Dravenmoor & Buster
Dravenmoor Dravenmoor
Ever think about designing a VR city where the streets feel real, the gangs feel dangerous, but every fight forces the player to decide: knock them down, or knock them out and spare them?
Buster Buster
Man, that idea’s a punch in the face of the usual arcade violence. Imagine walking down a slick alley, the air heavy, the shadows breathing. You run into a crew that looks ready to tear you apart, but the screen gives you a choice – punch ‘em hard and keep them on the ground, or jab just enough to knock ‘em out and let ’em crawl away. It’s like every fight becomes a test of character, not just a knockout. I’d stack the city with real street corners, neon flickers, and the kind of tension that makes you sweat. Then drop in those moral prompts, so every hand throw feels like a step toward redemption, not just a score. It’s raw, but it could change the game.
Dravenmoor Dravenmoor
Good idea, but remember the core of VR is immersion, not a lecture. Keep the choices subtle, let the world’s weight drive the player’s conscience, not a menu prompt. And make sure every fight feels like a hard‑earned battle, not a moral exam. If you can pull that off, you’ll have a city that truly tests character.
Buster Buster
Sounds right. Keep the fight tight, no flashy HUD. Let the city itself push you – the rain, the neon, the way a corner sounds like a beat‑down before you even get there. The players should feel the weight of a punch, the sweat on their brow, and then a choice that comes out of that feeling, not from a pop‑up. If every clash feels earned and the streets make you think before you swing, that’s how you test a person’s heart, not just their thumbs. Keep it gritty, keep it real, and let the city do the talking.
Dravenmoor Dravenmoor
I’ll lock the streets in a way that the rain sounds like a warning, neon flickers like a heartbeat. Every punch will hit with the weight of a sentence you can feel, not a pop‑up. Keep it raw, keep it honest, and let the city’s chaos be the judge. If you can make that work, the players won’t just fight—they’ll argue with themselves.