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NBA Elite 11 News Post

REAL PHYSICS IN NBA ELITE 11
Jul 30, 2010

Hello everyone,

My name is Geoff Harrower and I’m a Software Engineer working on EA Sports NBA ELITE 11. I’m very happy to have the opportunity to write a blog about the Real Physics engine we’ve developed this year. The term “Real Physics” can mean different things to different people, so my hope is that this blog gives you a very clear understanding of what we’re doing, why we’re doing it and ultimately what impact Real Physics will have on the game.

The physics in NBA ELITE 11 impacts several different areas of the game in very different ways. I’ll go into detail on each one separately.

No More Two Player Animations

The number one reason we wanted to move towards Real Physics was to eliminate the two player animations that were commonplace in NBA LIVE.

One of my biggest frustrations in playing last year’s game was how often you lost control over your player due to these two player animations.

Some common scenarios in NBA LIVE 10 include:

-when driving the lane you could get pulled into a two player dribble bump animation or a two player jostle animation
-when playing defense against someone you could get pulled into a beat animation through no fault of your own
-when playing defense you could get pulled into a dunk on animation before you had a chance to attempt a block
-when going up for a rebound you could get pulled into a two player animation where the player who would get the ball was already decided before the animation started

Although these animations looked really good while they were playing back, they did not respect your momentum on the court, did not respect user input and had a negative impact on the gameplay experience.

Our solution to this problem in NBA ELITE 11 was to remove all two player animations from the game completely, and replace them with systems that allowed the user full control over their character and where a physical simulation determined the outcome on the court.

Physical Defense

As soon you remove the two player animations from NBA LIVE, there is a very glaring hole in defense which makes it completely ineffective. It became clear that the gameplay engine was relying on the these two player animations to prevent the ball carrier from getting to the rim. We realized that we’d have to start from scratch and rebuild the defensive systems in the game from the ground up.

In order to accomplish this, we built a one on one mode for testing purposes. The goal was to make playing defense fun and effective when you were one on one with your opponent without taking away control from the ball carrier.


The first stage was to take a look at our collision system. Like many sports games it was built to keep players from passing through each other, and encouraged players to pass by each other when in collision.

Under the hood, there were collision cylinders anchored at the players position. Because of the shape, if the dribbler collided with the defender he would just slide around him. This made it pretty much impossible to stop the dribbler.

Our solution for NBA ELITE 11 was to completely change the collision system and introduce something that would allow the defender to stop the dribbler by positioning himself between his opponent and the basket.


I’ve been using an analogy to describe the changes which involves ping pong balls and a pop can.

Take two ping pong balls and put them on a table. Now move them around as if they were two players in the game, one on offense and one on defense. Try and stop the offensive ping pong ball from getting past the defensive one. Not so easy right? They just slide by each other.

Now replace the defensive ping pong ball with a pop can and do the same thing. It’s quite clear that with these collision shapes defense is much more effective.

Things are obviously much more complex in the game, but essentially we have built two “pop cans” for the defender which are positioned along the shoulders and hips respectively. The offensive player has a “ping pong ball” positioned at his chest and hips.

The result is a much more realistic and effective collision system built for playing defense. You really feel like you have a physical presence on the court and have the power to stop the dribbler dead in his tracks.

Locomotion

Effective physical play isn’t of any use if you don’t have enough control over your defensive player to stay between your man and the basket. That’s why we scrapped our old locomotion system and implemented something new that is driven entirely using physics.


What this means is that you’ll get a level of responsiveness like you’ve never experienced before in a basketball game. Because the player is a particle in our physics simulation with a mass and forces applied to him, what he does will always respect momentum and will have a very consistent feel. We’ve tuned the momentum to give you just the level of responsiveness you need to stay with your opponent if you concentrate and react quickly to what your opponent does.

The physics implementation also makes it easy to give different players a different feel based on their player ratings.

Steals, Block and Rebounds

As mentioned above, steals, blocks and rebounds were implemented (at least partially) using two player animations in last year’s version of NBA LIVE. In NBA ELITE 11 we leverage the physics system to give you something completely different.

The biggest difference is that we’re now layering dynamic, physics driven animations onto the player who’s performing these actions as opposed to playing a canned animation. This means that you can steal while you’re moving around (because the steal animation is layered only on the upper body), you can reach in a 360 degree volume around your player, and where your player is reaching to can change dynamically while the animations are playing back.

For steals, this means not losing control of your player while you perform the action. It also means we can use proper physics and collision detection to determine if you got the ball, what direction it will be deflected, and whether or not it was a foul. On offense, it means you really need to protect the ball at all times and position yourself accordingly if you don’t want to lose the ball.

For blocks and rebounds, it means the outcome is not determined before the animation is launched. Players can adjust mid air to counter a dunk adjust or react to a change in direction of the ball mid flight. The physics system also allows us to collide with players mid air and alter the outcome on the court dynamically based on the physics simulation. Bigger, stronger players will be less likely to get bumped off their flight path making them feel stronger in the game.

Releasing the ball to physics

In NBA ELITE 11 you’re going to see a lot more variety in what the ball does, and because so much of the game is simulated through physics you’ll get a much more emergent gameplay experience.

In previous years, when you were passing a ball you’d pick the reception animation first, and throw the ball to that animation. Passes were rarely deflected because the system for picking up a ball that had been released to physics wasn’t very reliable.

This year, the reception system has been overhauled with the goal of always being able to get to the ball in a realistic and responsive way. This will apply to passing/receiving, chasing down a loose ball and rebounding.

Because of this we are now free to release the ball into physics at any time, and the game will respond intelligently.

This means in NBA ELITE 11 you’ll see tips, deflections, missed rebounds, lost dribbles, dribbles bouncing off opponents if you don’t protect the ball. All of this simulated using real ball physics.

Opening up the gameplay this way has made things much more dynamic and unpredictable, just like real NBA basketball.

The Ugly Duckling

One thing I want to be very clear about is that we did not integrate Real Physics into NBA ELITE 11 as a gimmick or as eye candy. We were very deliberate about where we chose to apply physics and to what degree. Every step of the way our goal was to improve the gameplay experience and the feel of the game. At times our animation visual quality may have taken a slight hit in favor of a better feel or more dynamic response. This tradeoff is deliberate.

In a video, a two man mocap animation is always going to look better than a dynamic, physically driven animation because it can be presented in the exact same context in which it was captured. When things change and the situation is different every time, that’s where our system shines. Until you actually play the game and feel the controls and the way the game responds to physics you will not be able to appreciate the tradeoffs we’ve made.

My hope is that everyone who reads this blog will download the demo when it’s released and judge for themselves.

The Bottom Line

Integrating physics into NBA ELITE 11 has had a huge impact on the gameplay experience. The animation system is much more dynamic and responsive to both the physics system and the user’s input, defense has been made both fun and effective by giving control to the player and releasing the ball to physics has created a game with emergent behavior where anything can happen.

This combined with our new controls and the countless additional gameplay improvements the team has worked so hard on this year makes NBA ELITE 11 the most realistic, dynamic and responsive basketball game I have ever played.

And it’s really, really fun.

Source - NBA Elite 11 Blog

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Platform: PS3 / Xbox 360Votes for game: 5 - View All
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Member Comments
# 61 rEAnimator @ 07/31/10 07:49 PM
Quote:
Originally Posted by PH1LLYSFINEST13
I posted this question earlier and I didnt see it answered... maybe you cant , or maybe you just didnt see it.

Whats the difference between this real time physics and the one that 2k is trying to implement in their game? And what are the advantages if its a different engine?

Thanks for answering and sorry for the double post if i missed the answer
There is no way I can answer that question as I don't know any more about what they're doing than you do.

Sorry.
 
# 62 Jano @ 07/31/10 07:54 PM
Quote:
Originally Posted by michaeljordanjr
Maybe I read it wrong, but is the passing now: 1. Player A passes into the direction of player B, if player B moves out of that area the ball will become "free" and it will be open to receiving by anyone that is in the designated area?

Kind of like in football games?

BTW I liked the ping pong reference, being an avid table tennis player I understood it
This was an interesting question can you give us anything regarding this rEAnimator?
 
# 63 Nokstar @ 07/31/10 10:13 PM
One thing i want people to think about is how much pre-determined animations ruin the randomness of play in a way.

U know how in basketball games of recent..you'd see a off ball player start a cutting animation? Well when you see that, you pretty much know whats gonna happen once u see it start because the "look" of it is scripted and you immediatly notice the difference between THAT animation and regular universal animations such as running animations and so on. This applies to alot of things. That is a downside to having all these extra animations just for look instead of gameplay.

I'd actually like off ball cuts and plays being ran under the same basic universal animations that are used during regular running around the court...that way you can't really tell that a "special cut animation" is going to happen...and the opponent cant really tell exactly what you're doing. Does anybody understand what im talking about? Its kind of hard to explain to where all you guys can probably understand me, but im sure one of the developers know what im talking about.

This is the problem with 2k....yes they have alot of beautiful animations...but most of them are just for eye candy and actually take away from the raw gameplay and control. They kind of make things less competitive between human players because most of them happen out of our control and they make everything predictable. I dont want to see a up and under move and know exactly whats going to happen because the animation looks so much more "realistic" than the basic base animations.

With that said...developers should still aim to make sure those basic base animations are of the best quality possible so they can look as realistic as possible without taking away control.
 
# 64 tybud @ 07/31/10 10:20 PM
Quote:
Originally Posted by Nokstar
One thing i want people to think about is how much pre-determined animations ruin the randomness of play in a way.

U know how in basketball games of recent..you'd see a off ball player start a cutting animation? Well when you see that, you pretty much know whats gonna happen once u see it start because the "look" of it is scripted and you immediatly notice the difference between THAT animation and regular universal animations such as running animations and so on. This applies to alot of things. That is a downside to having all these extra animations just for look instead of gameplay.

I'd actually like off ball cuts and plays being ran under the same basic universal animations that are used during regular running around the court...that way you can't really tell that a "special cut animation" is going to happen...and the opponent cant really tell exactly what you're doing. Does anybody understand what im talking about? Its kind of hard to explain to where all you guys can probably understand me, but im sure one of the developers know what im talking about.

This is the problem with 2k....yes they have alot of beautiful animations...but most of them are just for eye candy and actually take away from the raw gameplay and control. They kind of make things less competitive between human players because most of them happen out of our control and they make everything predictable. I dont want to see a up and under move and know exactly whats going to happen because the animation looks so much more "realistic" than the basic base animations.

With that said...developers should still aim to make sure those basic base animations are of the best quality possible so they can look as realistic as possible without taking away control.
i no exactly what your saying good job dog.
 
# 65 NoTiCe_O @ 07/31/10 10:42 PM
Quote:
Originally Posted by Nokstar
One thing i want people to think about is how much pre-determined animations ruin the randomness of play in a way.

U know how in basketball games of recent..you'd see a off ball player start a cutting animation? Well when you see that, you pretty much know whats gonna happen once u see it start because the "look" of it is scripted and you immediatly notice the difference between THAT animation and regular universal animations such as running animations and so on. This applies to alot of things. That is a downside to having all these extra animations just for look instead of gameplay.

I'd actually like off ball cuts and plays being ran under the same basic universal animations that are used during regular running around the court...that way you can't really tell that a "special cut animation" is going to happen...and the opponent cant really tell exactly what you're doing. Does anybody understand what im talking about? Its kind of hard to explain to where all you guys can probably understand me, but im sure one of the developers know what im talking about.

This is the problem with 2k....yes they have alot of beautiful animations...but most of them are just for eye candy and actually take away from the raw gameplay and control. They kind of make things less competitive between human players because most of them happen out of our control and they make everything predictable. I dont want to see a up and under move and know exactly whats going to happen because the animation looks so much more "realistic" than the basic base animations.

With that said...developers should still aim to make sure those basic base animations are of the best quality possible so they can look as realistic as possible without taking away control.
I know what you mean, and that up and under animation is a perfect example, in nba elite you can choose how to work the post not choose certain animations, like there is no automatic get around dropstep animation, or automatic dribble spin.

They give you the moves and you choose how to pull em off, if the D is shoving you in the post you can time their shove and dropstep right around it because thats bball fundamentals. Also with the up and unders in Elite you can choose which hand to finish with after the up and under its not an animation. No one post game will be the same. People are gonna play to their style, its actually real basketball

I just feel like with Elite you'll really be able to see who's good at the game and who's not. Because in this game no one i gonna have an exploit to keep using so each game will be different, playing online each game is gonna bring a different experience depending on skill level. So when your moving up the ranks you'll be able to tell the difference between the good and the bad.
 
# 66 Jano @ 07/31/10 11:28 PM
Quote:
Originally Posted by NoTiCe_O
I know what you mean, and that up and under animation is a perfect example, in nba elite you can choose how to work the post not choose certain animations, like there is no automatic get around dropstep animation, or automatic dribble spin.

They give you the moves and you choose how to pull em off, if the D is shoving you in the post you can time their shove and dropstep right around it because thats bball fundamentals. Also with the up and unders in Elite you can choose which hand to finish with after the up and under its not an animation. No one post game will be the same. People are gonna play to their style, its actually real basketball

I just feel like with Elite you'll really be able to see who's good at the game and who's not. Because in this game no one i gonna have an exploit to keep using so each game will be different, playing online each game is gonna bring a different experience depending on skill level. So when your moving up the ranks you'll be able to tell the difference between the good and the bad.
Well thats the plan at least.. We'll see how it plays it when the demo drops its going to take a lot tuning to get it to that level.

I just hope they can get closer to that kind of gameplay this year..
 
# 67 23 @ 07/31/10 11:32 PM
Quote:
Originally Posted by rEAnimator
I completely respect your opinion here. Everyone has different priorities and views on what is important.

Elite won't have fewer signature moves from Live so it's not like we took anything away. We simply chose to put our focus on gameplay fundamentals and control this year.
Im not sure how what im asking doesn't fall under gameplay.

Im hearing a ton of talk about controls which is fine, but what im saying is, are you telling me that there is absolutely no way to have both?

I know people continue to use the word canned animations but thats obviously not what im talking about.

The difference of Kobe in Live 09 and Live 10 shooting a fadeaway for instance... well in Live 09 he turned both ways and had a fade shot depending on the side he turned on

In Live 10 everyone had that wack Raptor claw looking fadeaway which made the shot just purely generic and stale.

Yes I have questions and opinions just as any other, but Im also being fed alot of authentic and real time talk and im wondering where this stuff fits in.

I absolutely cannot understand why a game has to be either all controls or all animations. From what we've seen so far, pics and videos, KD and Bron dribble the same, Jennings's reverse layup looks just like Melo's. A couple of months of seeing that and you can see how it can start to feel stale.
 
# 68 rEAnimator @ 07/31/10 11:44 PM
Quote:
Originally Posted by 23
Im not sure how what im asking doesn't fall under gameplay.

Im hearing a ton of talk about controls which is fine, but what im saying is, are you telling me that there is absolutely no way to have both?

I know people continue to use the word canned animations but thats obviously not what im talking about.

The difference of Kobe in Live 09 and Live 10 shooting a fadeaway for instance... well in Live 09 he turned both ways and had a fade shot depending on the side he turned on

In Live 10 everyone had that wack Raptor claw looking fadeaway which made the shot just purely generic and stale.

Yes I have questions and opinions just as any other, but Im also being fed alot of authentic and real time talk and im wondering where this stuff fits in.

I absolutely cannot understand why a game has to be either all controls or all animations. From what we've seen so far, pics and videos, KD and Bron dribble the same, Jennings's reverse layup looks just like Melo's. A couple of months of seeing that and you can see how it can start to feel stale.
I know exactly what you're talking about, and you're right, there is no reason that you can't have both. But to this point I would argue that you have never had both in either product.

We simply didn't have the time to make all the gameplay improvements we did and focus on improving the signature aspect of the game significantly.

We had to make a choice, not because it's impossible, but because we had to make a call on priorities.

I'll explain why I said I don't think it affects gameplay.

If I have an animation that jumps X feet in the air, takes Y seconds to complete and releases the ball at a height of Z then that will directly affect gameplay.

The higher he is the harder it will be to block, the longer it takes the easier it will be to block.

In previous years, which animation you picked would affect those parameters.

This year we're procedurally modifying many of those aspects of the animations (not all of them yet, but that's our end goal).

So for the things that truly matter to gameplay, we'll have an infinite variety (again, not along every dimension...yet).

We'll use ratings and physics to drive the parameters of those animations.

However, how much his leg kicks out, or what angle his arm is bent, if if he sticks his tongue out or not has absolutely zero impact on gameplay. It won't change the outcome of the shot, it won't make it harder or easier for the defenders to block the shot.

Now, I completely agree that this stuff matters in the sense that it can break the sense of immersion in the game. We all want the players to look like their real life counterparts for that reason.

But it has no impact on gameplay. They could be running around on their hands and shooting with their feet and the game would play exactly the same as long as the animations had the same properties in the areas where it matters.

Yes the game would look stupid, but it would play the same.

Hopefully that helps explain what I meant.

I'm not trying to downplay something that you clearly feel strongly about. I respect that and it definitely matters.

But we made a call, and we chose to focus on controls and gameplay for this year.

We'll go nuts with the sig stuff next year not that our base gameplay and control systems are solid.
 
# 69 mario_2324 @ 07/31/10 11:50 PM
Thanks for clearing that up.......I guess it makes it hard for u 2 try and explain this in many different ways huh? lol.....I had a question...due 2 the physics and the whole new rebounding, is there chances a over the back can be called?
 
# 70 23 @ 07/31/10 11:57 PM
I understand the whole control aspects, physics, etc...

I am not against any of that stuff. I never had that much of an issue with dribbling mechanics, and truth be told the ratings in this game was so messed up that it caused alot of the issues we were having along with whatever else was wrong in the game.

It made no sense to beat a guy off of a pump fake and he magically gains the speed and endruance to get back in front of me to stop my progress because his defensive recovery was sky high, and im talking guys who get burned on the regular such as a Derek Fisher

Anyhow, I understand you guys had priorities and so on but seeing people in here refer to canned animations as if that is what anyone is asking for is crazy. When I refer to animations yes the control to do whatever is nice, but at the same time again, its just me, but if there is no individual variances the game will still feel generic.

From playing the last 3 versions of this game that kind of a thing makes for a fun basketball game, but doesnt give you the feel of a true authentic NBA basketball game all around.

Thats just me though.
 
# 71 NoTiCe_O @ 08/01/10 12:12 AM
Quote:
Originally Posted by 23
I understand the whole control aspects, physics, etc...

I am not against any of that stuff. I never had that much of an issue with dribbling mechanics, and truth be told the ratings in this game was so messed up that it caused alot of the issues we were having along with whatever else was wrong in the game.

It made no sense to beat a guy off of a pump fake and he magically gains the speed and endruance to get back in front of me to stop my progress because his defensive recovery was sky high, and im talking guys who get burned on the regular such as a Derek Fisher

Anyhow, I understand you guys had priorities and so on but seeing people in here refer to canned animations as if that is what anyone is asking for is crazy. When I refer to animations yes the control to do whatever is nice, but at the same time again, its just me, but if there is no individual variances the game will still feel generic.

From playing the last 3 versions of this game that kind of a thing makes for a fun basketball game, but doesnt give you the feel of a true authentic NBA basketball game all around.

Thats just me though.
If you think about it the things that were generic in the last games as you say were mostly rebounding, steals, drives to the lane, shot blocks, post moves, some dribbling moves, and that one fadeaway .. But with elite their is basically an infinite number of animations for everything i bolded, so you'll basically see something dif. every game. Its not like there's no sig shots or dunks/layups at all theres just not as much depth as the competiton, and i for one can deal with that.

I think theres gonna be even more variety now, because theres that feeling of you don't know what can happen or who's gonna grab what rebound theres no hints in the animations, and to me thats more authentic than lebron biting his fingernails or kobe having a patented reverse lay up, elite can add that in at a later date. That's most likely why it not a major focus, I can understand where they're coming from. The game is jut missing some layers in that signature animation department which shouldn't be hard to add ..
 
# 72 YoungG @ 08/01/10 12:51 AM
just out of curiosity, will there be any downloadable content that they may have that could maybe add some more physics or animations to the game or would that all have to be during the development cycle?
 
# 73 noshun @ 08/01/10 12:59 AM
Quote:
Originally Posted by YoungG
just out of curiosity, will there be any downloadable content that they may have that could maybe add some more physics or animations to the game or would that all have to be during the development cycle?
I doubt it, that's where the 'we'll try to fix it next year' shows up for the 6th year in a row with EA NBA basketball. At some point you gotta stop, and wonder how many times are you gonna hear them say 'next year'.
People have so many excuses for this, and it's beyond rediculous.

We're in year 6 of EA building from the ground up,.... comedy.
 
# 74 gmix411 @ 08/01/10 01:09 AM
Quote:
Originally Posted by rEAnimator
I know exactly what you're talking about, and you're right, there is no reason that you can't have both. But to this point I would argue that you have never had both in either product.

We simply didn't have the time to make all the gameplay improvements we did and focus on improving the signature aspect of the game significantly.

We had to make a choice, not because it's impossible, but because we had to make a call on priorities.

I'll explain why I said I don't think it affects gameplay.

If I have an animation that jumps X feet in the air, takes Y seconds to complete and releases the ball at a height of Z then that will directly affect gameplay.

The higher he is the harder it will be to block, the longer it takes the easier it will be to block.

In previous years, which animation you picked would affect those parameters.

This year we're procedurally modifying many of those aspects of the animations (not all of them yet, but that's our end goal).

So for the things that truly matter to gameplay, we'll have an infinite variety (again, not along every dimension...yet).

We'll use ratings and physics to drive the parameters of those animations.

However, how much his leg kicks out, or what angle his arm is bent, if if he sticks his tongue out or not has absolutely zero impact on gameplay. It won't change the outcome of the shot, it won't make it harder or easier for the defenders to block the shot.

Now, I completely agree that this stuff matters in the sense that it can break the sense of immersion in the game. We all want the players to look like their real life counterparts for that reason.

But it has no impact on gameplay. They could be running around on their hands and shooting with their feet and the game would play exactly the same as long as the animations had the same properties in the areas where it matters.

Yes the game would look stupid, but it would play the same.

Hopefully that helps explain what I meant.

I'm not trying to downplay something that you clearly feel strongly about. I respect that and it definitely matters.

But we made a call, and we chose to focus on controls and gameplay for this year.

We'll go nuts with the sig stuff next year not that our base gameplay and control systems are solid.
I'm all for control and gameplay improvement and I agree that you guys should focus on those aspects of the game but it's disappointing not to see signature fadeaways, called go-to-moves, because they were in live 09 and were removed in live 10. Can't you guys just add the old signature fadeaways?
 
# 75 tybud @ 08/01/10 01:36 AM
Quote:
Originally Posted by rEAnimator
I know exactly what you're talking about, and you're right, there is no reason that you can't have both. But to this point I would argue that you have never had both in either product.

We simply didn't have the time to make all the gameplay improvements we did and focus on improving the signature aspect of the game significantly.

We had to make a choice, not because it's impossible, but because we had to make a call on priorities.

I'll explain why I said I don't think it affects gameplay.

If I have an animation that jumps X feet in the air, takes Y seconds to complete and releases the ball at a height of Z then that will directly affect gameplay.

The higher he is the harder it will be to block, the longer it takes the easier it will be to block.

In previous years, which animation you picked would affect those parameters.

This year we're procedurally modifying many of those aspects of the animations (not all of them yet, but that's our end goal).

So for the things that truly matter to gameplay, we'll have an infinite variety (again, not along every dimension...yet).

We'll use ratings and physics to drive the parameters of those animations.

However, how much his leg kicks out, or what angle his arm is bent, if if he sticks his tongue out or not has absolutely zero impact on gameplay. It won't change the outcome of the shot, it won't make it harder or easier for the defenders to block the shot.

Now, I completely agree that this stuff matters in the sense that it can break the sense of immersion in the game. We all want the players to look like their real life counterparts for that reason.

But it has no impact on gameplay. They could be running around on their hands and shooting with their feet and the game would play exactly the same as long as the animations had the same properties in the areas where it matters.

Yes the game would look stupid, but it would play the same.

Hopefully that helps explain what I meant.

I'm not trying to downplay something that you clearly feel strongly about. I respect that and it definitely matters.

But we made a call, and we chose to focus on controls and gameplay for this year.

We'll go nuts with the sig stuff next year not that our base gameplay and control systems are solid.
Does that mean that every players cross over will look the same, like for instance if i crossed over with deron williams and then crossed over with andrew bynum will it look the same, i no the speed of the cross over will be a huge difference but what about the machanics of the dribble.
 
# 76 coolcras7 @ 08/01/10 02:03 AM
Quote:
Originally Posted by Super Glock
I think they matter also, but it I personally can do without them for a year if everything else works out. I would then like it to be the focus for next years game.
LOL, that is horrible way of thinking, maybe they should take out NBA from the title as well for a year if it's okay for everyone to be generic, The reason we play NBA basketball games is to recreate what we see on TV, we want the joy of shooting like Kobe or dunking like Wade we want to recreate signature element without them what's the point of playing if everyone moves and acts the same, I understand what EA is going is completely different from anything done before and it may not be perfect this year and will take some time to perfect, but to act like it wont affect the over all experience of playing Elite is ridiculous.
 
# 77 Super Glock @ 08/01/10 02:34 AM
Quote:
Originally Posted by coolcras7
LOL, that is horrible way of thinking, maybe they should take out NBA from the title as well for a year if it's okay for everyone to be generic, The reason we play NBA basketball games is to recreate what we see on TV, we want the joy of shooting like Kobe or dunking like Wade we want to recreate signature element without them what's the point of playing if everyone moves and acts the same, I understand what EA is going is completely different from anything done before and it may not be perfect this year and will take some time to perfect, but to act like it wont affect the over all experience of playing Elite is ridiculous.
Obviously you are not following what I am saying so let me go a little slower for you. Of course it takes away from the overall experience of the game, never said that it didn't. But they didn't have time to add everything in this year and I totally understand that. So I will be happy this year if they nailed down the core gameplay and then work on sig styles for next year. Have you read the above posts by the NBA Elite developer...
 
# 78 coolcras7 @ 08/01/10 03:00 AM
Quote:
Originally Posted by Super Glock
Obviously you are not following what I am saying so let me go a little slower for you. Of course it takes away from the overall experience of the game, never said that it didn't. But they didn't have time to add everything in this year and I totally understand that. So I will be happy this year if they nailed down the core gameplay and then work on sig styles for next year. Have you read the above posts by the NBA Elite developer...
I understand everything you said, but the fact still remains if everyone act and plays the same then game will not be a try sim game at release this year, like I said it is good that they are looking towards the future but at the present they might suffer for that, and what worries me is that Elite sales number and rating will suffer because of this and EA is in the business of making money, so I just don't want another shake up and starting over from scratch next year if they don't meet hyped expectation, and face it with the other game having you know who on the cover means they will get alot of press and sales and Elites new feature may not be enough to grab the average user especially if the can't imitate there NBA heroes exactly.
 
# 79 NoTiCe_O @ 08/01/10 03:03 AM
Quote:
Originally Posted by Super Glock
Obviously you are not following what I am saying so let me go a little slower for you. Of course it takes away from the overall experience of the game, never said that it didn't. But they didn't have time to add everything in this year and I totally understand that. So I will be happy this year if they nailed down the core gameplay and then work on sig styles for next year. Have you read the above posts by the NBA Elite developer...
The game had sig shots and dunks last year, and it didn't feel generic to me .. the only things that felt generic were the rebounding, steals, and post moves But physics take care of those and give you almost limitless options, on top of tht they said they've added on top of the sig stuff tht was there in live 10. It not gonna bug me tht much if LeBron doesn't have a fancy layup tht looks like something he'd do in real life. I think 2k just ha alot of people spoiled and they dnt look at the big picture
 
# 80 renewill27 @ 08/01/10 03:16 AM
Quote:
Originally Posted by navi24
this is ecxatly what i was thinking when i was reading the blog. so does this means no two steals,rebonds,dunk ons,blocks and post up moves are going to be the same? if it works out like this, this is going to be amazing and is going to be fun expecting the unexpected. i allways wanted to anticipate a pass and try to deflect the ball in front of me while running and not loosing momentum but it was never possible to execute in live 10, now that problem is solved am so pumped. hey reanimator i think u guys should really focus on hardcore gaming thats the way is going to get the best result. i dont think u guys should have an alternate control for shooting like using the face buttons, like if u cant practice and get used to the controlls thats too bad this isnt the game for u, because some people will get lazy and use face buttons to shoot while the other person is working hard to hone their skills. and another thing that will make this game really fun and really competative is if u decrease the sweet spot significantly and also make it more narrow so players have more pressure in focusing the stick straight up because if u dont u might aswell switch it back to face button if theres no pressure on how to aim and release a shot. please dont make it kid friendly make it difficult, this should be a game wer u need true skills and if u dont have enough skills for this game then go play 2k. c'mon live up to the name (ELITE) am riding with u guys i know ur trying hard.
u riding alrite.
 


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