“An Open World That Breathes Combat”

In Part 1, I talked about the games that inspired me—Sifu, UFC 5, Fight Night Round 4, and For Honor. These titles excel at delivering impactful combat experiences. But what if we went beyond arenas, dojos, and cages?

What if your entire world was the battlefield?

Open World Meets Combat Depth

Imagine an open-world fighting game where combat isn’t confined to a ring, but happens dynamically across city streets, alleyways, rooftops, and underground clubs. You could be walking through a marketplace when a rival gang jumps you, or exploring a misty mountain temple where a secret master tests your discipline.

It’s not just about location variety—it’s about how those environments affect combat. Slippery rain-soaked streets. Tight corridors that limit movement. Wide open rooftops that let you knock someone over the edge. The world isn’t just aesthetic—it’s a weapon.

Dynamic Encounters and Living NPCs

Fights shouldn’t only start from menu screens. What if every encounter felt alive?

  • You overhear two characters arguing. Step in and defuse it—or throw the first punch.
  • A dojo master challenges you to a sparring match—but only if your reputation is high enough.
  • A random NPC might be a hidden legend. Lose to them, and they vanish until you improve.

These dynamic events would give the world depth, creating the feeling that you’re not just playing in the world—you live in it.

A Reputation System, Not Just a Skill Tree

Most games let you grind experience and unlock moves. But I think there’s more potential in a reputation-based progression system.

  • Defeat a known fighter, and their style becomes available to you.
  • Lose a public fight? Your name loses weight—doors close.
  • Help a faction? They teach you unique techniques.
  • Act dishonorably? Other fighters might refuse to train you.

This system keeps the world reactive and your journey personal. It becomes less about grinding XP and more about how your choices shape your path.