Another thing that I want to make extremely clear from the beginning: this post is NOT about development priorities. It is not about what should be implemented first, second, or last. It is not about whether dribbling should be reworked before matchmaking, or whether servers should be fixed before mechanics are touched. Those are completely different conversations and they already happen everywhere else. This post is only about design philosophy. In other words, what kind of game Rematch should ultimately try to be. I’m not asking what should come first. I’m asking what direction the mechanics should eventually aim toward.
Because of that, I’ll talk about the three most common design approaches used in sports games: Arcade, Simcade, and Simulator. I’m going to go through each one separately and explain what they actually mean in practice, what kind of gameplay they create, what their strengths are, and what problems they tend to bring with them. I’ll try to avoid jargon or overly technical language because the goal here is clarity, not sounding like a game design textbook. And yes, some of this might sound a bit sarcastic at times, but that’s mostly because these discussions usually become weirdly dramatic for no reason.
I’ll also try to talk about each one individually whenever possible, instead of constantly comparing them, because that tends to make things easier to follow.
So let’s start: