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NBA Elite 11 Interview With Creative Director David Littman
We recently had a chance to interview David Littman, creative director at EA Canada for NHL Slapshot, NBA Elite and the NHL series. He helped to oversee the re-imagining of the NHL series when the current-generation consoles were released, and he is now filling a similar role for NBA Elite 11. We wanted this interview to focus on the differences between the rebuilds of NHL and Elite, and we also wanted to get a bit deeper into why NBA Elite is going in a different direction this year.

Operation Sports: When I look back at how the NHL franchise was rebooted on the current-gen consoles, it almost seems like the same blueprint is being used to reboot the Live/Elite series. What I mean is that it seems like there is a heavy focus on physics, controls and graphics. Is this a fair and mostly accurate comparison?

David Littman: It is the same blueprint. But, it isn’t about physics, controls and graphics.
  • It is about giving the gamer the exact same tools that a pro athlete has and letting gamers create their own brilliance.
  • It is about giving you the feeling that you are on the ice/court in front of 20,000 fans.
  • It is about making the gamer the star online and becoming the best virtual athlete in the world.
  • It is about making a shot with no time left to win a game for your team, knowing that it was YOUR skill that did it.

Before doing anything we ask ourselves: “What makes playing real life basketball fun? What makes playing real life hockey fun?” It is fun in real life to run around on a basketball court and shoot a basketball all by yourself. It is fun in real life to skate around on a hockey rink and shoot a hockey puck all by yourself. So before we do anything, we have to get this right. How can we make dribbling, stick handling, and shooting in our sports games MIMIC real life? Because if we do, then it will be fun also.

It is fun to do these things in real life because there is SKILL involved. Making a 3-pointer takes skill. Stick handling a puck and shooting top corner takes skill. Before ANYTHING else, these things need to be fun to do. I think that has been part of the problem with basketball games of this generation. The basics of playing the sport were not the main focus. The main focus was on signature styles, more and more animations, player likenesses, broadcast presentation and making the game LOOK like an NBA basketball game. Before I get flamed for saying this, I am not saying these things are not important, nor am I saying that these games were not enjoyed by many basketball fans. But the issue is that these things don’t matter much if we haven’t nailed the basics first. Elite still has signature shots. We still have team-specific play styles. We can even have player-specific signature behavior with our REAL AI technology (see below). But first and foremost, we need to nail the basics of what makes PLAYING basketball fun.

Specifically though, all gamers expect top-notch graphics, so it is a given that we must have that. Controls and physics are a huge part of the reboot for NHL and NBA because:
  • We need to mimic the controls as closely as possible to real life (that is where the Skill Stick and Hands-On control come in)
  • There needs to be skill involved in succeeding, because that makes people feel good (skill based shooting)
  • You should always be in control of your character (real physics instead of long collision animations and two-player animations)
  • We want the game to be totally unpredictable and move towards emergent gameplay instead of anything canned (real physics, ball is loose)

OS: From a quality standpoint, do you feel like you're in better shape to capitalize with Elite on the first go-round than you were with NHL? To clarify my own position, I would say while NHL 07 was a nice first effort, it was not as feature-rich or nearly as deep on the gameplay front as it is today -- or compared to the competition at the time.

Littman: NHL 07 was basically starting from scratch on brand new consoles. People think we had two years to build NHL 07, but we actually only had one. We were using incredible new EA developed technologies (ANT – Animation Tool Kit, for example) that were in its infancy. Other companies just ported their PS2 and Xbox sports games to the PS3 and 360 and up-ressed the graphics. As a company, we took our lumps for a year or two. Since we didn’t port our games, we had to start over with our feature sets. But, over the last couple of years it has really started to pay off for us (NHL, FIFA and now Elite, for example). Our technology has attracted some of the best people in the industry. So when we combine incredible people with incredible technology, we have the building blocks to make great sports games.

The big difference between NHL 07 and NBA Elite 11 is that on NBA Elite 11, we are not starting from scratch. NBA Live 10 was considered the best Live game of this generation of consoles. A lot of what people loved in NBA Live 10 is still in the game…we just improved a lot of it. So even if you play the game in the broadcast camera (yes, it is still there, just not the default) and use button controls (yes, it is still in there, just not the default), you will still have a much improved NBA Live 10 experience.

We have also done a much better job of sharing technology at EA Sports over the last few years. Besides ANT, an example of this is the REAL AI technology we are using on Elite 11. You will hear more on this soon. This technology was something we developed on NHL 08 and it makes the AI play like a human. It does this because humans -- mostly producers and software engineers (SEs) -- can play the game and the AI can then use the best most successful moves themselves when the time is right. With our new one-to-one movement and dribbling, and the new physics, the AI would not be able to pull off new, creative on-the-fly moves without this technology. Fight Night Round 4 also used this tech to help them get each fighter to fight like their real-life self.

I was playing a game of Elite the other day and someone walked by and said “Oh, you’re playing online? Who are our playing against?” It is because the CPU team looked like a human opponent.

The other big difference is that we are adding two new game modes this year on Elite 11. It took us three years on NHL to get these two game modes.

1. The new Become Legendary is our take on Be a Pro modes that starts with the Jordan Brand draft showcase game that is in the demo, and takes you on a journey to become a basketball legend.

2. The new EA Sports Basketball Association (EASBA) is an online league where you create your character, with your name on the back of your jersey, create or join a team with your friends, and take on all challengers to become the best basketball team in the world. It is based on the EA Sports Hockey League (EASHL) which has over 500,000 gamers playing in it. For the EASHL, we even flew the top 360 team and top PS3 team to Vancouver for a worldwide Championship (more details to come for the EASBA).

OS: This might be a bit hard to quantify, but if you were to compare NHL and Elite at this point, which franchise had to go though the bigger first-year rebuild?

Littman: As stated in my last answer, we are in a much better position for Elite 11. Besides the mature technology and using NBA Live 10 as the base, it is the people that make the biggest difference. NHL 07 was a team that was quickly put together with a bunch of people from NHL 06 (PS2/Xbox) and people from around the studio. So the NHL leadership team led by Dean Richards (NHL 07 line producer), Jeff Atienza and I knew that we needed to put together an all-star team to execute on the three-year plan that we had for the franchise. Dean is amazing at putting together great teams. By NHL 09, we had that team and we still do.

The people on NBA Elite 11 are already an all-star team. We have basketball experts and some of the best SEs that I have ever worked with. There are many heroes on the team, some of them you already know, as they are on the forums interacting with the community. But there are also some that you never hear about, but are just as important. Nick Channon is running the team day to day, and he and I talk all the time about how passionate this team is about making a great playing, authentic basketball game. I am really proud to be part of this team, just as I am proud to be part of the NHL team.

OS: In general, has this been more of a challenge than the one undertaken with NHL?

Littman: They each have separate challenges. As stated previously, NHL’s reboot had the challenge of starting from scratch, brand new technologies and a new team.

The big challenge with NBA is we are fundamentally changing the way people play basketball games. The one-to-one control of dribbling and defense, the skill-based shooting system, the real-physics system instead of canned animations, are all game changers. But all of that isn’t even the toughest part.

The toughest part is convincing the hardcore basketball fans that this is the most realistic basketball game we have ever made. The reason this is so difficult is because basketball gamers have become used to a certain type of basketball game. These are basketball games where the most important part of the game was that it LOOKED like real basketball. It needed to be from the TV-style broadcast camera. It needed every signature animation that real players have. It needed two-player animations, so that it could use mo-cap (motion capture) animations exactly like they were captured in the studio. It became an animations arms race. Which game could have more animations became the focus. No other sports video games have had this animation battle. While animation is obviously important in FIFA, NHL and MLB: The Show…that is not why people love these games. People love them for the overall gameplay feel. It feels like you are PLAYING the sport, not just influencing the sport.

Henry Ford once said that if he asked the public what they wanted, they would have said, "a faster horse." That is how I feel. The games I have worked on have done a decent job of interacting with the community, and I can honestly say that many features in NHL and NBA are based on community feedback. But before this year, if we had asked the basketball community what they wanted, it would have been more signature shots, more animations, better presentation…in other words, "a faster horse."

Now I just hope that the Hands-On control and real physics take off like the automobile did.

OS: Before you folks decided that the NBA franchise was going to be overhauled, how long was it discussed? Was this a change that was decided on while NBA Live 10 was still being completed?

Littman: Just before and just after NBA Live 10 came out, there was a lot of discussion as to why basketball games are among the lowest-rated sports games on the market. Hockey, soccer, football, Baseball, boxing, UFC, etc. all have games that have higher Metacritic scores (average review scores across many media outlets). There was also a lot of discussion as to why the basketball category has been shrinking over the last few years (overall revenue/sales), and categories like hockey and soccer have been growing.

Are these two points related? Of course they are.

So while all of this was being talked about, I walked into Brent Nielsen’s office (NBA executive producer) and I showed him a PowerPoint deck that I put together. It had Hands-On control, Be a Pro, EA Sports Basketball Association, a bullet point that said, “Absolutely NO two-player animations,” and a few other things. At around the same time, Geoff Harrower (known on Operation Sports as rEAnimator) had an amazing demo in our ANT technology showing real physics for all player interaction. Brent gave me the go ahead to work with him on a prototype for Hands-On controls. A week later we had one, and everyone on the team and around the studio played it, and everyone absolutely loved it. That was the beginning of NBA Elite 11.

OS: When I've spoken with you in the past, you have pointed to Metacritic as a sign of progress and a reason why NHL and FIFA have been so successful. Do you feel like this change to the controls might give Elite a bit of a ratings push by default? For example, when NHL 07 came out, many argued that NHL 2K7 was the more polished/deeper game, but plenty of people were still immediately drawn to NHL 07 even though it was a relatively bare-bones title in comparison. In addition, while NHL 07 did not hit 80 on the Metacritic scale, it still beat out NHL 2K7 by a point on that same scale.

Littman: That is true. NHL 2K7 had more modes and overall was more polished because of how each company went about the transition to the next generation (as stated above).

The fact that we almost hit 80 Metacritic with NHL 07 really shows you the power of giving gamers the same tools that athletes have in real life. The one-to-one movement for deking and the act of shooting on the goalie instead of pressing a button was so compelling that people forgave us for the rest of the game. When I go back and play it now, it is kind of scary how bad it is compared to now. It was at 30 frames per second. It had very few game modes. But when you deked a goalie out of his jockstrap on a breakaway like you could in real life, people jumped off the couch with excitement. We also had a very clear three-year plan with gameplay (Year 1 – skill stick offense vs. goalie, Year 2 – skill stick offense vs. defensemen, Year 3 – skill stick defense). We have an awesome three-year plan for the Elite franchise also.

But overall, it is not specifically the control change that I expect will give Elite the push.
  • It is when you dribble for the first time and you realize that it is the closest thing to really being on the court in real life.
  • It is when you hit your first shot to win a game and you realize it was your skill that did it.
  • It is when you go up for a dunk, make contact with an opponent, and adjust to your left hand for the lay-up.
  • It is when you block your first shot and realize how powerful defense is.
  • It is when you see your name in ESPN-style headlines in Dynasty mode.
  • It is when you step out onto an NBA court in Become Legendary (Be a Pro) and see the arena from your point of view.
  • It is when you create yourself, create a team with your buddies and win a monthly Championship in the EASBA.

OS: As a developer, is rebuilding a franchise the most exciting and at the same time most frightening thing you get to do? Or does building a franchise from "scratch" fit that description a bit better?

Littman: The best part of my job is that there are always new challenges. The NHL and NBA have different challenges. Getting people who don’t like hockey to play a hockey video game was a tough challenge, but we succeeded. I was the creative director on NHL Slapshot for the Wii this year also. Trying to make a great playing Wii sports game with a peripheral or accessory was a tough challenge, but we succeeded. Getting NBA gamers to try something new when they are used to something different is a tough challenge, but I believe we will succeed there also.

Is the game going to be perfect this year? Of course not, but that will always be our goal.

All I care about is making the best, most authentic sports games that as many people as possible will enjoy. My job is to make sure that it happens.

OS: Are you concerned at all people might view the new controls as a gimmick to "save" the franchise? And this has to be a game you want to get to the people in the form of a demo way before its official release date, right?

Littman: We have been saying all year that people need to try Elite to really understand how close to reality the new Hands-On controls really are. I said before that we are making a game that FEELS like you are playing real basketball as opposed to watching a game on TV. So seeing videos and reading this interview might not change people’s minds. But playing it will.

The demo is really important to us this year. It is a very deep demo this year that we will discuss soon, but there is an interactive tutorial and practice mode where you will learn the basics and experiment to find new moves.

The biggest reason that I know this is no gimmick is this story. I lost a game a couple of weeks ago to Novell Thomas, our gameplay producer (It was a late night at work, and we play a lot at night so we can prioritize things to improve for the next day). I was missing a lot of outside shots. I missed a 3-pointer with no time left that would have tied the game. On my way home from work, I was practicing my shot with my thumb. Straight up, hold and release. Straight up, hold and release. I did it about 10 times and that is when it hit me. This is a real sport. I was practicing my shot like players do before a free throw or that golfers do even without a club. You have a technique and you need to practice it to become the best. Never before in a sports video game have I ever practiced my technique like it was a real sport. That is how I know we will succeed.


A big thanks goes out to David Littman for answering our questions.
NBA Elite 11 Videos
Member Comments
# 61 B-Ball Life @ 08/26/10 06:46 AM
Quote:
Originally Posted by rEAnimator
Most of my stuff was done ( I had fixed a really bad physcis bug on the Saturday before I left), but there was still some bug fixing and tuning that needed to happen while I was away.

So we split my features up amongst 3 other engineers on the team who were familiar with my features, or were working on similar features. They knew they'd be taking over so we had time to discuss details before I left.

I was also available on email in case of an emergency, but it was never needed. Everything worked out well.
Man Am I Excited for this game.

And i Quoted the post because "I Know Where I Wanna Take My Talents"(Lebron Reference) when i graduate college. lol (Hoping Anyway)
 
# 62 Boilerbuzz @ 08/26/10 12:23 PM
Quote:
Originally Posted by Jano
Actually some of the guys from the other EA dev teams are working on this game. And the engines (ANT, RTP, Real-AI) the devs are using on Elite are a lot better then the ones they have previously used imo.
I'm sure there are. But what does that really mean? Does that means there's a bunch of hockey heads working on a basketball game? That doesn't sound too good. Who's working on NHL? Why disrupt a team that's got it going? I don't know if I buy how much "better" the toolkit is now. ANT has been hyped up since the start of the current console generation. It's not like it generates animations. It just manages the animation blends.

Quote:
Originally Posted by Jano
RTP allowed the game to finally have features 2K's had for years like the ability to go for steals while moving. Or enable the ball to be "live" so contact with the it actually matters. RTP also got rid of canned animations so we can finally do some basic things like block shots off the backboard.
So, are you calling "canned" animation the animations that included the ball? Animations that FORCE the ball into a state that lines up animation and that now, those are gone. If so, I can buy that they are using fewer animations that take control of the ball. That's cool. If that's what RTP gives then that's a significant upgrade to the series.

Quote:
Originally Posted by Jano
It also added in some much needed physicality to the game and it effects the game everywhere from the post to the perimeter. We will finally be able to see a difference between Lebron and CP3 when they are charging down the lane. The ANT technology gets rid of the ball warping on the rebounds.
That's been my interpretation of the work they've been doing and that's all great. No problem here.

Quote:
Originally Posted by Jano
Real-AI will actually cause players use moves they would in real life. This could potentially be the end of Bynum doing euro steps, or Shaq shooting fadeaways.
But wasn't DNA supposed to do all of this already? Does that mean DNA came and went? And, not to compare the GAMES, but why does this sound like VIP? I still have nightmares of the thought of playing Steve O's VIP in NFL2K5... Ugh! VIP is cool because it's more than that. But trying to draw me in with the "playing the celebrity" angle is a no-go. Anyway, I digress.

Quote:
Originally Posted by Jano
These new engines are adding in some MUCH needed improvements to this basketball series. And its doing it at a much faster rate then they would have using the old engine.
But there is no new engine man. Not really. They've had ANT in the game for a long while now. RTP isn't a physics engine per se. It's a system of methods and procedures that govern interactions between systems. Same with "Real-AI".

Quote:
Originally Posted by Jano
So your right it probably doesn't make the games equal but it definitely puts them on the same playing field though. Because now the tech is similar so things you see in one game could be possible in the other.
Just so it's clear, my primary point was that using NHL procedures as a panacea for NBA's ills feels kinda iffy to me. And using the reputation of NHL to hype up Elite feels iffy as well. When it's all said and done, if I'm buying elite because of NHL and Jam, then something smells rotten in Vancouver... It just makes me a bit apprehensive and unfortunately, I haven't seen anything that makes me feel less apprehension. That's all I'm saying. I want to see to full on 5on5 videos. There's no reason why we shouldn't be seeing something.
 
# 63 Boilerbuzz @ 08/26/10 12:27 PM
Quote:
Originally Posted by tedus
what' wrong ?!! dude!!

he already said he finished most part of his work and the rest ones divided to others!!
I responded to his original post. I didn't see the followup and I didn't NEED to see it because he doesn't have to explain anything to anybody. I just expressed the fact that it really shocked me. End of story.
 
# 64 Jano @ 08/26/10 01:23 PM
Quote:
Originally Posted by Boilerbuzz
But wasn't DNA supposed to do all of this already? Does that mean DNA came and went? And, not to compare the GAMES, but why does this sound like VIP? I still have nightmares of the thought of playing Steve O's VIP in NFL2K5... Ugh! VIP is cool because it's more than that. But trying to draw me in with the "playing the celebrity" angle is a no-go. Anyway, I digress.

But there is no new engine man. Not really. They've had ANT in the game for a long while now. RTP isn't a physics engine per se. It's a system of methods and procedures that govern interactions between systems. Same with "Real-AI".
DNA and the Real AI are working at the same time in the game according to the devs. So the system should be pretty dynamic, two of the devs have went in depth on the feature in the real-AI thread.

And the new engines being used here are new to this basketball series, none of this stuff was in Live 10. If they had been using ANT last year I don't remember them ever mentioning it.

And I already know RTP and "real AI" definitely weren't in because none of that was stuff a lot of that stuff wasn't possible last year.

Quote:
Originally Posted by Boilerbuzz
I'm sure there are. But what does that really mean? Does that means there's a bunch of hockey heads working on a basketball game? That doesn't sound too good. Who's working on NHL? Why disrupt a team that's got it going? I don't know if I buy how much "better" the toolkit is now. ANT has been hyped up since the start of the current console generation. It's not like it generates animations. It just manages the animation blends.
To clarify the reason why I said the guys from other EA dev teams are working on this game is experience. They have experience with the ANT and Real AI engines so the system wasn't just dumped on the Live 10 team. Its in the hands of some guys that have experience with the stuff also.

And even if ANT is only improving animation blends that was also another area Live 10 needed improvement in. All of these improvements won't sound like much to people that have been playing 2K over Live. But for someone who enjoyed Live 10, like myself, they are some much needed upgrades.

They will bring Elite a lot closer to the level of basketball that has been featured in 2K for years and thats all I've been asking for since Live 07. I want an EA basketball game to finally be able to compete with 2K on all levels of gameplay and it looks like these new engines are going to be able to do just that.
 
# 65 Live_4real @ 08/26/10 02:07 PM
Quote:
Originally Posted by Boilerbuzz
Just so it's clear, my primary point was that using NHL procedures as a panacea for NBA's ills feels kinda iffy to me. And using the reputation of NHL to hype up Elite feels iffy as well. When it's all said and done, if I'm buying elite because of NHL and Jam, then something smells rotten in Vancouver... It just makes me a bit apprehensive and unfortunately, I haven't seen anything that makes me feel less apprehension. That's all I'm saying. I want to see to full on 5on5 videos. There's no reason why we shouldn't be seeing something.
As a consumer your concerns are valid sir, but let me break it down to you,, based on developers input (correct me if I am wrong)

The ANT, RTP and Real AI, are technologies that existed before Elite 11 development, and no one is trying to hype them saying that they are being used for first time or anything like that

But unfortunately for us B-ball fans, only this year EA decided to put at lives/elite disposal.

And why people say that this game can be especial in the near future if not this year???? Because they seen what NHL and Fight night were able to do

As David Littman said, this development team is a all-star one, and because these technologies are not bran NEW, the experience these guys already have with them, makes me thing that the knowledge about these technologies is wider then in the past

So the major improvement that live 10 needed to do (let´s be fair), can be achieved, even if it takes 3 years, past games had a very very dark future and some people said that Live/Elite was dead

And the NHL comparison that you mention is easy to explain, that is the main goal, that is what EA is targeting, I am talking quality wise, not sales (that I don´t know)

And your consern about the "Hockey dude" and his "Hockey team" developing the game, I recall Mr. Wang when he was a EA worker, he said that EA had guys that had vast knowledge about b-ball on the team, so that isn´t/wasn´t the problem in past years

So if I had to choose, I would choose guys that know how to take full advantage of the physics engine(for example), rather then a b-ball expert, and some these guys will know a lot about b-ball after one entire year working around it, so that is not a problem

Hey, once again, this is pure expeculation, based on facts that they put out about technologies, so take it as it is....

PeAcE
 
# 66 rEAnimator @ 08/26/10 02:25 PM
Quote:
Originally Posted by Boilerbuzz
No offense man, but this sounds strange to me. I would think you would still be burning the midnight oil until the game was done, done. Again, not implying anything. It just caught me off guard.
I'm probably getting too personal here but yeah, leaving for vacation before the project was done was one of the hardest things I've had to do in my professional career.

I had originally booked my vacation for 2 weeks after we were supposed to be done. As has been mentioned before, we got an extension part way through the project which gave us more time.

I ended up canceling the first week of my vacation so I could work into that extension, but my wife is a teacher and has to go back to work in September. Summer is the only time she gets off.

She had put up with me working weekends and late hours for over 6 months, hardly ever seeing me.

As passionate as we all are about the games we make, a balance has to be struck and out of respect for her I could not work through to the end.

Believe me, I gave it all I had before I left.

Too much information I'm sure, but a good reminder that the people who work on these games are real people with families and lives outside of the job.

We pour our heart and soul into making these games because we love it, but you've got to keep an eye on the big picture as well. Sometimes it's not an easy thing to do.
 
# 67 Beluba @ 08/26/10 02:31 PM
Quote:
Originally Posted by rEAnimator
I'm probably getting too personal here but yeah, leaving for vacation before the project was done was one of the hardest things I've had to do in my professional career.

I had originally booked my vacation for 2 weeks after we were supposed to be done. As has been mentioned before, we got an extension part way through the project which gave us more time.

I ended up canceling the first week of my vacation so I could work into that extension, but my wife is a teacher and has to go back to work in September. Summer is the only time she gets off.

She had put up with me working weekends and late hours for over 6 months, hardly ever seeing me.

As passionate as we all are about the games we make, a balance has to be struck and out of respect for her I could not work through to the end.

Believe me, I gave it all I had before I left.

Too much information I'm sure, but a good reminder that the people who work on these games are real people with families and lives outside of the job.

We pour our heart and soul into making these games because we love it, but you've got to keep an eye on the big picture as well. Sometimes it's not an easy thing to do.
You're right, Geoff. Too personal.
 
# 68 rEAnimator @ 08/26/10 02:44 PM
Quote:
Originally Posted by Beluba
You're right, Geoff. Too personal.
Good therapy though
 
# 69 Beluba @ 08/26/10 02:46 PM
Quote:
Originally Posted by rEAnimator
Good therapy though
You know what always helped me... go kick Nate in the shins and tell him to make you some sig shots.
 
# 70 Boilerbuzz @ 08/26/10 03:33 PM
Quote:
Originally Posted by rEAnimator
Good therapy though
Hey man. You didn't have to do that. I had a feeling it was something to that effect and I would have done the exact same thing in your shoes. I'm sorry I posted that. It should have been a PM.

And to Jano and Live_4Real, great replies guys. I'm good. Looking forward to trying out the demo.
 
# 71 loadleft @ 08/26/10 09:47 PM
Quote:
Originally Posted by kingpnp
i get your point but as some have stated. you guys dont get it...
-0
I've been gone for a few days but just to respond quickly: FOR ME: I'm a stickler for reality (or at least plausible reality) and working hard to add a skill that Rondo doesn't REALLY have isn't realistic to me, it seems like fantasy play. I'd prefer my simulation of the NBA to just give me control of the players and coaching within their true to life limitations. However, it's no problem, I'll give it a shot. If I don't like it I won't buy. At this point the demo would have to be phenomenal though because it's already been announced that the game won't have key features that I prefer and if I don't buy it, it'll be the first time I've never bought the EA game.
 
# 72 Tha_Kid @ 08/26/10 09:51 PM
Looking at the successful range for Chris Paul in the Quick Clip, i think you'll (we'll) be surprised at how hard it would actually be to consistently hit outside shots with a non-shooter like Rondo. In real life, no one makes more than half of their shots taken outside of the paint. I think Elite will reflect that pretty well.
 
# 73 ©roke @ 08/27/10 06:53 AM
Quote:
Originally Posted by kingpnp
i get your point. but i dont think your getting mines. there are people out there like yourself. they want these sports games to play like the actual players and teams. But they dont realize, in order for that to happen. You my friend cant touch the controller. and all that would happen is A.I. coach and A.I. players vs A.I. coach and other A.I. players.

the moment me or you touch the sticks. it now turns into two things. I'm the coach(if everything from subbing and plays are not on auto) and I'm the brains behind every player i control. its up to me to decide whether or not shaq only dunks, or if he shoots the sky hook and most likely bricks it cause he aint kareem . doesn't matter. its my choice. I'm the mind of oneal. i control his entire body/movements and decision making. the only thing they can do is provide me with the same guy with the same look, size(height,weight,length)/attributes as his real life counterpart(all the ratings). now what i ATTEMPT to do with him has zero to do with his attributes. now what i actually accomplish and how fast i get it. will have everything to do with these real life attributes.

this is the way the game is made. what EA is doing is taking the last bit of that A.I. picking what to do, for you and placing all of you in the players brain. so its up to you what you ATTEMPT to do. no one said you would be successful, slightly successful, very successful. that depends on how much you practice with different players.

One more thing that no one is talking about. IF what EA says actually happens the way i described it. Running to Miami, the lakers(my boys), Boston. will no longer = an auto win or an auto close game vs most people. because what you do with the guy is what wins the game. not what his rating is. the ratings make it easier or harder for you to perform the move you are trying to perform. thats it and thats all. its all on you now. some people dont want to see this because it takes away the AUTO win you would usually get with superteams or superplayers. sorry fellas. ya have to know what you're doing now. and to the 2k fan boys out there. read this and listen. Because EA has catered to much to the average "i just want to hop on and have fast fun" fan. thats why the game went from a great game to nothing close to a sim, to trying to get back there and exceed anything they've ever done.

EA was trying to cater to the average joe gamer. not the true basketball game lover. that has changed. and those people are still fans. and guess what they can still use the buttons to do the CPU AI choice making they are use to. but if someone else knows what they heck they are doing on those sticks and they actually work on their game. night night to the average joe gamer that liked old LIVE. he will be hurting and will stop playing the game because he/she probably cant take losing and never wanted to practice to make perfect. so he will start playing NBA jams. and thats the beauty of this year. there's a game for all of us.
GREAT post!
 
# 74 loadleft @ 08/27/10 08:49 AM
Quote:
Originally Posted by kingpnp
i get your point. but i dont think your getting mines. there are people out there like yourself. they want these sports games to play like the actual players and teams. But they dont realize, in order for that to happen. You my friend cant touch the controller. and all that would happen is A.I. coach and A.I. players vs A.I. coach and other A.I. players.

the moment me or you touch the sticks. it now turns into two things. I'm the coach(if everything from subbing and plays are not on auto) and I'm the brains behind every player i control. its up to me to decide whether or not shaq only dunks, or if he shoots the sky hook and most likely bricks it cause he aint kareem . doesn't matter. its my choice. I'm the mind of oneal. i control his entire body/movements and decision making. the only thing they can do is provide me with the same guy with the same look, size(height,weight,length)/attributes as his real life counterpart(all the ratings). now what i ATTEMPT to do with him has zero to do with his attributes. now what i actually accomplish and how fast i get it. will have everything to do with these real life attributes.

this is the way the game is made. what EA is doing is taking the last bit of that A.I. picking what to do, for you and placing all of you in the players brain. so its up to you what you ATTEMPT to do. no one said you would be successful, slightly successful, very successful. that depends on how much you practice with different players.

One more thing that no one is talking about. IF what EA says actually happens the way i described it. Running to Miami, the lakers(my boys), Boston. will no longer = an auto win or an auto close game vs most people. because what you do with the guy is what wins the game. not what his rating is. the ratings make it easier or harder for you to perform the move you are trying to perform. thats it and thats all. its all on you now. some people dont want to see this because it takes away the AUTO win you would usually get with superteams or superplayers. sorry fellas. ya have to know what you're doing now. and to the 2k fan boys out there. read this and listen. Because EA has catered to much to the average "i just want to hop on and have fast fun" fan. thats why the game went from a great game to nothing close to a sim, to trying to get back there and exceed anything they've ever done.

EA was trying to cater to the average joe gamer. not the true basketball game lover. that has changed. and those people are still fans. and guess what they can still use the buttons to do the CPU AI choice making they are use to. but if someone else knows what they heck they are doing on those sticks and they actually work on their game. night night to the average joe gamer that liked old LIVE. he will be hurting and will stop playing the game because he/she probably cant take losing and never wanted to practice to make perfect. so he will start playing NBA jams. and thats the beauty of this year. there's a game for all of us.
I understand your premise, and if this is the way you prefer your games so be it, I don't. Just because one wants their players to have their real life limitations does not mean that they want to see the game lock you into exactly what you see on TV, that's a very narrow interpretation of what I said. Why not allow the user to practice enough until Shaq can dribble like Iverson since in reality if Shaq put his mind to it he could? I prefer to have my brain control the player's true to life abilities not create new ones.

I see this "practice until you do what the real life player really cant" way in the same vein as EA adding a workout facility in GM mode and allow you to boost players ratings. I never use that stuff because I want them to maintain their true to life abilities not ones that exist only in the video game world.

If I like Elite 11 I'll just play it against the CPU, period! I won't be able to tolerate playing someone that turns Rondo into a 3 point threat, FOR ME that won't represent the NBA it'll be FBA (Fantasy Basketball Association). I think that by going this route EA has opended them selves up to people saying the game is "arcadish" again. It took them long enough to shake that last time. It makes me wonder at the end of the day why even call it the NBA if it's not limited or representative of the realities that are the NBA.

In that debate rEAnimator said there are two schools of thought, I prefer the one where the game only allows the player's real life abilities and I figure out how to use them in a way that's successful or maybe even more successful than the player. How many games have you watched and said: "boy why didn't Artest past the ball instead of shooting that stupid 3?" I can remember at least one game, LOL. I've never said "boy I wish I could get into Artest's body and practice until I can make the 3 and then that would be a good shot". With that said I am looking to control the decision making process not to alter reality.
 
# 75 Hulkules @ 08/27/10 10:36 AM
Great post loadleft.... Im with you on this one. I too want limitations not fantasy basketball where I train Rondo to be a good shooter. For the first time since Live 95 I may have to try 2K. Im hoping Im wrong and I will try the demo though..
 
# 76 Blue_Monkey @ 08/27/10 04:21 PM
Sounds like the most important things is the GAMER'S SKILLS. This is exactly the opposite of what sports games should be. Ratings mean nothing and it's just about how good you are with the sticks.

The best new part in f.e. Madden 11 is that it matters whether your team has good players or not. I hate being able to win with any team if I'm good enough at the game, and it looks like that's what NBA Elite is about.
 
# 77 rEAnimator @ 08/27/10 04:31 PM
Quote:
Originally Posted by Blue_Monkey
Sounds like the most important things is the GAMER'S SKILLS. This is exactly the opposite of what sports games should be. Ratings mean nothing and it's just about how good you are with the sticks.

The best new part in f.e. Madden 11 is that it matters whether your team has good players or not.
Ratings absolutely matter in Elite 11. They determine how difficult the shot will be to execute, along with numerous other things including strength, weight, dribbling skill to name just a few.

Quote:
Originally Posted by Blue_Monkey
I hate being able to win with any team if I'm good enough at the game, and it looks like that's what NBA Elite is about.
I'm not sure I understand what you mean here. If you're playing as the weakest team in the league against the best team in the league you want it to be impossible to win? If so what's the point in playing?

If that's not the case, and you do want to be able to win, the only thing that could cause you to win or lose is how good you are at the game.

Please help me understand because this seems to be a sticking point for a lot of people. I don't want to dismiss it outright, if there is a concern we're not addressing I really want to get it so we can do a better job in the future.

For me, games are fun when my actions determine the outcome of the game in a clear and consistent way so I can learn them and get better at them, just like the real life sport.

Ratings determine how easy/hard certain actions are with certain people.

And that is what Elite 11 delivers.
 
# 78 Blue_Monkey @ 08/27/10 04:35 PM
Quote:
Originally Posted by gameplayovergraphics
but on each individual shot you are responsible for missing or making the shot.
As a video game player, I don't want that. IRL the player in the game is responsible, not some dude hitting buttons with good timing or something.

I'm responsible for the decisions and positioning of the player I'm controlling but EVERYTHING else should be based on ratings and good AI and nothing else.

That's the way you get enjoyment of building a team and seeing your team either becoming great or (sometimes even more enjoyably) just not being able to put a winning team together seeing that yeah, I can't win with these guys.

This is the heart of simulation sports gaming to me and it just seems NBA Elite is as far off as possible. Stats might be ok, but if the game feels like described... no thanks.
 
# 79 Blue_Monkey @ 08/27/10 04:47 PM
Quote:
Originally Posted by rEAnimator
Please help me understand because this seems to be a sticking point for a lot of people. I don't want to dismiss it outright, if there is a concern we're not addressing I really want to get it so we can do a better job in the future.

For me, games are fun when my actions determine the outcome of the game in a clear and consistent way so I can learn them and get better at them, just like the real life sport.

Ratings determine how easy/hard certain actions are with certain people.

And that is what Elite 11 delivers.
Thanks for the reply, don't mean to hate here.

But I'm gonna use Madden 11 as an example. Say I'm playing offense with the Saints or the Lions. I control the QB and RB and make the decisions but all other players are AI controlled. I can't make a lot of throws with the Lions and my line just blocks better in the running game with the Saints.

As a result, there are things happening regardless of my skills playing the video game. Also my knowledge of the game of football has some meaning in my results. I love seeing my team play as a TEAM - not just me playing a video game - and the results come based on how good my team is.

I do like the fact that jumpers will be easier or harder to make with a guy based on ratings. Just so long as the AI controlled players have meaningful ratings f.e. defensive skills, so it's noticeable when you're playing with AND against teams that are good or bad at certain things.
 
# 80 Blue_Monkey @ 08/27/10 05:09 PM
Quote:
Originally Posted by gameplayovergraphics
see, the thing is, you aren't being consistent. on one hand you don't mind taking control of the decisions and positioning of the player, yet you don't want control of whether the shot goes in or not. so in essence, you have expectations for the way a game should play that are contradictory, and definitely not what you are trying to say they are. who are you to say which aspects of the game should be completely sim and which parts of the game shouldn't?
I was pretty clear in my earlier posts. I want to be a part of the team, not the whole team.

When I'm guarding the PG (or which ever player I'm playing as, offense, defense, doesn't matter), I want the rest of the team play to their ratings and therefor have a significant meaning to the way the game is playing.

If I have bad big men, I should be dominated inside.

If I have great offensive rebounders, I expect to get the realistic 13-14 per game on average.

This should be the basis for sim gaming.
 


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