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NBA Elite 11 Interview with Creative Director David Littman

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Old 08-27-2010, 04:21 PM   #89
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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.
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Old 08-27-2010, 04:29 PM   #90
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Re: NBA Elite 11 Interview with Creative Director David Littman

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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. 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 disagree. i think that gamer skill being important is exactly the way sports games should be. people that don't want player skill to matter should seriously just be the coach and let the computer take care of the rest.
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Old 08-27-2010, 04:31 PM   #91
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Re: NBA Elite 11 Interview with Creative Director David Littman

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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.

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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.
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Old 08-27-2010, 04:35 PM   #92
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Re: NBA Elite 11 Interview with Creative Director David Littman

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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.
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Old 08-27-2010, 04:47 PM   #93
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Re: NBA Elite 11 Interview with Creative Director David Littman

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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.

Last edited by Blue_Monkey; 08-27-2010 at 04:50 PM.
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Old 08-27-2010, 05:01 PM   #94
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Re: NBA Elite 11 Interview with Creative Director David Littman

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Originally Posted by Blue_Monkey
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.
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?

and to reanimator, please don't listen to these people constantly saying the same thing. when creating art you need to do what is in your heart without compromise, and if you truly believe in what you do and have talent, people will appreciate that. don't let people here make you do something you think is wrong. i really think that this forum has deteriorated and you really aren't getting anything constructive anymore. i would recommend that you spend less time checking this forum and more time working on the game. you have over 350 posts and people are still saying we aren't getting enough info. my recommendation is get off of the boards and instead of wasting time talking to people complaining, use some of that time to write a blog. people say the other game is giving alot of info simply because they are getting 2 blogs a week, yet the developers are pretty much absent on the boards.

thanks
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Old 08-27-2010, 05:09 PM   #95
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Re: NBA Elite 11 Interview with Creative Director David Littman

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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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Old 08-27-2010, 05:11 PM   #96
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Re: NBA Elite 11 Interview with Creative Director David Littman

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
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