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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
# 81 neegotiator @ 08/27/10 05:11 PM
not sure if I'm understanding, but sounds like main concern is the degree of control being offered will trump ratings? as far as shooting goes, doesn't sound like case with shot window being affected by ratings. I know I'm going to struggle, as I can't push straight up on the right stick consistently with way my hand is positioned on controller.

far as grabbing boards, blocking shots, etc..., we'll just have to wait for the demo and see
 
# 82 Blue_Monkey @ 08/27/10 05:24 PM
I'm sure there's a good idea what I mean already but I'll still just throw this out.

The new F1 2010 game is coming out soon (I know F1 isn't popular in the US but whatever). There's going to be good cars, medium cars and bad cars.

If I drive a Lotus in the game (which is about 8 minutes off the pace per lap IRL), I don't want to be able to win races with that, no matter how good of a driver I am.

But If I'm driving a good Red Bull car, now I have the chance to win cause my car is good enough. I still have to drive it, though.

Driving a car is like controlling one player in an NBA game. But in the NBA there are others on your team and the opposing team that you aren't controlling and that's super important.
 
# 83 Jano @ 08/27/10 05:44 PM
Quote:
Originally Posted by Blue_Monkey
I'm sure there's a good idea what I mean already but I'll still just throw this out.

The new F1 2010 game is coming out soon (I know F1 isn't popular in the US but whatever). There's going to be good cars, medium cars and bad cars.

If I drive a Lotus in the game (which is about 8 minutes off the pace per lap IRL), I don't want to be able to win races with that, no matter how good of a driver I am.

But If I'm driving a good Red Bull car, now I have the chance to win cause my car is good enough. I still have to drive it, though.


Driving a car is like controlling one player in an NBA game. But in the NBA there are others on your team and the opposing team that you aren't controlling and that's super important.
I get what you're saying here and to use your red bull example in basketball. I don't want to be able to make every open shot with Ray Allen just because he's a good shooter.

I want my skill to determine the success of the shot too. This is especially the case when I'm playing against another user.

I really don't want to be losing against a guy just because he's passing to his good shooters. If the guy could control how open the jump shot was he should also be in control of the success of it too you get me.

It would just feel weird to me if you had to learn all the dribble moves and defensive controls but the most important part of basketball scoring wasnt under your control.

Also the fact that things like momentum, how open you are, and player ratings all factor into the difficulty of the shot keeps me from thinking it will be extremely easy to shoot it. Especially with a guy like Rondo who is terrible shooter, I don't even think I would consider shooting with him unless he was wide open.
 
# 84 Live_4real @ 08/27/10 06:12 PM
For the people that complain about total control....

Limited user control:

I am the Houston Rockets, last attack in the game, the ball goes to Yao, they double team me in the post, he kicks it out, the ball rotates to the open man in the corner, I shoot with Battier wide open 3, I shoot in the apex of the jump, perfect release, and I miss the 3 based on Ratings, not my great attacking team play not the other users defense, but RATINGS...

The question is it fair for me as a gamer (casual or not) to miss that shot, knowing that I did everything correctly and the other guy was compensated for playing bad D???


Unlimited user control:

I am defending now, there is 2 seconds left to play, the ball was tipped by my player, and the ball goes to rondo sitting in the 3 point line, he has no time left, he has to shoot, he does it and makes it....

The question is it fair for me as a gamer (casual or not) to lose a game because the other user was SKILLED (or lucky, but my point is that it was the other user that killed me, and not the 3% percentage that rondo can hit a 3) enough to do a 3 point buzzer beater with a player that has a very very low rating, even if I played great D????

I think these 2 questions and respective answers will help the doubter to understand why user control, is FUNDAMENTAL, that is how you demolish cheasers....

Cheasers use %s to be successful, now, they can choose all the great %s they want, because if they donīt have stick skills, and even if they do, if they donīt play team basketball they will lose, because I will double team the guy that he is very skilled at shooting with, and he will go 0-50 with all the other guys on the floor, even if he is playing with Miami....

PeAcE
 
# 85 tril @ 08/27/10 09:48 PM
thought this was an NBA elite interview. good informative article, but mentioning and comparing the NHL game to NBA Elite so many times became monotonous.
 
# 86 Boilerbuzz @ 08/28/10 02:27 AM
Quote:
Originally Posted by From The Streets
What you are saying is wild 1st off, and you never actually proved my point wrong, just droped your opinion. Now, somebody like Kobe has mastered his release, everytime Kobe shoots the rock you see the exact same release point and the exact same flick of the wrist, Kobe is a 45% shooter for his career, Kobe does not make every single one of his open jumpers, noboby in the NBA makes 100% of their open jumpers, I could say that 15% of the league has mastered their releases, why is their no one shooting anywhere near 80%, let alone 100% on unguarded jumpshots, because its not possible.


Jumpers are a crapshot reguardless of how Elite is trying to spin it, no offense, but I feel like the Elite workers are trying to get people to believe that in real life you have 100% control of if the shot goes in or not, when in reality you do your best to get your perfect release and the rest is a sit and watch cinema, this is real basketball logic, and real sports logic to be honest. Players can not even pass the ball directly through a hole in the skills challenge 100% of the time, you mean to tell me that its easier to shoot the ball with a perfect release and make 100% of your shots than it is to make a simple chest pass through a hole thats 20 feet away from you, the logic to these things are scaring me as far as what you guys are believeing and whats being put into this game. That is not realistic, simple, there is no way around it, nobody in this world can make 100 straight shots wide open if they get a perfect release everytime, come on man.
Yes man. You're absolutely correct. My degree is in Aeronautical Engineering with a focus on aerodynamics. With an airfoil, the lift schedule (lift versus angle of attack) is based on many things outside of it's shape and materials - including air pressure/temperature/etc... Even if you know all of that, there are still random currents that can dramatically change the aerodynamic characteristics of an object in flight. Same goes for a basketball. ESPECIALLY a basketball that has ribbings, pours, and other surface irregularities. So if a shooter has the "perfect" release, he or she can not guarantee a make.

With that said, I'm sure that in Elite, the game will make it VERY hard to always be perfect. That's where the game will create the "randomness". At least that's my theory. I refuse to believe the natural element of chance is gone. I think their are very bright people at EA. No idiots allowed.
 
# 87 loadleft @ 08/28/10 03:29 PM
Since I've somewhat egged this discussion on let me defend and/or clarify my position. To me, rEAnimator, the real debate is about what are you simulating. There's one crowd that wants the game to simulate true to life NBA basketball (I am in this crowd). This group doesn't want the user to be able to give the players ability they don't posses in real life. So it's like saying what would it take for the Clippers to win the ring this year. The way the games sounds like it is setup the answer is just be good at manipulating the sticks. There sounds like there's is little to no benefit to seeking better players, sure the shot will be easier with a better player, but if I practice the release with the lesser player until I got it down pat then that makes that shot easier too. Now, I've removed the real life requirements to making a better team and substituted something that only exist in the video game world. For guys on my side of the aisle that isn't sim!

The other group is saying they want user skill to be the ultimate determining factor. Sure, I agree that would make a really good video game, but not so much a simulation of reality. I can't see how this is hard to understand, now you may decide that you don't want a true sim and that's understandable and I can at least respect that. However if you do, how could you make it so that anybody can do almost anything in terms of shooting when in reality they can't. Now we could be ridiculous just to make a point by saying that we'd have to play exactly as the real teams do in order to be a sim by my standard but that makes as much sense as saying that flight simulators need to have explosives installed in them so that you really blow up when you crash. The point of simulating something is to give you all the factors yet allow one to control them to achieve an alternate outcome. That's the case with simulations in all walks of life. With that said I just don't see the point of calling a game a simlation of the NBA if it doesn't accurately represent what the players in the NBA are capable of. If I can make each player be whatever I want him to be then what part of the NBA is being simulated? What I expect is to replace the players' mind (being that's what controls them) with my own, but not to make them taller, faster, or better in any way.

So how would I win with the Clipper you ask? By making better descisions but also accepting that in the REAL NBA the Clippers simply can't beat LA, Boston, Orlando, etc. without better players. If you're making the game so that they can you are as far from reality as giving the players wings. Obviously on any given night a team can slip up or another can get lucky but on a consistent basis some teams are just bad, that's why teams have GM's and all the rest of the staff that work hard to get players in place. When Kobe demanded a trade he didn't go out and demand that Smush work on his jumper, he asked for better players, and he got Gasol.

What I am getting at is I'd like the game to reflect reality not fantasy but I accept that I may not be in the majority too. So... I am simply offering a view for you to consider, and to let you know why gamers like me will turn away from your product if in the end it doesn't reflect what we see as reality. I've always been weird in that way, I won't play HALO because I can't get into shooting lasers and killing aliens but MW2 is one of my favorite games because even if dying and getting up isn't realistic the game is based on some sort of reality.
 
# 88 RayDog253 @ 08/28/10 05:27 PM
I don't see it as giving them anything extra, but being in control of the skills they do have. Nothing you do on the sticks gives the player better attributes.

They way I see it, it's going to be tough to hit shots with rondo. To have the best chance in hitting a shot with rondo You're probably going to have to be wide open, PERFECTLY STRAIGHT (cause he's not a good shooter) up on the sticks, and hit the perfect release/sweet-spot.

Some players might get lucky and hit a couple jumpers with rondo, but I'm pretty sure we wont see a Rondo type player shooting lights out from the floor.

Yeah, this is all speculation at the moment. But this is my understanding of the shooting mechanic. I guess we'll all see come demo time.
 
# 89 Boilerbuzz @ 08/28/10 05:41 PM
It seems to be a discussion where no one is "wrong" per se. For me, I enjoy the elements of sports games where I'm tasked to succeed using these players' real life strengths and weaknesses. Overcoming those weaknesses using my knowlege of the sport is the fun of the challenge. I absolutely love the concept in many ways. But, if for some reason, I'm able to overcome the players' weaknesses in a way that doesn't fully accentuate the principles of the sport, then I don't know if like that. Basically, I would prefer the student of the game be more successful than the "joystick jockey". But, it's a video game and the creative freedom given is being used here. It's for this reason that I'm REALLY looking forward to the demo. I want to see this in action. It's sounds like a LOT of fun in a way, but I have some worries and I want to see how the Elite team addresses those concerns.
 
# 90 sroz39 @ 08/28/10 09:09 PM
I'm looking forward to this game. A lot. I have bought every 2K basketball game since it's inception and haven't bought Live since Live 2005. I was cautiously optimistic about Live 10 and it turned out to be pretty good, probably more fun than 2K10 in many respects. Didn't buy it though. I think what they are trying to do with this game is EXACTLY what basketball needs. The team working on the 2K series has become so reliant on adding animations in recent years that they've forgotten what it's all about and that's player control. In 2K9 and 2K10, the engine is so animation driven that to move the player I'm controlling with any consistency is a nightmare.

Sometimes, when I push the left stick all the way, my guy runs. Other times, he side-shuffles slowly. Trying to make a subtle move was next to impossible because it seemed like the game was guessing what you meant to do with the controller and animate according to some under-the-hood formula. Live 10 was fantastic when it came to player control. Where I wanted to move was where I went, for the most part. The problem Live ran into last year is when the two-man canned animations took over. It was awful at times. Seems like these kinds of instances is exactly what they are trying to eliminate. And I say good on them. In a game like basketball, hockey and football, the game almost has to be physics driven. Canned animations just won't cut it. It's why the NHL series is going that way and why this series is going that way.

Eventually, you've added so many animations to your game that inevitably, the game will pick the wrong one and something will look off. It happens in almost every game we play (other than Backbreaker) and kudos to EA for realizing this. They probably understood they've hit the plateau with their respective games' engines and needed to move on with their evolution from an animations-driven (last-gen) engine to a physics-driven one.

As for the player control argument, being a big time NHL player, I can tell you that even though they give you almost full control of what happens in the game, I can't take the Leafs and beat the Penguins more than 2 out of 10 times (with the right difficulty level). So yeah, everything's in my control but it doesn't allow me to turn a terrible player into a great one. What it does allow to happen is, every now and then, a fringe player will make a terrific play. Which is no different than what you guys are arguing about here. Though Rondo will not consistently hit the 3, he CAN and at times, it will happen in a very important part of the game. Sports are like that, it's why we watch them. For those moments. But if the Elite game is anything like the NHL series, ratings will still matter a great deal, regardless of how good you are on the sticks.
 
# 91 dirtypuppet @ 08/28/10 10:29 PM
My understanding of this argument is putting the controls more firmly in the users hand isn't giving us the ability to make certain players play consistently above themselves like some are thinking.

In basketball, players have good and bad games, I think what is going to happen in Elite us that you have a certain amount of skill, but you're not perfect,
So instead of the CPU randomly fluctuating values to determine whether an uncontested shot goes in or not, it will be either your human error/ skill which controls the outcome. If tuned correctly, being a very skilled NBA Elite player should give you the best chance of making someone play with the best of their abilities (but not play out of their minds because they still have their in game ratings to hold things together)

Personally I think this is a great way to go, I just hope EA gets the balance right.
 
# 92 loadleft @ 08/29/10 10:19 AM
Quote:
Originally Posted by bltzkrieg666
Look, we are playing a video game and video games are supposed to be about YOUR skill and not the AI skill. If the game performs like its real life counterparts then the game becomes scripted and contrived. If Kobe shoots 45% from the field then the game is going to construct that and quite frankly that is BS. Players have great games, and bad games. and when you base a game on mathmatical equations your just going to get the averages. I want my skill to shine in a game and not the AI's. Every other sports game is based on user skill so why do you want the AI to play the game for you. If you want the AI to decide every aspect of this game for you then you might as well just put it on CPU vs CPU and just sit back and watch the games because you ain't playing it.

You can't tell me that we all haven't pulled our hair out at how rediculous the AI is at times in determining when a shot falls or not. I am a Live 10 player and I have wanted to break my controller so many times over routine shots and/or easy put backs that miss the mark. At least in elite this year those misses will be of my own doing and I am perfectly satisfied with that. Video games are supposed to showcase the users abilities and not the statisticians.
All I can say is try rereading my post to see if you can get a better understanding of what I said because I said nothing about having the AI play for me. My entire post was about simulating NBA basketball, which is what I though most users at OS wanted. All kinds of ways to have fun so being accurate is not in opposition to that.
 
# 93 TUSS11 @ 08/29/10 08:18 PM
Quote:
Originally Posted by loadleft
All I can say is try rereading my post to see if you can get a better understanding of what I said because I said nothing about having the AI play for me. My entire post was about simulating NBA basketball, which is what I though most users at OS wanted. All kinds of ways to have fun so being accurate is not in opposition to that.


Quote:
Originally Posted by loadleft
Since I've somewhat egged this discussion on let me defend and/or clarify my position. To me, rEAnimator, the real debate is about what are you simulating. There's one crowd that wants the game to simulate true to life NBA basketball (I am in this crowd). This group doesn't want the user to be able to give the players ability they don't posses in real life. So it's like saying what would it take for the Clippers to win the ring this year. The way the games sounds like it is setup the answer is just be good at manipulating the sticks. There sounds like there's is little to no benefit to seeking better players, sure the shot will be easier with a better player, but if I practice the release with the lesser player until I got it down pat then that makes that shot easier too. Now, I've removed the real life requirements to making a better team and substituted something that only exist in the video game world. For guys on my side of the aisle that isn't sim!

The other group is saying they want user skill to be the ultimate determining factor. Sure, I agree that would make a really good video game, but not so much a simulation of reality. I can't see how this is hard to understand, now you may decide that you don't want a true sim and that's understandable and I can at least respect that.
You want a video game that's a true simulation of NBA basketball. And you say that user skill being the ultimate determining factor is not sim. So you don't want user skill to be the deciding factor. Correct? Which means you want the team's or individual players' limitations being the deciding factor.

If that's the case, let's consider a late game situation. You're inbounding the ball, down by 1 with 5 seconds left. You pass it into your best scorer (who is normally inconsistent but has made his last 3 shots). You call for an on-ball screen and come off the screen wide open. So you pull up for the game winning jumper but this time the game considers the player's real life consistency (or lack thereof) combined with the fact that he's hit his last 3 shots, and calculates that the result that's most true to life is a miss. So you miss the shot and lose the game. How would that make you feel, knowing that you're skill wasn't the deciding factor?
 
# 94 TUSS11 @ 08/29/10 08:34 PM
Quote:
Originally Posted by Teebone21
oh no the ultimate EA fanboy bltzkrieg666 is here lol.Please dude dont start arguments here
Fanboy? He's articulating a valid point of view with coherent sentences and this is all you can manage to post? Hypocrisy.
 
# 95 loadleft @ 08/29/10 09:02 PM
Quote:
Originally Posted by TUSS11



You want a video game that's a true simulation of NBA basketball. And you say that user skill being the ultimate determining factor is not sim. So you don't want user skill to be the deciding factor. Correct? Which means you want the team's or individual players' limitations being the deciding factor.

If that's the case, let's consider a late game situation. You're inbounding the ball, down by 1 with 5 seconds left. You pass it into your best scorer (who is normally inconsistent but has made his last 3 shots). You call for an on-ball screen and come off the screen wide open. So you pull up for the game winning jumper but this time the game considers the player's real life consistency (or lack thereof) combined with the fact that he's hit his last 3 shots, and calculates that the result that's most true to life is a miss. So you miss the shot and lose the game. How would that make you feel, knowing that you're skill wasn't the deciding factor?
1st to answer your question, I'd want the player's ratings, game situation, defense, and proximity along with the INFLUENCE of my stick skills to decide the shot success but not allow my stick skill to over ride all those other factors. On the flipside how would you feel if I master big baby's release and so when you wisely force the ball out of Peirce Allen and KG's hand I win the game w/nothing but bottoms from 23 ft w/Davis, then proceed to hit other key baskets w/him in like fashion in the rematch? For me that's no good.

I'd rather use my real life knowledge of a player's abilities to know that I can leave a certain player open on certain shots to focus on the higher percentage players. With a game that says anybody can hit anything if the release is right, my knowledge goes out the window. I don't have a clue who you've mastered and who you haven't. That's not even my real concern, my real concern is that if a player can't really hit that shot IRL I don't want to see it in the game. I would think a cheeser's dream is to learn to shoot with someone who shouldn't be able to and then pummel the competition w/him, kinda like the guy shooting 3's w/Kobe in 23's videos.

FOR ME, I am interested in a simulation that gives me control of the real life factors to see if I can manipulate them in to a better outcome. Again, that's me, if no one else wants that fine, I can keep my money.
 
# 96 TUSS11 @ 08/29/10 10:18 PM
Quote:
Originally Posted by loadleft
1st to answer your question, I'd want the player's ratings, game situation, defense, and proximity along with the INFLUENCE of my stick skills to decide the shot success but not allow my stick skill to over ride all those other factors. On the flipside how would you feel if I master big baby's release and so when you wisely force the ball out of Peirce Allen and KG's hand I win the game w/nothing but bottoms from 23 ft w/Davis, then proceed to hit other key baskets w/him in like fashion in the rematch? For me that's no good.
Your understanding of Elite's shot system may be inaccurate. The game takes the player's ratings, game situation, defense, and proximity and calculates how difficult the shot would be then adjusts the sweet spot accordingly.

And regarding Glen Davis hitting a 3 to win the game, his ratings would make it an extremely difficult shot. The developers already said they can make shots nearly impossible to make simply by decreasing the sweetspot. And if you recall, Big Baby hit that game winning shot against the Magic in the second round of the 2009 play-offs. Was that not a key shot?

Quote:
Originally Posted by loadleft
I'd rather use my real life knowledge of a player's abilities to know that I can leave a certain player open on certain shots to focus on the higher percentage players. With a game that says anybody can hit anything if the release is right, my knowledge goes out the window. I don't have a clue who you've mastered and who you haven't. That's not even my real concern, my real concern is that if a player can't really hit that shot IRL I don't want to see it in the game. I would think a cheeser's dream is to learn to shoot with someone who shouldn't be able to and then pummel the competition w/him, kinda like the guy shooting 3's w/Kobe in 23's videos.
Again, the difficult of the shot is determined by ratings, among other factors. They can tune the difficult so that a non-threat in real life is a non-threat in the game. I wouldn't look to far into those videos because they were playing on Pro, the second easiest difficulty.
 
# 97 loadleft @ 08/29/10 10:28 PM
Quote:
Originally Posted by TUSS11
Your understanding of Elite's shot system may be inaccurate. The game takes the player's ratings, game situation, defense, and proximity and calculates how difficult the shot would be then adjusts the sweet spot accordingly.

And regarding Glen Davis hitting a 3 to win the game, his ratings would make it an extremely difficult shot. The developers already said they can make shots nearly impossible to make simply by decreasing the sweetspot. And if you recall, Big Baby hit that game winning shot against the Magic in the second round of the 2009 play-offs. Was that not a key shot?



Again, the difficult of the shot is determined by ratings, among other factors. They can tune the difficult so that a non-threat in real life is a non-threat in the game. I wouldn't look to far into those videos because they were playing on Pro, the second easiest difficulty.
Cool, I hope you're right and I am wrong! I am rooting for this game though I fear it's already doomed.
 
# 98 shadthedad @ 08/29/10 10:43 PM
You know the funny thing is that I told a buddy of mine back when Live was throwing roses on the court after dunking, that I was through with NBA games. The reason was that there was no skill involved and making shots were random. Needless to say, I'm happy with the direction Elite is headed.
 
# 99 TUSS11 @ 08/30/10 02:04 AM
Quote:
Originally Posted by loadleft
Cool, I hope you're right and I am wrong! I am rooting for this game though I fear it's already doomed.
I'm a little skeptical myself. It seems like the right philosophy but could take some time to balance.

Personally I'm all for realism. I'm just sick and tired of dice rolls deciding the outcome of games. Especially when playing online.
 
# 100 NoTiCe_O @ 09/01/10 12:00 PM
Quote:
Originally Posted by Dawgthem
SOn you not understanding the man in the nba its your job to try to perfect the jump not decide whether the shot goes in thats the 10 percent luck that comes with every basketball game
90 percent skill ten percent luck
In the NBA its not your job to perfect your jump, but it is your job to perfect your skills, whatever it is you do best. And Elite is just giving you those skills to use and how you use em is up to you. In real life you aim your shot and you put the amount of power needed to hit the shot.

Sometimes you mess up your mechanics and your shot goes right, sometimes left. They are giving you the same ability in Elite and who's to say you don't get lucky and hit a few shots by accident there still is that chance, I mean no one can always know when they hit they're shot sometimes you might luck up.
 


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