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Pepenfl's Blog
FIFA 10 improvements 
Posted on May 25, 2009 at 05:21 AM.
In my opinion, the series did a terrific job for 09, but still lack on defensive side of the ball, the slow movement of the players changing direction (once again, defensive side) and, of course, the midfield sense of soccer. If they fix that, well, the crown will be for FIFA

According to Santiago Jaramillo producer of Fifa 09 and now Fifa 10 these are some improvements you would see in Fifa 10.

First of all, just to clarify, I am a Gameplay Producer for NG consoles only (360 and PS3). A big part of my job is designing the Gameplay features we want to add/fix for FIFA10 and drive those throughout the production cycle, so it is always interesting to see what ideas and concerns about the Gameplay part of the game. I’ll try to answer some of your concerns about other areas (i.e. Game Modes, online, etc), but will try to stick to the Gameplay part of it.

Anyway, let’s cut to the chase. There are tons of good ideas and feedback here. It would be too difficult and time consuming to reply to all of them, but I’ll touch of some issues below.

Manager Mode: Many of you hace suggested several improvements for Manager Mode in FIFA10. While we won’t be able to address all of them this year, I can tell you that many of the issues you mentioned will be solved for FIFA10. We know that Manager Mode is one the most important Game Modes in the game, and as such it received a lot of attention from the development team this year. This means having more realistic results in sim matches (i.e. more realistic league table); having a more compelling transfer system; improved atmosphere, player growth, and many more. In the end, it is a matter of prioritizing and have a plan that will continue to improve MM not just in FIFA10, but in all the FIFAs to come.

Flick Passes: We are constantly trying to improve our passing system, and part of it is adding variety. Last year we implemented swerve on through balls, so that skilled passers could play more effective through balls. Flick passes are definitely part of the game. What we have to ask ourselves is whether we want them to be contextual (such as back heel passes in the game right now) or using the R1 or RB modifier as suggested by Superman92.

Ball Physics: We made changes to the Ball Physics last year, and it became what I think is the most realistic Ball behaviour in-air that we have had. However, there were a few problems that we did not have time to fix, such as the ball bouncing too fast after it hits a player. We are working this year to polish this feature and fix issues such as this.

Defensive Line height: Very good point. We always need to have a balance between defending and attacking. At the moment, the attacking team has an edge when it comes to ground and lofted through balls. I think part of the problem is that the defensive line defends too high at times, and that our lofted through balls are too accurate. We are definitely aware of this issue and we hope that it will be much improved for FIFA10.

Stamina and attributes: We already have long-term and short-term stamina. Also, stamina has an impact on certain attributes and CPU AI decisions. That said, there are still several Gameplay features that could use the impact of stamina. Let me know what specific aspects of the game you think should be affected by it…

General Gameplay: Very good suggestions here. As I mentioned before, there is only so much we can do in one development cycle, so we won’t be able to address all of the concerns at once. That said, in FIFA10 we hope you get a much better gameplay experience through improvements in all of our areas: CPU AI, set pieces, physical play, defending, positioning, GK, etc…
To touch on some of the spefic comments below…
You can already bring the GK up for a corner if you are losing by 1 or 2 goals in the last 5 minutes of the game if you change your mentality to Very Attacking.
We will try to improve the context in which back heel passes are performed, and this includes using them more in the right situations.
Difficulty level is always a tricky one. We want to make the game accessible for rookie gamers, and challenging and rewarding for experienced ones. Do you guys think it is too difficult or too easy in specific difficulty settings?

And finally, a question for YOU: When you want to play a through pass (triangle in PS3 or Y in 360), do you point at the player you are passing it to? Or to the space you want to pass the ball into?

Hope we keep this thread going. I’ll try to comment on more of your ideas next time I’m here. BlueBlitz, I DID read all of your ideas and will consider many of them, even if I didn’t mention them here
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