, because it has that unwritten sort of things that you don't, you just don't see coming. We had the great GTA one where the plane had died and the other one of us didn't have a plane that died and went. You know, just bailed out and went. Well, what's happened while the plane's not working anymore? You may want to leave that when you yeah.

Speaker 2:

Yeah, and so I think I think it depends very much on what the game is designed to be. If it designed to be a serious game, I want to play it by myself, unless there's someone who, you know, wants to play and take it seriously as well. But yeah, if it's a, if it's more of a fun game, if it's like, if it's like GTA. You know, I find I find games that do to you very difficult to play by yourself because I don't think they're designed to be. Well, obviously, the single player campaign, obviously. But you know, gta online you don't play it by yourself, you play it with.

Speaker 1:

So GTA is a weird one. Gta is one that I GTA started this love affair for me of playing with friends because it has the most amount of options. When you go into it, it's got the most amount of things you can do and things you can play around with, which I find very, very funny. However, I'm very torn about it because we started the online itself now has become quite a marketplace, quite, quite strongly pushing microtransactions and then the, but the single player doesn't do it for me anymore any more either. So I'm in this weird position where what I want to do is play the bonds player of friends, but I can't because it's pushing it too much on me and the single player doesn't take the box for me anymore, which so that game is kind of dead for me, and I personally am quite concerned about what they're going to do with GTA six, because I don't know whether I'm going to be in the mental space to jump back on board.

Speaker 2:

Yeah, and I think, sticking on the GTA thing, I remember playing GTA San Andreas by myself was amazing. It was one of the. It was up to that point. It was one of the best games I'd ever played, because there was no online element, it was just. It was just you playing GTA when GTA, I think, was at its height in my opinion. But yeah, now there's sort of the single player element to it, which I think was what the game originally was about. Yeah, it's starting to sort of fall to the, to the wayside, but it'll be interesting to see. They made sure that Red Dead 2 was very focused on the story. They still try to do Red Dead 1.

Speaker 1:

Yeah, I think that's a heavy narrative game and actually was shown by the way that they actually dropped the multiplayer quite soon after launch, which is controversial to say the least. It was disappointing. Anyway, after our sort of ruse I mean last episode we ended on a sort of optimistic note I feel we're going into this one a bit bit down, but we'll turn it round we like, like the Titanic did not do, we will turn it round and readjust Captain iceberg ahead.

Speaker 1:

Can you not turn Too soon? So we are going to pick a genre, a couple of mechanics and a narrative and move them all together and create something absolutely wonderful and magical and all of that. So, scott, are you ready to hear your genre?

Speaker 2:

I'm ready to hear everything.

Speaker 1:

Everything everything. Oh, no, no sorry.

Speaker 2:

I still wanted to my desired method of delivery. Oh, okay.

Speaker 1:

You would like. Well, no, you would like. You are getting a one on one fighting game. Interesting Tekken, like Tekken, Both games that we are terrible at and just generally don't play this is interesting.

Speaker 1:

Don't play them at all this is alien to us. Now, do you want to know your not genre? We said the genre. Do you want to know what I've got up my mechanic sleeve? Yes, I do. You have a choice based system? Okay, and I don't think you're going to want to know the last one. Is it rhythm? No rhythm for a fighting game works.

Speaker 2:

That would be a good idea.

Speaker 1:

There's one, one genre where we're going with absolutely no. No, you have a life simulator. Oh, aka the Sims. Oh, make something out of that, mate.

Speaker 2:

Okay. Well, the first thing that pops into my head is some sort of gladiatorial game, but I'm certain we've done that We've done, that We've done that. We did a gladiatorial game.

Speaker 1:

And also, I don't think I think life sim we've got to, we've got to really play with this as much as we can. We can't just say, oh, it's a gladiator's life We've really got to like. Can we get the Sims into a one on one fighting game? That's the question.

Speaker 2:

I mean, they did make Sims medieval that did have fighting. Oh, they did, didn't they?

Speaker 1:

Why? Why wouldn't it be more funny if you wanted to really push humor that your sim character was a wrestler or was a fighter and would go home and you had to do everything you could to prep him for like you had to make sure his life was in perfect order? Essentially, just the Sims meets.

Speaker 2:

So it's actually UFC Sims.

Speaker 1:

Essentially UFC. Yeah, exactly UFC Sims, where you go home at your night, your bloke essentially goes, goes to his wife or goes to their partner and goes, oh I had a tough day. And you have to console and make sure they're in the good frame of buying to fight the next night. And then you get buffs from how good your even how good your personal life is. That then feeds into your fighting ability.

Speaker 2:

Where does the choice base come in?

Speaker 1:

Why don't I'm just doing it bit by bit? Oh yeah, you spent nine minutes in your expectations. We've done everything for you. Well, we've done it to be hosting man.

Speaker 2:

There we go, ufc Sims, we've done it. We've done it. Yes, just just, if you just pay you. That's just what we do, you know, with the best of the business. Yeah, okay.

Speaker 1:

I have an idea for actually for choice based Go on. What you could do is because we're doing it like your life to fix like what buffs you get, so for that maybe you make it full on soap opera, like the kind of the way wrestling is Okay. So you have these dialogue trees before and after fights and it could be like you did not know that I've been seeing Sharon the entire time. What, no?

Speaker 1:

So you have these really over tops yeah, really over top, like soap opera. I know it was essentially like wrestling, but that thing. Then you go home to Sharon oh my gosh. And then you have to like make decisions like leave Sharon or stay with Sharon and make it better, and then that affects your personal life. So you literally have running like the entire soap opera.

Speaker 2:

But you have these wrestling fight.

Speaker 1:

Imagine wrestling, but with the context around it being acted out.

Speaker 2:

Oh, the chaos and we say in the wrestling is unlike normal wrestling. We say in the wrestling is actually real or is it.

Speaker 1:

do you know what I mean? Yeah, no, I think we say it's, I think we say it's real, I think we fully buy into the narrative, we fully buy into the fact that, like you are trying to kick the hell out of this bloke, that you're fighting and you genuinely are, and at the end of the year I mean like my last words are the baby's mine?

Speaker 2:

Oh, and then go home.

Speaker 1:

Well, no, you could. Oh my God, he caught him in his. He caught him in his week spot. He's infamously not. He's only got one lung. Yeah, from there it's instant death. The baby's mine, go home. Choice keep baby, let baby go.

Speaker 2:

Let baby go. What does let baby go mean?

Speaker 1:

I don't know. You put him out on the road with his thumb in the position of a hitchhiker and you just sort of go baby.

Speaker 2:

Or baby go, please. So many people in including a game with child abandonment.

Speaker 1:

But then also you could over at the baby, in terms of the baby like it's animated, we go like I know he was my father, goodbye.

Speaker 2:

I'm not sure. I'm far too hot. I'm far too hot.

Speaker 1:

I'm not sure we could do that. Okay, maybe not, but do you like the theme of where this is going?

Speaker 2:

Yes, I think I'm not. I'm not sure that you could build in enough scenarios for it to become a life simulator. Okay, do you know what I mean? Do you know what I mean?

Speaker 1:

Yeah, I think I do, Like you wouldn't have enough buffs, because you'd get to the stage where you were just on a loop and you'd have the same positives.

Speaker 1:

So you need to sort of add that variable in. Now again, choice based system isn't really a variable because it's stuff that you would be deciding generally anyway, like who to marry and stuff like that. So it's whether you add I mean, you could add career modes, you could add changing dynamics, you could do. What do you remember when FIFA years and years ago added in the, was it the career mode where you got to act out someone's story? Do you remember that? It was rubbish? Absolutely yeah, yeah, like they tried to add Cal it was an interesting idea and then they never added to it. They would like the choice based system were be annoyed at your agent for not getting you the moves around Madrid, and then the options were fire agent or keep agent, yeah, and then even told you what the things were. Anyway, you could do something like that in terms of but you just do it more in depth on lifesims.

Speaker 2:

But if you, what if you did it rather than wrestling right? What if you did it with boxing?

Speaker 1:

Okay. Why does that change things? I don't. Why have you?

Speaker 2:

So I'm just trying to just try to see. You see the Rocky films, right?

Speaker 1:

Yes, although the one of the things that I haven't seen, as many of them as I wish I had. But go on.

Speaker 2:

So in the Rocky films there are a lot of moral, not a lot of moral. There are like moral dilemmas that the Rocky goes through.

Speaker 1:

It's like does he keep getting hit?

Speaker 2:

You just got to keep moving towards very kind of and you know, so you could, you could make a, you could, you could make a game where it's. You start off as a rookie boxer.

Speaker 2:

Yeah and you try and make your way. You know, over the course of a number of years, you try and make your way up to be the best and you try to be rocky and you could, you could put all of the all of these things in like a variety of different choices at different events. You get to a certain point and you go right. Okay, do you do the prize fight? Do you? Do you fight this guy now? No, I think you make it fully third person Like.

Speaker 1:

You start as a bloke on the street and you can wander into agents. You can wander into bars. You can wander into shops, you can. You've got full reign of this town that you're in so you can fully go and pick an agent. You can go and pick what you have for dinner. You can pick what like if you're going for a drink at night, like. As much as mundane as that sounds, but you can. That would give you the freedom that, when these big choices come about, that you have the knowledge, the context to influence those choices.

Speaker 2:

And maybe you could say you could choose your background, so you could say like Okay, you know, I come from, I come from this background and this is my family which would influence that decision. You can decide whether you're single or you're married, whether you have children, yeah that's one thing that was interesting about the GTA online.

Speaker 1:

When you started, you could pick your parentage and then it would generate the way you look and stuff like that, so maybe you can define where you come from and then, as you say, that defines your background and the choices and Way that people react to you.

Speaker 2:

Yeah, yeah, yeah and all of these people. You can make them so that all these people give you advice and you don't know what the right. Obviously, when it comes to the moral stuff, obviously you can probably figure out what's right and wrong. But if it's a case of someone saying to punch or not to punch, yeah. But if it's a case of someone saying I think you should have, you should eat this before your next fight because it will give you, you'll give you more energy, or someone else's now, I think you should eat this because it will mean you're more focused, or whatever, and you have actually no idea.

Speaker 1:

I think no, I think you can start putting things together like what you'll do is you'll go into, go to a trainer. You and the trainer will be rated like, let's say, he's rated really well for fitness but really badly for strength, and he says you should eat this, it will make you fit and strong. Then you go. Well, okay, I know this guy's really good for fitness, so I can guarantee that eating this lump of celery Will help my, will help my fitness. But I can't guarantee I don't think he's right about the strength because he's not got a good strength rating. Yeah, you can do it that way so you can work out like you can hear the reputation. You could say to someone I'm thinking, go into this gym and that person goes I would go to that gym, it's really good for a aerobic fitness, it's really bad for anaerobic stuff, vice versa, and you can build judgments.

Speaker 2:

Yeah, I think that would work and I think I think you could. I think so. I'm not a massive fan of mini games, necessarily within games. I sometimes find them quite annoying. But the option of some people do like them so that you Can get, you can put the option of having them by when you, when you go and do training, you can do the training if you want to, or you, I think I well this is the only you can do the mini games.

Speaker 1:

Yeah, you can do the mini games, but the mini games are much more closely resembling the fight, so that's the mechanics yeah say, because we've just got one box at a focus on, let's say, we make the boxing mechanics very, very specific.

Speaker 1:

So, for example, if you throw a punch, it's like square square. To pull back square, you have to press it again when you were swinging through. And then, let's say, you press it, press a never button, which out determines the angle of your wrist. So very, very complex punching mechanics that are very hard to master. Therefore, encouraging you to go and Take out, take it out on the punching bag, now, that obviously doesn't teach you how to sway and train. That's a different training session. And, most importantly, I think, if you're gonna do it like this, time passes in the real world with you. This is to avoid someone going into the training and training forever becoming amazing and then immediately winning. Yeah, because I think there should be a trade-off with I need to train, but I also need this fight. I don't know how to spend all my energy. I don't want to spend all my energy on training, getting your balances right.

Speaker 2:

Yeah, I yeah. I think that would work. And then you give people a reason to play the minigame. And they're not really minigames. I wouldn't say they're slightly more important. I wouldn't say minigames are ever crucial.

Speaker 1:

What do you think is the minigames? The minigames are training you. I think that's important. So the thing what losing fights loses you reputation. So it's in your interest to do the training minigames and to do them correctly. So you don't actually get any many buffs from doing training as such. You get it from your food, you get it from your diet, you get it from exercising. You don't necessarily get like you've trained for X amount. You're now rated 42 on punching with your right hand.

Speaker 1:

No, this is that training is in. It's a bit like Dark Souls and Fromsoft games, where actually it comes down to your ability rather than you can. Obviously we can have a difficulty side or difficulty settings, but it comes down to how well you learn the mechanics and how well you put everything together and that way it puts pressure on where you go. I've booked in for the big fight in two weeks time. I need to hit. I need to train on my dodging because I know the guy I'm fighting has a really good right hook. I need to work on my avoiding that. I think that'd be really cool.

Speaker 2:

Yeah, I think that'd be really cool. I think a lot of people get quite deep into the weeds of it in a good way. You know, which I quite like games like that, where you have to, you have to kind of get very invested in one specific thing and properly think about it, rather than just have, like, the answers already laid out for you and then you just go and mash buttons. Yeah.

Speaker 1:

I think so.

Speaker 2:

Because that's a bit boring.

Speaker 1:

I like the risk factor that you can do a massive amount of building up, building up and then just lose out on. It is similar to games like, I suppose, with footwander and stuff, where you have that, that that gain and loss factor, where you have build up and if you lose you do lose. That that's it. That's it. That's what I do about it. But you do have another shot. You don't just reload a save. You have another shot to go about it. But you can go right, I lost this because my character ran out of stamina. Okay, well, I need to eat better and I need to run with him better, or it was a user error. I screwed up right and he goes training. Yeah.

Speaker 1:

Yeah, it was my lapsing concentration which is true to life, you know it is.

Speaker 1:

So I now need to plug him an arrow to the. You do I do need to be like an hour to some notice. Love, oh, you love the person you're fighting. You're punching them going. I didn't mean this. I didn't mean this. I'm sorry. I imagined us together on the swing set. I don't want to. Oh, okay, so the answer to the plot is of all the plots, this is the riddle. Essentially, it is a mystery plot. The riddle yeah, okay, it's a mystery plot.

Speaker 2:

Okay, okay, um, the riddle, that's a difficult one. That's why I have an idea which is essentially, you don't know.

Speaker 1:

You see, you have a relationship with some somebody in the boxing, whether it's positive or negative, and you don't know which boxer it is. So there are clues laid out within the game of you trying to work out which of the potential boxes you're fighting is this person.

Speaker 2:

Oh, it's in like, what Like you have like a benefactor or something a mysterious.

Speaker 1:

Well, actually I was thinking more sort of someone boxing ring wise. But yeah, maybe, maybe you have a mysterious person that's helping you through and then you get like little tidbits and little like notes through, saying look after this person. It turns out that it's I don't know, I don't know. So it turns out it's like a previous fighter or something that maybe they've been building up to the whole the whole thing. So you hear rumor of a past fighter and it turns out that he's been watching your career throughout. It feels a bit disconnected. That's why, in what only worry?

Speaker 2:

Maybe you know they could send you information. They could send you, like, discreet information about people, people you're fighting, perhaps, and yeah, I'm trying to think about.

Speaker 1:

But then again, that's why you get. You'd get a trainer in the game because it's life's in. You pick a trainer and that actually, by having someone like that, it takes away from a potential mechanic, because you want one of the mechanics for trainers to be. How good is this person at reading the fight patterns of other people? You more, maybe, want it as someone.

Speaker 2:

I don't know, I don't know, maybe, maybe, maybe if it was an ex sort of champion fighter who was for all these people before, if you're the newbie, this person's for all these people before he knows their strengths, he knows their weaknesses, you know. Maybe, maybe it's a case that you could say that you know he just, he or she just is kind of like rooting for you as the underdog and so starts feeding you information about strengths and weaknesses of your opponent. And maybe, maybe, maybe you could make it a choice based thing where I have an idea actually gone.

Speaker 1:

So you have say you have a relationship with your father or mother. It could be either parent, maybe mother, because I'm, it's because that's less, done less, but you have in order to chase boxing as a career. You have sort of part of ways with them. You've gone out on your own. Now maybe the plot is very Hollywoodized in terms of you have these sort of moments in the plot where you won your first fight or where you won, become a champion or etc. Etc. To God got your first contract, where you go and visit your parents and the riddle actually maybe, maybe not, maybe the maybe the riddle actually is this, because I completely forgot about the riddle. I was focusing what other bits, to be honest? So maybe the fact there's always someone who catches your eye that's watching out for you, so that when I say watching out for you, there's someone who just like, if your food gets too low, rather than dying, or that's always extremely actually you find there's food left in your fridge. But then when you go into your fridge, maybe so you see like a mysterious someone, mysterious past you in the corridor of nip away, like really like calling the I stuff that you may or may not notice, like, let's say, if you went up the stairs you'd just see the door shut and someone shoot off the other side, but it almost be quite creepy. And this keeps going, keeps going, and then you have little tips. Every time there's something goes wrong, they bail you out, not perfectly in the sense you still want to work back up, but maybe they leave you a bit of cash to get starts, to stop you going into it mechanically, to stop you going to a death spiral, and then by the end of that it turns into it. This is like this is your parents doing this for you? They're still looking out for you and still care, and then you can have cut scenes with them towards the end, just and which, based on whatever you've done, whatever your choices have been, can reflect your sort of just interact with your you.

Speaker 1:

Originally, you're thinking as the player. You think, well, who are these people looking out for me? Who the who are these? Why have I got food, my fridge, who was nipping into my flat? And then, as it goes on, you've realized, oh, it was, it was my parents. They were always. They were always there. They were always looking out for me. Yeah, it's not the greatest mystery like parents support child. But you could just, I think, if you did it subtly enough because your focus as a player is on the life sim elements, yeah, you might not notice it, I mean you.

Speaker 2:

But what you could do is because you're giving players the choice of their backgrounds is you could make it whereby actually it's. It's not always your parents, so it depends on. It could depend on background. So, if you grow up as an orphan, it could be it could be like a your favorite high school teacher or something who's always looked out for you, or it could be it could be like an estranged sibling who was, who was separated for you from you when you were young. You know something like that and then maybe maybe you build one of these, one of these, into each background. Maybe.

Speaker 1:

No, yeah, no, it's a it feels personal to use as a character that makes sense.

Speaker 2:

Yeah, and you could make the stories different and the reasoning behind them different.

Speaker 1:

But yeah, I think that could work quite well. I like that. I think, I think it was, I think it was really well.

Speaker 2:

I like it. I think I can think of anything else to add to it.

Speaker 1:

to be honest, no, I'm quite happy with that. What I'm going to do is I'm going to do the run, run down and you're going to think of the name. So we have a one on one fighting game with lights and elements and a choice based system. So what you do is in our game we start off as a rookie boxy, literally out on the street, with the complete freedom of going anywhere, doing anything, seeing any trainers, seeing anything. Very complex game. We can actually encourage you to train, but real time passes so you have to decide how much time you spend with training, getting fitter before you take up the big fights, because you run out of money and you need to buy food etc. So you need to get that work like, quite literally, a work life balance, and the game plays will be quite complex, encouraging you to do lots of training.

Speaker 1:

In terms of the plot, the narrative obviously your fighting has become the best in the world, but there are little elements. Depending on where you generate your character from, you will be helped by a mysterious benefactor in the background. Depending who you pick. That could be your parents, that could be your high school teacher, if you're an orphan, various things. Just someone really in the background is sneakily helping you and that defines what the plot is and who's looking after you and your relationship with them as you get close and close to being world champion, and your conversations with them. Once you've worked it out, we'll reflect what you've done in the game up to that point and the name of the game is going to be Scott the rise, the rise, the rise. Making a baking game.

Speaker 2:

Yes, or or just rise. But rather than rice on a room, just rise.

Speaker 1:

I kind of like rise rather than the rise, rise, rise, rise, rise. The self flip, the self raising story. So that was, that was rise, ladies and gentlemen. That was rise, brilliant. It will be in a bakery near you, surely.

Speaker 2:

What about a quick change? What about rise from the mat?

Speaker 1:

rise from the mat. I feel that there's something known. I know what you mean.

Speaker 2:

Do you know what I mean? I'm trying to take it away from self raising flower.

Speaker 1:

I feel, like you could, that there's almost like something there and I like the. I like the imagery of getting out what's off the mat. I feel like it could be my search could get up. Good, get up.

Speaker 2:

Get up what we can do. Get up.

Speaker 1:

Get up. I felt no, by filter, something I really like. The imagery of rising up is stand tall. Okay, stand tall, that's good, that works. You're clearly tired and you're just saying yes to me I am not tired.

Speaker 1:

I am tired, so tired. So that was stand tall, stand tall the boxing game coming to a shelf near you. And in the meantime, thank you so much for listening to Game Blender. We really appreciate it. Please subscribe to us and leave us a lovely review or an ask you review, and then bury it and never tell us about it. If you enjoyed this podcast, please check out the other episodes or let us know if there's anything specific or any challenge we want to take on. You'll find our content details in the episode description. I'm just about trying to get through the sentence before coughing. In the meantime, I've been, matt. That's got you right. It's awful. It's awful. It's been lasted so long. Anyway, thank you so much for listening and keep blending everyone. Bye, bye. Oh God, my throat. There we go, I'm better.

The Gaming Blender
Ideas for a Choice-Based Life Simulator
Training Mechanics and Mystery in Boxing
Create a Boxing Game With Choice-Based Narrative