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Producer David Littman Talks NHL 14
Operation Sports recently had a chance to get an early glimpse of NHL 14, and senior franchise producer David Littman was there to give us the the lowdown on where the series has been up until now and where it will be headed with NHL 14.

“For NHL this console generation, it's been all about quality and innovation. When you look back at the generation, the NHL franchise really stands with the best of them,” said Littman. “We're really proud of that.”

Littman feels that year after year his NHL dev team has been staffed by people who live and breathe hockey, either from having played it or by being die-hard fans of the sport. He cites the lockout this year being a problem for all fans of hockey, including his dev team, but he feels that the NHL 13 product showed that his group still has the touch even when interest in the sport may seem to be waning in the public eye.

“It really just shows the fanbase we've built up. If they couldn't get real-life NHL, they could get it through our game,” said Littman.

A couple of stats were given to contextualize this passionate NHL 13 fanbase:
  • Over 1 million HUT “teams” were created
  • Nearly 500,000 users have played NHL Moments Live

In looking towards NHL 14, Littman said that he, alongside NHL series producer Sean Ramjagsingh, sat down with the entire NHL team and thought about the reach that EA Sports has a company, particularly since they have a deep pool of resources and technology that can be leveraged. Littman says that his team loves to play other EA Sports games, like Madden and FIFA, and that they share technology with those groups. “Being able to share that technology gives EA an advantage over other sports company out there,” he said.

The goal, according to Littman, was to search through the technology that EA had accrued over years and years of development and find the best in class, regardless of the team it came from. The other justification for this approach is apparently to allow accessibility for new users who may pick up NHL late in this console generation (much of what Littman said focused on this being “late in the generation,” indicating that a next-gen product is likely in development for next year). He feels that showing all the best of EA's technology in this final game gives late adopters a fulsome picture of what the NHL product is all about, which, one would assume, serves as a bridge into the next generation. Still, he cautioned that this accessibility doesn't mean it won't be a deep product for core gamers. “You never want to lose that piece,” said Littman.

For NHL 14, the mantra seems to be: speed, skill and aggression. This is what Littman refers to as “the hockey trifecta.” According to Littman, balancing these features is the key to everything. The core systems that inform this philosophy are:
  • Collision-physics Hitting System
  • Enforcer Engine
  • True Performance Skating 2.0
  • One-touch Deke System

Collision-physics Hitting System

Littman feels that NHL 13's hitting “wasn't up to par” with everything else in the game. He says that it was something identified by many reviewers of the game as well as by his own dev team. The issue, he believes, was with the input on the right stick as well as the inconsistency of the physics when a hit was initiated. Examples were shown of this, where players of significant size (such as Dustin Byfuglien) were unable to generate the expected impact, or where vulnerable players were unable to be taken down, even when shooting.


Littman spoke of the drive-through on hits being a necessity, which can now be handled by simply skating towards someone with the left stick and having the physics take care of the impact. Animations of the past were unable to accommodate the diversity of hitting that they're now striving for, which Littman feels has been achieved with this new system. The goal is to ensure that every limb is involved in a hit and that every hit looks different. Littman showed some examples, demonstrating shoulder-to-shoulder hits and the impact of a larger player hitting a smaller one.

NHL 14 is using the player impact engine from FIFA 13, where the size and strength of each player factored into the play on the pitch. “For FIFA, once they do a feature, they do it right,” said Littman. “What we can do now — which we couldn't do last year — is predict where a hit is going to take place.” This was shown in practice, where hitters will now “brace” for the impact they are about to deliver, and near-misses will result in proper partial impact, leg-on-leg collisions, and wobbled skaters. Littman stressed that the team is still working really hard to make sure that none of this starts to look too ridiculous, as unbridled physics can definitely get carried away. The team is able to regulate these physics by controlling pressure and impact points on each player and factoring that into collisions. Littman even joked that three members of his team have been just spending eight hours a day for the last three months hitting each other (in the game, of course) in order to get it right. They'll be doing this for the next three months as well.

Enforcer Engine

Fighting is something that is definitely unique to hockey, and there are very specific reasons it happens during a game. Littman feels that this is an aspect his team has yet to get right, and it's something they're putting some focus into this year.

In NHL 13, as Littman describes, fighting was a minigame that took you out of the experience. It didn't happen organically during a game, especially such as in the final minute of a contest, and that made it seem even more like a gimmick. Littman even acknowledged the goofiness of the fights taking place at centre ice, with no one on the ice or in the stands (something that always has looked really strange). He admitted that technological limits are a factor in this respect, but NHL 14 is looking to change that. He summarized fighting in NHL 13 this way: “It's a one-off, and nothing really comes out of it.”

With NHL 14, fights happen organically. If Pavel Datsyuk is run by an opposing player, someone on the Red Wings is going to come over and defend him, all in real-time. It might be a bigger defender or power forward, but the player initiating the fight will make sense based on the situation, which is a big key for the development team.


The fighting itself borrows liberally from EA's Fight Night series, where strength, speed and size differential were factored into punches and defense. “We were able to add clinching, jostling, maintaining balance and spinning each other around and really make it a hockey fight,” said Littman. He described how they tested out the Fight Night engine by staging goofy contests between players who had a significant height difference, and yet the punch targeting still worked. Much like in real-life, fights can end quickly, with the player who falls on top of the other being declared the winner (by the home crowd). Sticks, gloves, and players will be around the ice as it's happening, and one-punch knockouts are a possibility with some of the stronger players.

True Performance Skating 2.0

While Littman feels last year's skating engine was very strong, the team wanted to take it a step further, particularly on defense. “When there's a one-on-one on a defenseman, he wants to keep his 'facing direction' up ice at all times, even while he's moving side to side,” he said. To this end, they're adding the ability to “strafe” while falling back on defense, increasing the mobility and focus of defenders when dealing with the speedy forwards who benefited from last year's skating engine overhaul.

“In NHL 13, we couldn't get to what we wanted,” said Littman. “So there's a defenseman backing up, and he's not strafing. He would get a bit too far backwards, and he'd have to pivot and skate forwards. He's done all these extra moves that he shouldn't have to do.” By adjusting the crossovers and adding the strafing system, the defenders in NHL 14 can keep their facing direction and still be mobile. Much of the core offensive skating has remained similar to last year, but Littman seemed confident that his team had made the right changes to address lingering concerns about the system.

One-touch Deke System

For deking, Littman said the team wanted to address the complexity of loose-puck dekes. The feedback they have been receiving claims that they loose-puck dekes against defenders are too hard to pull off. Littman says that in NHL 13, it takes too long to execute a loose-puck deke, and the concept of reading and reacting, as done in the NHL by people like Evgeni Malkin, is lost.

In this year's game, the fancier dekes can be pulled off with just one button press, making the game accessible to people who haven't fully explored the depths of the skill stick. Admittedly, this seems like something that could lead to spamming, but Littman seems confident that the core gamers will enjoy the change as well. Since all dekes are now handled by pressing the left bumper, it means that even core players who couldn't quite do what they wanted last year will now have the time to do it, as several inputs have been eliminated.

“We haven't taken away anything from the depth,” said Littman. “If anyone wants to use the old dekes, it's still there.”

More to Come

Littman said that the team is also really excited about the “Live the Life” mode, which is the enhancement to Be-A-Pro, as well as bringing in the “online seasons” concept from FIFA to both HUT and EASHL. Littman also assured that goalies' side-to-side movement would be adjusted to properly reward two players setting up a great-looking goal. These features, as well as an ambiguous tease of the 20th anniversary of NHL '94, were left on the vine for further reveals in the coming months.

 


NHL 14 Videos
Member Comments
# 21 ComaFaction @ 04/20/13 01:24 PM
Quote:
Originally Posted by addybojangles
I really wish the team would focus on gameplay:

- Better skating and realistic physics.
- Improve the goalies, don't just make them animate faster.
- Awareness of penalties - EASHL has turned into an interference-fest with players rarely getting the interference penalty they deserve.

Fix the game ON THE ICE then focus on fighting and "live the life."
Did you not read his interview? They are addressing all 3 of those things. In fact, 2 of them are the main features they've revealed.
 
# 22 demco99 @ 04/20/13 01:58 PM
in terms of hitting/collision-physics, the puck-carrier should be able to flick the joystick to hit back when he see's hes about to get hit, allowing him to bounce off, absorb the impact if its shoulder-to-shoulder or still get laid out if the player hitting him is large enough with great enough momentum..
 
# 23 THESHAMISASHAME @ 04/20/13 03:14 PM
Quote:
Originally Posted by derektown
New announcers and a total revamp of presentation more of a tv style to get me to bite
Maybe you want more dialog ? but as far as the being there feeling in any sports video game IMO none equal Thorne and Clement in the NHL series
 
# 24 FBeaule04 @ 04/20/13 03:37 PM
I'm just amazed about the priorities toward that game. It's simply makes no sense.

They come out with the idead that working on a new fight engine was really needed (I know, even if it's taken from FN it's still ask for some work) and we we're dying not to get one.

On the other end, if you watch hockey a bit, you'll see that there's a lot more scrum in front of the net after the whistle (facewash, shoving, yelling, piling on, etc) and it gets worse in the playoffs. What do we got now? A whistle, a 2 seconds cut and a replay. Nice way to make it real after the whistle.

I guess that making the game more playable online is the reason that game doesn't feel anymore like hockey when you play it by yourself. Or, and it's nice from EA, making us counter by playing it against the grain to make it feel realistic.

My wishlist for NHL 14 would be simple. If you can't have a hugging from players on the ice after a goal, then why waste asking for anything else? Add to this the fact that I've never seen that much goalie been running at while no one on the ice reacts.

If it's in the game...maybe it's just making it too tough for online play...
 
# 25 Money99 @ 04/20/13 05:54 PM
Quote:
Originally Posted by FBeaule04
If it's in the game...maybe it's just making it too tough for online play...
I think that's the major issue.
They're main concern is online. Whatever time they have left, is used on offline.
But online is their first, second, third, fourth and fifth priority.

BTW, I also agree that team hugs are needed for this game. Go to Puck Daddy and you'll see that they have full posts dedicated to hockey hugs.

NHL2K3 had it. How come a game can't do it 10 years later?
 
# 26 FBeaule04 @ 04/20/13 07:08 PM
Quote:
Originally Posted by Money99
I think that's the major issue.
They're main concern is online. Whatever time they have left, is used on offline.
But online is their first, second, third, fourth and fifth priority.

BTW, I also agree that team hugs are needed for this game. Go to Puck Daddy and you'll see that they have full posts dedicated to hockey hugs.

NHL2K3 had it. How come a game can't do it 10 years later?
Let's see...Few years ago, there was a complain that there was only the guys who got point that we're hugging in the cutscene after a goal.

What did EA do? They come out swinging saying that next year, to the popular demand, the 5 guys on the ice will now hudlle up after a goal and celebrate. Perfect? Yep!

Then, the things got a bit tricky. NHL players started to celebrate in solo after a goal, like they we're in Midget A, and there was people who asked to do the same in the game. Stating the obvious If it's in the game, it's in the game (makes me wonder if Sidney Crosby has to pay to fill his speed boost slot for some games) they had a good argument.

What did EA do? They come out swinging with jumping in the glass, sliding on the ice, Tiger Williams ride the stick move, etc...Perfect? Yep! Wait a minute...No!

EA Sports are the best people adding by substractions (like in the sentence : We put less in the game, we ask more for it, and we'll milk you with gimmicks on XBL to add to the game!). They are the Gretzky's of gaming in that matter. We got solo celebrations and we need to have players sliding toward the bench to give high five. Geez, people are going to scream it's too long a 30 seconds cut scene. Let's cut the hugging after a goal, no one will complain!

Well, since EA never took out something that was in the game out to get it back in 6-7 years later and stating that it's a brand new innovations, I don't see hugging after a goal and 3 stars at the end of the game getting the same treatment.

What? They already did that with broken glass and goalies fight? I'm sorry for my mistakes then...

All in all, this isn't to say that they aren't acting ok. I mean, we have a choice, buy the game or not. It's just that there's a point we're a customer is saying : "Talk the Talk, Walk the Walk" before getting exciting again. Mr. Littman and all the people in EA can say whatever they want, if this fall the game as holes like it had for the last few years, we'll be at the same point.
 
# 27 13whitebread @ 04/20/13 09:29 PM
Quote:
Originally Posted by THESHAMISASHAME
Maybe you want more dialog ? but as far as the being there feeling in any sports video game IMO none equal Thorne and Clement in the NHL series
I agree Thorne and clement are good but I am interested in more dialog but I would like to see an announcer that currently does hockey I.E. any number of announcers around the league everybody has there favorites so I won't go into who they should pick the fact of the matter Thorne just does not commentate NHL games any longer. This is classic EA getting by on the cheap the fans have been calling for this for at least 3 years. That is why Sean rammer said last year much to the dismay of our fans Gary and Bill will be returning this says to me they know we want a change. As for who rivals them look to NBA 2 k series that's how you do play by play with TV style presentation.
 
# 28 canucksss @ 04/20/13 10:19 PM
Quote:
Originally Posted by FBeaule04
All in all, this isn't to say that they aren't acting ok. I mean, we have a choice, buy the game or not. It's just that there's a point we're a customer is saying : "Talk the Talk, Walk the Walk" before getting exciting again. Mr. Littman and all the people in EA can say whatever they want, if this fall the game as holes like it had for the last few years, we'll be at the same point.
sure, they will have the updated conference/division in NHL 14 but still not buying if i dont see/read significant changes in offline BaGM.
 
# 29 FBeaule04 @ 04/21/13 08:19 AM
Quote:
Originally Posted by canucksss
sure, they will have the updated conference/division in NHL 14 but still not buying if i dont see/read significant changes in offline BaGM.
I'll be really honest. I said I woulnd't buy NHL 13 and I did because I was attracted by GM Connected. It was just the same for me and my friends again, deceptions over deceptions and finally, after trying sliders, tuner, etc, we ran out of patience and drop the game to the shelf.

I'm playing BeaGM with the glaring holes, only to get my hockey fix, but I'm not buying NHL 14 unless the community who are doing the test comes out with a sentence like : "After 2-3 months, all I have to say is that's the best game of hockey we've ever played".

I'm even considering letting the XBOX go when next generation hit the shelves to buy a new PlayStation so I get MLB The Show. I would play this game and NBA 2K, that would be enough.

There just a limit we're I'm feeling paying 72$ (with taxes for us here) to do beta testing that are made ok only 2-3 years later.
 
# 30 bwiggy33 @ 04/21/13 01:15 PM
Quote:
Originally Posted by FBeaule04
I'm even considering letting the XBOX go when next generation hit the shelves to buy a new PlayStation so I get MLB The Show. I would play this game and NBA 2K, that would be enough.
I would suggest doing this if you don't play any XBOX exclusive games. For me all I play is sports, and I do buy GTA every release. Each year I buy MLB The Show, FIFA (for me plays exactly like NHL but on a field) or PES, and NHL. All I will need is a PS4. It will be weird playing games like NHL and soccer on Playstation but I'll get adjusted to it. It's going to save me a crap load of money since I won't just play The Show on PS3. Now I can buy one system and play each game on it. The only reason I bought a 360 before PS3 was because NHL 07 was only out for 360.

As for the article, I think the most alarming thing Littman said were the two stats he gave on why NHL is popular. The stats were taken from an online mode, and a mode that you basically cheat at in order to accomplish. When Littman gives two stats based on these features, it straight up means they are going to cater to the casual and online players.

Now why do people think online NHL is so fun? Because it isn't the true sport of hockey. It is a constant battle of who can poke check the puck away, fling a pass to the far blue line and go in on a breakaway. It's fast paced and what many people find entertaining. TBH that is how most people want to play when they play against another person. I don't personally like to play that way all the time, but most people do. Until EA can find a way to separate game play styles for offline and online, we will not see a sim game. EA will just keep adjusting gameplay features that don't turn this game into real hockey.
 
# 31 Nittany @ 04/21/13 03:43 PM
They better fix the AI teammates in EASHL. For 2 years straight now, the AI is horrible. How hard is it to have the AI know that if you are down a goal under 2 mins...but on the PK...to not dump the puck everytime. It's ridiculous.

EA has to realize that not every EASHL team has 6 humans. Most are 2 and 3 human teammates with the rest AI. As a winger, I should not have to immediately head back to my own net on every faceoff since the AI is going to give the puck up....

Here's hoping....
 
# 32 THESHAMISASHAME @ 04/21/13 05:44 PM
The Game is still very playable realistic and fun offline but I think we can all agree EA spends too much time for online and EA even tries to force us to play online which I hate jeez look at all the games trophies 85 % are for online.
Im not saying they shouldnt but dont ignore the offline gamers or at least give us separate tuners as we are a pretty large group and we just dont wanna play online .
 
# 33 Reiny09 @ 04/22/13 03:54 AM
Quote:
Originally Posted by Ryan97
Living and breathing hockey comparatively speaking to who ?
I believe comparatively to those who are no longer living and breathing.
 
# 34 Fiddy @ 04/22/13 11:41 AM
Quote:
Originally Posted by FBeaule04
I'll be really honest. I said I woulnd't buy NHL 13 and I did because I was attracted by GM Connected. It was just the same for me and my friends again, deceptions over deceptions and finally, after trying sliders, tuner, etc, we ran out of patience and drop the game to the shelf.
yeah, the GMC Mode was a dud this year. it just was their online league they already had, just fluffed up with menus etc. I thought it was going to be a blast. i was wrong. hopefully they spent sometime beefing this mode up and make it fun to play. having a shorter 29, 41, or 48 game season is a MUST. end of story, a must!
 
# 35 Rubio809 @ 04/23/13 08:14 AM
Just make sure it comes out on the Vita this year...
 
# 36 jmaj315 @ 04/23/13 12:27 PM
i would love if there was a mode similar to CC that we have in madden..thats the only thing keeping me from being a yearly buyer of NHL
 
# 37 fmedges @ 04/24/13 04:34 PM
Something that has also bothered me about this series is the lack of deflection goals or deflections at all. I see one once in a blue moon in NHL13, yet in watching games on tv I would say that deflections happen at least 50% of the time on shots. I guess I'm so sour on this series becasue it looks nothing like it's real world counterpart.
 
# 38 Fiddy @ 04/24/13 07:11 PM
Quote:
Originally Posted by fmedges
Something that has also bothered me about this series is the lack of deflection goals or deflections at all. I see one once in a blue moon in NHL13, yet in watching games on tv I would say that deflections happen at least 50% of the time on shots. I guess I'm so sour on this series becasue it looks nothing like it's real world counterpart.
i have played hundreds of games with all the different player types in the EASHL.

the best player type attempting deflections is the two way forward. attempts putting his stick up on majority of shots coming through and also does a lot of the jumping out of the way animation so he dont block the shot.

next best, the sniper. yup. makes no sense, but the sniper build gets sticks on pucks almost as much as the two way.

most the other builds, grinder, tough guy get some here and there but not like the above.
 
# 39 Crapula @ 04/24/13 07:14 PM
If EA advertised they overhauled the menus, making them lighting fast and reducing clutter, and added pinning favorites to the home screen... I would go pre-order this game right now.

But seriously, all talk and no video. I doubt they have anything to show. They're probably just releasing this crap to get a feel of what they should actually work on.

I'll help you out EA (because I know you are going to read this)... Defensive stick control allowing stick tie ups, tie downs, stick taps, aimed poke checks, manual hooking and slashing, pushing down on skates, stick and body control in front of the net and on the boards (not the automatic crap you have now), stick tie ups with body collisions while fighting for a loose puck, and stick control when fighting along the boards (and the quick stick lift, turn body into player to separate from puck).

100% collision detection with stick awareness (skaters actually move their stick away so it doesn't clip through bodies, faces, and legs). Pucks don't morph through skates, legs, goalie gloves, etc. If a shot is taken with the defenders stick an inch away the shooters stick collides with the defenders stick, ruining his shot. Awareness of stick during dekes, example, if you are 5' 7" pulling off a deke where the stick goes over your head, you should high stick the other player if they are a few inches taller. Ability to tap stick lifts or hold stick lifts. Ability to hook the stick from behind but also risking hitting the hands and taking a hooking penalty. Player awareness of boards, no more stick through boards and puck floating.

Remove everything automated including, poke checks, the hitting vortex (Hold check, let go of left stick and you'll see what I'm talking about), rerouting the puck mid flight to find the smallest gaps (offensive awareness attribute helping people who can't aim score), goalie desperation saves, goalie saves in general, deflections (give us control of deflections!), anything else that is automated.

Call checking from behind and interference penalties.

Have endurance actually mean something, force people to play a slower paced game and really pick their spots to go balls out. Hockey is not fast break basketball for f's sake. Breakaways happen way too often, it should be exciting to get one, not as simple as skating straight. Why does the AI offline on Superstar with difficulty sliders maxed give up 5 breakaways a game in 15 minutes?

5' 7" players with 92 speed are not faster than 6' 4" players with 92 speed, the fastest skaters are over 6'. The fastest people in the world, skating, running, swimming, are usually over 6' 3". What's the advantage to being small in sports? NONE! I know I know, if you had speed done accurately then everyone will create 6' 9" skaters with 92 speed. Ok, figure something else out. Pre-created skater types with certain heights and abilities (like selecting a player from pre-created players in an RPG game).

And last, the menus. They are slow, cluttered pieces of filth (GMC has the most frustrating menus in the history of video games). I don't care about cool backgrounds and animated text menus. Allow me to set favorites on the home screen, why do I have to go through 6 options to do something I do every day.


Sorry for all the name calling and general lack of respect.
 
# 40 fmedges @ 04/25/13 06:07 AM
Quote:
Originally Posted by Fiddy
i have played hundreds of games with all the different player types in the EASHL.

the best player type attempting deflections is the two way forward. attempts putting his stick up on majority of shots coming through and also does a lot of the jumping out of the way animation so he dont block the shot.

next best, the sniper. yup. makes no sense, but the sniper build gets sticks on pucks almost as much as the two way.

most the other builds, grinder, tough guy get some here and there but not like the above.
Oh I've never played EASHL I was talking about offline be a gm mode. In that mode I feel there isn't many deflections or "dirty" goals, just a lot of cheap ones
 


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