Home
NBA Elite 11 News Post



Quote:
"Here is the most recent 'Behind The Scenes' clip from NBA ELITE 11. This clip of OJ Mayo driving the lane is a great example of the all-new Hands-On Control. It combines a shot fake to get the defender to bite, one-to-one behind the back dribble move to get into the key, a pro-hop to create space and a layup to finish. This is user v. user gameplay and as you can see the sticks give you more control than you get playing with the button controls. By playing with the sticks, switching to buttons, then back to Hands-On Control, you will really be able to feel the difference for yourself. You'll be able to experience this and a whole lot more in the demo coming soon to both PSN and XBL."

Game: NBA Elite 11Reader Score: 2/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 5 - View All
NBA Elite 11 Videos
Member Comments
# 101 noshun @ 09/14/10 03:13 AM
Quote:
Originally Posted by rEAnimator
I had a long PM message with Da_Czar where I explained our reasoning on the high verticals for blocking.

I have to run in a second (in korea at the korean games conference about to give my presentation) but I'll give it a quick go here.

Yes the verticals are unrealistic. But we did that intentionally to make another aspect of the game more realistic.

Basically, we took real life scenarios and tested them out in the game to make sure the game was responding like real life.

So take two equally tall players, put the defender right up on the ball carrier and and tell the defender "I'm going to shoot the ball in 3 seconds" and then do it.

In real life, the defender should block that shot 9/10 times.

In our game at the time, with realistic verticals, you could never, and I mean never, block that shot. The reasons are reaction delay, the time it took the animation to play out with the proper gather, and the general controller latency.

So we tuned the game until we got a real life result for that scenario.

We then proceeded to do the same thing with a ton of other real life scenarios.

What you're left with is a game that "controls" like real life, gives realistic results, but sacrifices realism in other areas, like verticals and jump gathers.

People may not agree with our choices, but you have to admit that it is a perfectly valid approach to building a sim game.

And it offers something gamers haven't had before in a basketball game.

Usually that kind of thing would be appreciated by the hard core.

I'm hoping once the demo gets out people will start to understand better.

hope this made sense...so jet lagged
After reading this, Im going to pass on the demo as well. Intentionally ganking this game is going to turn a lot of people off.

It doesnt even look realistic. reAnimator, I major in production animation for game design, so having countless hours of human anatomy classes, and learning what the body can do, range of motion, and the limitations on what the human body can do, reading the bolded part has me shaking my head.

I understand the use of exaggeration to portray an action but super human leaps, and still going up after contact is absurd.. save that mess for Looney Tunes and Roadrunner/Wile E. Coyote.
 
# 102 rEAnimator @ 09/14/10 03:16 AM
Quote:
Originally Posted by noshun
After reading this, Im going to pass on the demo as well. Intentionally ganking this game is going to turn a lot of people off.
Can you explain why? We're after realism, we're just going about it a different way.

You'd prefer a game with realistic visuals but unrealistic behavior as a player?
 
# 103 2kfanatic @ 09/14/10 03:33 AM
Quote:
Originally Posted by rEAnimator
Can you explain why? We're after realism, we're just going about it a different way.

You'd prefer a game with realistic visuals but unrealistic behavior as a player?
Can't you just adjust how fast a player shoot so that realism in verticals don't have to be compromised? Just a suggestion lol.
 
# 104 Saviour @ 09/14/10 03:34 AM
Quote:
Originally Posted by Boilerbuzz
So you're saying you just want to see this basketball game just play some basic basketball... I feel you there. But that what I felt the gameplay footage was doing and that's why I was hoping for more than a 1 minute clip of 5 seconds of actions.
I cannot say that this was someone just playing basketball. It appeared that they were just setting up a weak highlight to show the new dribbling engine. All of the videos so far have felt this way. Every video I have seen with the developers playing have the PG crossing over and going around the back each time the bring the ball up court. I get it, you have right stick dribbling. But stop making it look like a cheesers paradise. I already see how playing random games will turn into And 1 basketball. If its that easy to crossover, why wouldnt everyone do it.
 
# 105 Jano @ 09/14/10 03:41 AM
Well its nice to see that you guys went through this and thought about it deeply before putting in the game. And I'll even forgive you guys for it if I'm playing this game months down the road and I see that it has more of a positive effect on the gameplay then a negative one.

But my question is are you going to work on this issue to make sure that gathers are in next years game? Or is this just going to be the way you are going to handle that aspect of gameplay from now on?
 
# 106 convince @ 09/14/10 03:47 AM
Quote:
Originally Posted by rEAnimator
Can you explain why? We're after realism, we're just going about it a different way.

You'd prefer a game with realistic visuals but unrealistic behavior as a player?
Sounds to me like you are sacrificing actual visual realism to get "Realistic" stats, and IMO I just couldn't disagree more.
 
# 107 DakkoN @ 09/14/10 03:50 AM
Quote:
Originally Posted by rEAnimator
Can you explain why? We're after realism, we're just going about it a different way.

You'd prefer a game with realistic visuals but unrealistic behavior as a player?
No offense, but I honestly can't read this and keep a straight face after watching Carlos Boozer take off from the free throw line and do a MJ dunk in one of the other videos.. I think it's clear the audience that you're trying to appeal to, it's the same audience that wanted NBA Jam so bad and who will be willing to buy the game even more because because NBA Jam is packaged in. In previous games and going by videos, this one as well, it's took major slider and roster edits to get it to play a realistic game. I got no problem with the series being an arcade game, I just wish someone would admit it.
 
# 108 a walrus @ 09/14/10 03:50 AM
Quote:
Originally Posted by rEAnimator
I had a long PM message with Da_Czar where I explained our reasoning on the high verticals for blocking.

I have to run in a second (in korea at the korean games conference about to give my presentation) but I'll give it a quick go here.

Yes the verticals are unrealistic. But we did that intentionally to make another aspect of the game more realistic.

Basically, we took real life scenarios and tested them out in the game to make sure the game was responding like real life.

So take two equally tall players, put the defender right up on the ball carrier and and tell the defender "I'm going to shoot the ball in 3 seconds" and then do it.

In real life, the defender should block that shot 9/10 times.

In our game at the time, with realistic verticals, you could never, and I mean never, block that shot. The reasons are reaction delay, the time it took the animation to play out with the proper gather, and the general controller latency.

So we tuned the game until we got a real life result for that scenario.

We then proceeded to do the same thing with a ton of other real life scenarios.

What you're left with is a game that "controls" like real life, gives realistic results, but sacrifices realism in other areas, like verticals and jump gathers.

People may not agree with our choices, but you have to admit that it is a perfectly valid approach to building a sim game.

And it offers something gamers haven't had before in a basketball game.

Usually that kind of thing would be appreciated by the hard core.

I'm hoping once the demo gets out people will start to understand better.

hope this made sense...so jet lagged
You made drasticly un-realistic changes in one critical area to obtain realistic results in another. This is a perfectly valid approach in building a SIM basketball game. All the while addressing situations un-common in the real game , defender knowing a shot will occur and not being able to react quickly enoughf to block it. Correct me if I'm wrong , your words suggest you started with a broken product and had to break it a bit more to fix it?
 
# 109 mlp111 @ 09/14/10 03:52 AM
Quote:
Originally Posted by rEAnimator

You'd prefer a game with realistic visuals but unrealistic behavior as a player?
well i have to say that i perfer a game with realistic visuals and behaviors. I just dont see that with any video you guys have released at this moment, i was really looking forward to the direct stream video, but it never came, but now im think it wont be to much different from the previous videos released.... im trying to reserve my judgements until the demo hits to get a hands on feel, because i do believe that this game will be one that i have to feel,
but i must say after watching the other game thats avaibable, It looks, and seems to play very sim, ill test it out tomorrow, but it looks like the truest sim experience ever created concerning basketball.......
just waiting on the elite 11 demo now, my final judgement on getting both games this year ways on that....
 
# 110 mlp111 @ 09/14/10 03:54 AM
Quote:
Originally Posted by DakkoN
No offense, but I honestly can't read this and keep a straight face after watching Carlos Boozer take off from the free throw line and do a MJ dunk in one of the other videos.. I think it's clear the audience that you're trying to appeal to, it's the same audience that wanted NBA Jam so bad and who will be willing to buy the game even more because because NBA Jam is packaged in. In previous games and going by videos, this one as well, it's took major slider and roster edits to get it to play a realistic game. I got no problem with the series being an arcade game, I just wish someone would admit it.
well said, well said!!!!!!
 
# 111 23 @ 09/14/10 03:57 AM
Man in real life thats not real

Jumpshooters dont get their shots blocked that often.. contested and maybe the mechanic altered some yes, but not blocked

Nobody knows when the guy is going to shoot the ball.. shoot listen to Kobe, he sets his defender up in the last seconds with the very thinking, they cant see the clock so they dont know when im going to shoot.

I dont get why you guys at EA are so obsessed with the defender blocking jumpers so much. It just doesnt happen that way. I dont consider that realistic at all.

Thats the entire thing about the NBA, guys already know what other teams are going to do but the offense usually executes anyway. Only when the defender is on top of the offense is when he gets a block or stop

You're not going to block Ray Allen just because you know when he's shooting alone. 99% of the time you jump late, you can forget about it
 
# 112 noshun @ 09/14/10 04:02 AM
Quote:
Originally Posted by 23
Man in real life thats not real

Jumpshooters dont get their shots blocked that often.. contested and maybe the mechanic altered some yes, but not blocked

Nobody knows when the guy is going to shoot the ball.. shoot listen to Kobe, he sets his defender up in the last seconds with the very thinking, they cant see the clock so they dont know when im going to shoot.

I dont get why you guys at EA are so obsessed with the defender blocking jumpers so much. It just doesnt happen that way. I dont consider that realistic at all.

Thats the entire thing about the NBA, guys already know what other teams are going to do but the offense usually executes anyway. Only when the defender is on top of the offense is when he gets a block or stop

You're not going to block Ray Allen just because you know when he's shooting alone. 99% of the time you jump late, you can forget about it
It's like NBA + Matrix = Elite 11.

Morpheus told Jamal Crawford to not think about blocking, just jump and youll go as high as needed to block.
 
# 113 PRAY IV M3RCY @ 09/14/10 04:03 AM
yea you barely see guys blocking jumpshots. usually when they do, the ball still sails to the rim, but it just comes up short. But these verticals in elite,will have defenders blocking shots back at the player 99% of the time
 
# 114 phant030 @ 09/14/10 04:08 AM
Quote:
Originally Posted by 23
Man in real life thats not real

Jumpshooters dont get their shots blocked that often.. contested and maybe the mechanic altered some yes, but not blocked

Nobody knows when the guy is going to shoot the ball.. shoot listen to Kobe, he sets his defender up in the last seconds with the very thinking, they cant see the clock so they dont know when im going to shoot.

I dont get why you guys at EA are so obsessed with the defender blocking jumpers so much. It just doesnt happen that way. I dont consider that realistic at all.

Thats the entire thing about the NBA, guys already know what other teams are going to do but the offense usually executes anyway. Only when the defender is on top of the offense is when he gets a block or stop

You're not going to block Ray Allen just because you know when he's shooting alone. 99% of the time you jump late, you can forget about it
Second, you can't really access your full vertical leap when attempting to block a jumper from a defensive stance....you can get a good contest, but just b/c you have a 40 inch vert doesn't mean you can access it from a defensive slide or stand still. Just as the player shooting the jumper doesn't jump 40 inches up to shoot his J but somehow is able to shoot over the top of defenders know when and how he will shoot.
 
# 115 PRAY IV M3RCY @ 09/14/10 04:08 AM
i wouldnt think a smart defender would be trying to go for the block on a jumpshot everytime. Thats insane. The thinking should be trying to contest the shot, and make it harder. You want to be aggressive, but not too aggressive where you have the potential of fouling the shooter. And timing is the main reason why you DONT see alot of blocks against jumpshooters.
 
# 116 PRAY IV M3RCY @ 09/14/10 04:11 AM
Quote:
Originally Posted by phant030
Second, you can't really access your full vertical leap when attempting to block a jumper from a defensive stance....you can get a good contest, but just b/c you have a 40 inch vert doesn't mean you can access it from a defensive slide or stand still. Just as the player shooting the jumper doesn't jump 40 inches up to shoot his J but somehow is able to shoot over the top of defenders know when and how he will shoot.
yep, part of it is anticipation for the defender, so timing is very important.
 
# 117 coolcras7 @ 09/14/10 04:13 AM
Quote:
Originally Posted by rEAnimator
I had a long PM message with Da_Czar where I explained our reasoning on the high verticals for blocking.

I have to run in a second (in korea at the korean games conference about to give my presentation) but I'll give it a quick go here.

Yes the verticals are unrealistic. But we did that intentionally to make another aspect of the game more realistic.

Basically, we took real life scenarios and tested them out in the game to make sure the game was responding like real life.

So take two equally tall players, put the defender right up on the ball carrier and and tell the defender "I'm going to shoot the ball in 3 seconds" and then do it.

In real life, the defender should block that shot 9/10 times.

In our game at the time, with realistic verticals, you could never, and I mean never, block that shot. The reasons are reaction delay, the time it took the animation to play out with the proper gather, and the general controller latency.

So we tuned the game until we got a real life result for that scenario.

We then proceeded to do the same thing with a ton of other real life scenarios.

What you're left with is a game that "controls" like real life, gives realistic results, but sacrifices realism in other areas, like verticals and jump gathers.

People may not agree with our choices, but you have to admit that it is a perfectly valid approach to building a sim game.

And it offers something gamers haven't had before in a basketball game.

Usually that kind of thing would be appreciated by the hard core.

I'm hoping once the demo gets out people will start to understand better.

hope this made sense...so jet lagged
I really don't understand your version or EA version of sim, you can't make the players do unrealistic things then say we are sim, no you're not.
 
# 118 convince @ 09/14/10 04:18 AM
This just reminds me of the "hitch step" in madden. To get a more realistic pursuit angle, they made the ball carrier run in place for a 1/2 sec every yard.
 
# 119 PRAY IV M3RCY @ 09/14/10 04:22 AM
Quote:
Originally Posted by rEAnimator
I had a long PM message with Da_Czar where I explained our reasoning on the high verticals for blocking.

I have to run in a second (in korea at the korean games conference about to give my presentation) but I'll give it a quick go here.

Yes the verticals are unrealistic. But we did that intentionally to make another aspect of the game more realistic.

Basically, we took real life scenarios and tested them out in the game to make sure the game was responding like real life.

So take two equally tall players, put the defender right up on the ball carrier and and tell the defender "I'm going to shoot the ball in 3 seconds" and then do it.

In real life, the defender should block that shot 9/10 times.

In our game at the time, with realistic verticals, you could never, and I mean never, block that shot. The reasons are reaction delay, the time it took the animation to play out with the proper gather, and the general controller latency.

So we tuned the game until we got a real life result for that scenario.

We then proceeded to do the same thing with a ton of other real life scenarios.

What you're left with is a game that "controls" like real life, gives realistic results, but sacrifices realism in other areas, like verticals and jump gathers.

People may not agree with our choices, but you have to admit that it is a perfectly valid approach to building a sim game.

And it offers something gamers haven't had before in a basketball game.

Usually that kind of thing would be appreciated by the hard core.

I'm hoping once the demo gets out people will start to understand better.

hope this made sense...so jet lagged
this is still confusing me. what exactly is this offering me. Why fix one thing, but create another problem, and then feel as if you made the right decision? I dont see how saying "why dont we have them jump unrealistically to fix this" makes it a solution?
 
# 120 coolcras7 @ 09/14/10 04:24 AM
Quote:
Originally Posted by bmgoff11
even 2k has unrealistic things put in the the game to make it play better which everyone seems to make the game sim//so dont get on elites back for making the game play better /
yeah and people complained about it and they got ride of it, EA need to to the same. it does not make the game better it make it worse it takes ways your control.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.