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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

Game: NBA Elite 11Reader Score: 2/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 5 - View All
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Member Comments
# 81 Super Glock @ 08/01/10 03:18 AM
Quote:
Originally Posted by coolcras7
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.
I totally agree with you, EA seems to be definitely taking a gamble which I hope pays off but it may not. Only time will tell. I also tire of a shake up and starting from scratch every year. The average gamer may not appreciate the changes EA has made and will really miss sig styles this year.

EA is absolutely in the business of making money and no authentic moves/styles may kill the series. I so hope this will not be the case because I actually enjoyed Live last year and I think Elite will be a lot better but people
may or already have run out of patience with EA when it comes to basketball games.
 
# 82 Nokstar @ 08/01/10 01:03 PM
Some of you guys seem really ignorant about how developing these games work...more importantly...sports games that release every year. You can only do so much...you know it takes work and programming to achieve these things every year right? Unfortunately you HAVE to make improvement piece by piece and you can't overhaul everything within 9-12 months. Be appreciative that we are even getting a gameplay overhual (which probably takes the most work out of every other improvement you can think of) and not some "polishing" over something that needed more work than anything else.

You guys flip flop so much...one minute u want a team to overhaul engines...then the team FOCUSES on that...now you want to complain about them not dedicating everything to adding all these animations. Ok..you want both...but if you want both...expect minor improvements on both. Well the problem with that is...the gameplay needed major improvement..so that is going to take time away from other things. This is with any sports game that releases every year...they sacrifice EVERY year to get things done in certain areas...its just something that you guys need to learn to accept. Some of you got real hard heads though...you've been on this site for many seasons and still cant wrap you head around that concept?

Im happy that they finally got the picture and are focusing on something that the MAJORITY of people on here have been complaining about. The game will be fine and if the gameplay is the major focus, isnt that the best thing they can focus on?
 
# 83 BlackCloudDoggy @ 08/01/10 01:16 PM
I think alot of people are still thinking it's all about controls and physics because that's all we've pretty much heard about, so they feel that's the only thing the Elite team has been working on. Gameplay is the focus but there's more to gameplay than just controls.

I'm guessing and hoping that they have a lot of other improvements that they made, we just haven't heard about them yet. It's still very early as far as getting out info so lets see what else they did with the game.
 
# 84 Super Glock @ 08/01/10 01:18 PM
Quote:
Originally Posted by Nokstar
Some of you guys seem really ignorant about how developing these games work...more importantly...sports games that release every year. You can only do so much...you know it takes work and programming to achieve these things every year right? Unfortunately you HAVE to make improvement piece by piece and you can't overhaul everything within 9-12 months. Be appreciative that we are even getting a gameplay overhual (which probably takes the most work out of every other improvement you can think of) and not some "polishing" over something that needed more work than anything else.

You guys flip flop so much...one minute u want a team to overhaul engines...then the team FOCUSES on that...now you want to complain about them not dedicating everything to adding all these animations. Ok..you want
both...but if you want both...expect minor improvements on both. Well the
problem with that is...the gameplay needed major improvement..so that is
going to take time away from other things. This is with any sports game that
releases every year...they sacrifice EVERY year to get things done in certain areas...its just something that you guys need to learn to accept. Some of y
ou got real hard heads though...you've been on this site for many seasons and still cant wrap you head around that concept?

Im happy that they finally got the picture and are focusing on something that the MAJORITY of people on here have been complaining about. The game will be fine and if the gameplay is the major focus, isnt that the best thing they can focus on?
I agree , give them time and everything will be added.
 
# 85 Nokstar @ 08/01/10 01:20 PM
Quote:
Originally Posted by BlackCloudDoggy
I think alot of people are still thinking it's all about controls and physics because that's all we've pretty much heard about, so they feel that's the only thing the Elite team has been working on. Gameplay is the focus but there's more to gameplay than just controls.

I'm guessing and hoping that they have a lot of other improvements that they made, we just haven't heard about them yet. It's still very early as far as getting out info so lets see what else they did with the game.

exactly...all the guys are saying is the focus is on gameplay this year..its not like they arent improving anything else. But its just the unrealistic cats in here that think there can be a major upgrade in everything within a year that's annoying to me. This could be the best upgrade to the series in like 7-8 years man...give these dudes a break, lol. What they are doing is something i've been dreaming about for years...if they can deliver atleast close to that im very satisfied.
 
# 86 loadleft @ 08/01/10 01:24 PM
Yeah that patience part is huge! If the physics thing actually fixes some the glaring issues of the past then all well and good, however it seems EA's logic is flawed to some degree always choosing to add a new feature instead of fixing the current problems first. It's as if I bring my race car into the pits because my tires are worn and my crew chief tells me hey I changed the engine so now instead of 0-60 in 2.5 you can go 0-60 in 2.2. That's great but what about the tires? Well we'll get that next pit!. I come around again and it's we've adjusted the wings/spoilers for better control and we just didn't have time to change the tire we'll get to them next pit and so on.

I personally don't care about signature animations but I understand the point that if that's what's getting you beat (not just that but authenticity in all areas) why not fix that first then add to it?

You may say that the RTP does fix things like rebounding and such but if that's so then you should be saying it, instead of saying hey we got better control when most would agree traditionally the control was Live's strong suits.

Maybe I missed the memo but I haven't seen "gameplay" as being the focus it was "controls" and too me that's not the same thing. I think 2K proves that! Traditionally 2K doesn't have the best controls but apparently the majority thinks it has the better gameplay. For me gameplay revolves around things like 23 mentioned w/CPU cheating after pump fakes or player tendencies like PG dominance, or rebounding that's more about proper button timing that proper player positioning, or team success that's more about proper shot stick use than team strategy etc. Again I don't know that these things aren't addressed because that's not what's being promoted it's new controls!
 
# 87 BlackCloudDoggy @ 08/01/10 01:34 PM
You're right loadleft that's all we've been hearing about is controls, but I gotta believe there's more to this game than that. Hopefully soon we'll get some info on some other aspects of the game.
 
# 88 Nokstar @ 08/01/10 01:45 PM
Quote:
Originally Posted by loadleft
Yeah that patience part is huge! If the physics thing actually fixes some the glaring issues of the past then all well and good, however it seems EA's logic is flawed to some degree always choosing to add a new feature instead of fixing the current problems first. It's as if I bring my race car into the pits because my tires are worn and my crew chief tells me hey I changed the engine so now instead of 0-60 in 2.5 you can go 0-60 in 2.2. That's great but what about the tires? Well we'll get that next pit!. I come around again and it's we've adjusted the wings/spoilers for better control and we just didn't have time to change the tire we'll get to them next pit and so on.

I personally don't care about signature animations but I understand the point that if that's what's getting you beat (not just that but authenticity in all areas) why not fix that first then add to it?

You may say that the RTP does fix things like rebounding and such but if that's so then you should be saying it, instead of saying hey we got better control when most would agree traditionally the control was Live's strong suits.

Maybe I missed the memo but I haven't seen "gameplay" as being the focus it was "controls" and too me that's not the same thing. I think 2K proves that! Traditionally 2K doesn't have the best controls but apparently the majority thinks it has the better gameplay. For me gameplay revolves around things like 23 mentioned w/CPU cheating after pump fakes or player tendencies like PG dominance, or rebounding that's more about proper button timing that proper player positioning, or team success that's more about proper shot stick use than team strategy etc. Again I don't know that these things aren't addressed because that's not what's being promoted it's new controls!
you have good points but i actually do think controls may be the most important part of gameplay. If we dont have proper controls to make the players do what we want them to do...then its less of a game...and the whole purpose of playing the game. We are getting closer and closer to watching a game instead of playing it lol.

So yea...technically the focus is on controls....but the controls play a very significant part to how the gameplay is.

2k has been the better game for years to alot of people...but you have to admit alot of the reason is because of graphics and animations.....i consider that to be the better looking game. In all honestly..as far as 2009 and 2010 games on both sides, they have been disapointing gameplay wise and i only give 2k the nod for the overrall look and advanced online play (well..lets just say leagues...stability issues are a problem). But make no mistake...if the gameplay in either one mimicks real basketball with real control...that trumps all that imo.
 
# 89 loadleft @ 08/01/10 02:09 PM
Quote:
Originally Posted by Nokstar
you have good points but i actually do think controls may be the most important part of gameplay. If we dont have proper controls to make the players do what we want them to do...then its less of a game...and the whole purpose of playing the game. We are getting closer and closer to watching a game instead of playing it lol.

So yea...technically the focus is on controls....but the controls play a very significant part to how the gameplay is.

2k has been the better game for years to alot of people...but you have to admit alot of the reason is because of graphics and animations.....i consider that to be the better looking game. In all honestly..as far as 2009 and 2010 games on both sides, they have been disapointing gameplay wise and i only give 2k the nod for the overrall look and advanced online play (well..lets just say leagues...stability issues are a problem). But make no mistake...if the gameplay in either one mimicks real basketball with real control...that trumps all that imo.
I don't play 2K regularly that's why I said apparently the majority thinks gameplay is better there. IMO, control is important and even integral to gameplay BUT when it's not bad but other aspects of the game border on terrible, I think the priorities should be elsewhere. I think the priority should be get the WHOLE game up to snuff then add features. Again, that's all on the assumption that what's been added doesn't address the past issues because I really don't know since no one is saying. For me I want a game that mimics the challenges and achievements (strategy, fundamentals, compensation for team deficiencies, etc.) of the real NBA game first then everything else second. I am probably in the minority there so I just try to put my 2 cents in and see where it all ends up.
 
# 90 loadleft @ 08/01/10 02:52 PM
Here's another thing FOR ME. To my knowledge no game has yet accurately reflected what it takes to win in the NBA. I see guys on here praising skill based this and skill based that but the reality is the relative difference in player's skill in the NBA isn't as big as the average fan thinks. Also it's not the most skilled players that win, it's a the best teams, otherwise guys like Kobe, LBJ, Wade, Melo, etc. would always win instead of teams like Boston and Detroit.

I am probably showing my age but I just wish the game would put just as much of a premium on basketball fundamentals as it does the shot stick, button timing, etc. When I see the name NBA X I assume it's simulating what's in the NBA not what individual players can do whether in the NBA or not, but most of what I read/hear is how we are giving you the individual the ability to do X. What about the complexities that differentiate the NBA from other leagues?

Look at the League's leading scorers last year (top 2) neither one was in the conference finals let alone NBA Finals and that's just as much because of team deficiencies as their individual ones (no matter what your personal feelings are towards either of them). Where is that reflected in all these new physics? Why isn't Elite touting that they've given us better team options like the ability to tell your CPU players to double team in the paint or on the catch or on the dribble? 2K has had some of that for a while! That's my beef w/all this control stuff! The truth is now we can come closer to being able to replicate an And 1 mixed tape than we can a true NBA game! We simply don't have the options to do the things that are done in the NBA we can only mimic individual players which isn't any different that mimicking Helicopter.
 
# 91 rEAnimator @ 08/01/10 03:02 PM
Quote:
Originally Posted by coolcras7
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.
Rest assured that everyone won't act and play the same. Far from it. We have some really amazing AI tech that hasn't been announced yet that I think you guys will really like that was put in specifically for AI behaviors.

All I'm saying is we did not focus on individualizing through animations.

You still have all the sig anims from last year and effort put in on individualizing behaviors of AI players.

Our focus on the animation side was control and physics.

But there are many aspects of a players abilities and behaviors that differentiate him in Elite.
 
# 92 ParisB @ 08/01/10 03:05 PM
Quote:
Originally Posted by loadleft
Here's another thing FOR ME. To my knowledge no game has yet accurately reflected what it takes to win in the NBA. I see guys on here praising skill based this and skill based that but the reality is the relative difference in player's skill in the NBA isn't as big as the average fan thinks. Also it's not the most skilled players that win, it's a the best teams, otherwise guys like Kobe, LBJ, Wade, Melo, etc. would always win instead of teams like Boston and Detroit.

I am probably showing my age but I just wish the game would put just as much of a premium on basketball fundamentals as it does the shot stick, button timing, etc. When I see the name NBA X I assume it's simulating what's in the NBA not what individual players can do whether in the NBA or not, but most of what I read/hear is how we are giving you the individual the ability to do X. What about the complexities that differentiate the NBA from other leagues?

Look at the League's leading scorers last year (top 2) neither one was in the conference finals let alone NBA Finals and that's just as much because of team deficiencies as their individual ones (no matter what your personal feelings are towards either of them). Where is that reflected in all these new physics? Why isn't Elite touting that they've given us better team options like the ability to tell your CPU players to double team in the paint or on the catch or on the dribble? 2K has had some of that for a while! That's my beef w/all this control stuff! The truth is now we can come closer to being able to replicate an And 1 mixed tape than we can a true NBA game! We simply don't have the options to do the things that are done in the NBA we can only mimic individual players which isn't any different that mimicking Helicopter.
it starts with proper gameplay and controls...
 
# 93 rEAnimator @ 08/01/10 03:05 PM
Quote:
Originally Posted by BlackCloudDoggy
I think alot of people are still thinking it's all about controls and physics because that's all we've pretty much heard about, so they feel that's the only thing the Elite team has been working on. Gameplay is the focus but there's more to gameplay than just controls.

I'm guessing and hoping that they have a lot of other improvements that they made, we just haven't heard about them yet. It's still very early as far as getting out info so lets see what else they did with the game.
This is bang on. There are a lot of things outside of core gameplay that have not yet been announced or discussed at all yet.
 
# 94 rEAnimator @ 08/01/10 03:10 PM
Quote:
Originally Posted by BlackCloudDoggy
You're right loadleft that's all we've been hearing about is controls, but I gotta believe there's more to this game than that. Hopefully soon we'll get some info on some other aspects of the game.
The new controls forced us to look at absolutely everything. Well, controls and the physics and the removal of the two man animations.

But they're all tied together and you couldn't really have one without doing a lot of work on the other three.

If you wanted to do it right that is.
 
# 95 Jano @ 08/01/10 03:35 PM
This whole physics engine sounds great because it seems like its goin to be able to fix a lot of my biggest issues with Live last year. A lot of that came from me losing control at times when I didn't want to so this one directly addressed that concern.

It also seems like this is going to bring that unpredicability into the game this year that's been missing in the Live series for the longest. For the past few years every iteration of Live has gotten old not just because of the animations but simply b/c every player felt the same.

Nobody felt that different from one another because everyone was subject to the same physics system. Earl Boykins could hack Shaq just as well as any big man. Lebron going down the lane at full speed felt basically the same way as it did with Allen Iverson, only difference was Lebron could dunk in traffic.

The new physics system can change that up and make players actually feel different from one another. That alone adds a lot to the gameplay b/c then you have to think about how you attack the basket now.

It'll make you think twice about goin in the paint with little guys knowing that finishing on big men will actually be tough. Itll separate the quick guards like CP3 from the physical ones like Chauncy.

You may be able to go in and take the contact with Billups but you may want to avoid the big man with CP3. Because you know that the contact will actually matter now as you go up.

This type of gameplay or way of thinking is something I've been waiting on for a while so hopefully EA can actually deliver on this. It has the potential to make each game feel different on both ends of the floor. And not only but the strategic element of the game will probably improve too.

Because you as the user will have to worry about those factors I stated above. So running the pick and roll w/ CP3 will not just be something you want to use b/c it works in real life. But also because its actually something that will make sense in game too.

It gives you the ability to spread out the defense so that when you get in the paint you have less resistance making it easier to finish. So this has a lot of potential I just hope EA can get the tuning together b/c if done correctly it can lead to some very fun gameplay.

Obviously this doesn't address AI concerns but its definitely a step in the right direction when it comes to getting rid of the staleness..
 
# 96 Muzyk23 @ 08/01/10 04:24 PM
Quote:
Originally Posted by rEAnimator
The new controls forced us to look at absolutely everything. Well, controls and the physics and the removal of the two man animations.

But they're all tied together and you couldn't really have one without doing a lot of work on the other three.

If you wanted to do it right that is.
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
 
# 97 loadleft @ 08/01/10 05:25 PM
Quote:
Originally Posted by ParisB
it starts with proper gameplay and controls...
Was I not talking about gameplay? I really thought I was!

Again I will leave space for judgement because all aspects of the game have not been explained. I am really just throwing out these concerns hoping the devs will note them!
 
# 98 Nokstar @ 08/01/10 05:31 PM
Quote:
Originally Posted by Muzyk23
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
You do know some of those animations caused that suck inneffect right? Its not some invisible vacuum that sucks you in its the actual extra animations that are not needed. Now i understand you want more animations but u seem to not really understand why a new control system was needed. It IS needed to get rid of those suck in animations...if you keep them then please tell me how you would go about fixin the problem besides just saying "get rid of the suck on effect" ...u cant get rid of the suck in effect without losing some of those animations.
 
# 99 Pokes404 @ 08/01/10 07:23 PM
Quote:
Originally Posted by Muzyk23
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
I think they had to redo the controls because they were taking out two-man animations and adding real-time physics. I'm not a programer or anything, but I don't see how last year's controls would have worked in this year's game. Last year, when you pulled a crossover, there were two things that could happen, either you trigged the "beat" animation and went around the defender or you trigged the "stopped" animation where the defender would bump you and stay in front of you. But since these animations are being taken out in favor of something more dynamic, my guess is that there had to be changes to the controls, as well.

I'm all for it if it works as well as they claim. Once again, for me at least, signature shots/moves are great to have but at the same time they're "fluff." It doesn't have any impact on the actually gameplay. It's just there for show and to look good. I'm fine with having fewer sig shots/moves if it means having great controls, but most importantly, having gameplay that actually simulates real-life basketball (or at least as close as possible in a video game). I'd make that tradeoff in a heartbeat.
 
# 100 Muzyk23 @ 08/01/10 07:51 PM
Quote:
Originally Posted by Nokstar
You do know some of those animations caused that suck inneffect right? Its not some invisible vacuum that sucks you in its the actual extra animations that are not needed. Now i understand you want more animations but u seem to not really understand why a new control system was needed. It IS needed to get rid of those suck in animations...if you keep them then please tell me how you would go about fixin the problem besides just saying "get rid of the suck on effect" ...u cant get rid of the suck in effect without losing some of those animations.
I think the question wasn't directed at you. Thanks.
 


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