Home
NBA Live 14 News Post


Episode 49 of the Press Row Podcast features an in-depth interview by host Rich Grisham (@richgrisham) with NBA Live 14 Gameplay Designer Scott O’Gallagher (@ScottOGallagher). Scott talks at length about some of the challenges the team has experienced in bringing NBA Live 14 to life, all of the gameplay features and controls, and the ways that NBA Live will set itself apart from its own heritage and the competition. While there is much about the game that has yet to be announced – and therefore isn’t discussed here – it’s an interesting view into the game now that it’s almost time to be unveiled to a waiting community.

Send us your feedback! We love to hear from you and can’t wait to read your stuff on the air in a future episode. Do it one of these ways:

1) Follow the show on Twitter at @PressRowPodcast and send us some Tweets while you’re there
2) Email the show at [email protected]
3) Respond to this post

Also, the Press Row Podcast is now available on iTunes (https://itunes.apple.com/us/podcast/...ow/id563624090) and Stitcher Radio (http://www.stitcher.com/podcast/oper...ss-row-podcast), so subscribe to it and rate it too!

Lastly, be sure to check out our friends at Weekend Confirmed right here: http://www.shacknews.com/tag/weekend-confirmed. If you’re not already a listener, give it a shot. We’re all big fans!

Enjoy the show!

Run Time: 53 Minutes

If you can't view or listen to the embedded player below, please click here.


Game: NBA Live 14Reader Score: 4/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 17 - View All
NBA Live 14 Videos
Member Comments
# 41 Jay Jay @ 10/14/13 10:20 PM
Quote:
Originally Posted by King_B_Mack
You're aware that video games are made up of several engines, yes? Rendering engines, physics, sound, scripting, etc. maybe you should sit this one out.
Duh. Speaking about gameplay only bruh.
 
# 42 23 @ 10/14/13 10:22 PM
Quote:
Originally Posted by Jay Jay
Duh. Speaking about gameplay only bruh.
An engine is something like

Euphoria
Unreal Engine
CryEngine
Ignite
RAGE Engine

You know, the ones you can make other games off of?

You're absolutely confused, and that crap they tried to sell you was nothing but NBA Live 10 stripped down with turd thrown on the top of it.

You should really not take buzzwords too much to heart.
 
# 43 Jay Jay @ 10/14/13 10:31 PM
Quote:
Originally Posted by 23
An engine is something like

Euphoria
Unreal Engine
CryEngine
Ignite
RAGE Engine

You know, the ones you can make other games off of?

You're absolutely confused, and that crap they tried to sell you was nothing but NBA Live 10 stripped down with turd thrown on the top of it.

You should really not take buzzwords too much to heart.
You do realize that Euphoria is not the only physics engine? Yes EA didn't change all engines but some was changed witch make it not the same. SMH
 
# 44 ccoaxum @ 10/14/13 10:32 PM
Quote:
Originally Posted by Gosens6
... What?

Elite 11 was built off of the Live 10 engine. They tried to smear a bunch of new gameplay mechanics and features in, but it was built off of the Live 10 engine.
go back and look at live 10 and elite and tell me what was the same between the two..other then the name EA lol, the controls, presentation, graphics, gameplay style all was different..elite fail because they try to do something new and didn't work..period
 
# 45 ccoaxum @ 10/14/13 10:36 PM
Quote:
Originally Posted by Jay Jay
You do realize that Euphoria is not the only physics engine? Yes EA didn't change all engines but some was changed witch make it not the same. SMH
exactly smh..if was built from 10 it would have had something that remind you of 10 and it didn't so whateve lol..they can say what they want
 
# 46 Jay Jay @ 10/14/13 10:44 PM
Quote:
Originally Posted by ccoaxum
exactly smh..if was built from 10 it would have had something that remind you of 10 and it didn't so whateve lol..they can say what they want
Im pretty sure they would've brung back a lot of animations from 10 but they couldn't because those wouldn't work with the new engine. Even the dribble moves wasn't the same cause it was canned in 10.
 
# 47 King_B_Mack @ 10/14/13 11:28 PM
Quote:
Originally Posted by Sirs
If you guys know so much about the development process and engines of 10 and elite why not share it and help out the community...
Probably the same reason you don't.
 
# 48 23 @ 10/14/13 11:38 PM
Quote:
Originally Posted by Jay Jay
You do realize that Euphoria is not the only physics engine? Yes EA didn't change all engines but some was changed witch make it not the same. SMH
You don't get it... its okay though

I don't really care because all it was, was a turd that died.
 
# 49 ScoobySnax @ 10/14/13 11:45 PM
Man, I come here thinking I'll see some good, new discussion based on the podcast and all I get is some *** backwards engine talk. Lmao.
 
# 50 Jay Jay @ 10/14/13 11:49 PM
Quote:
Originally Posted by 23
You don't get it... its okay though

I don't really care because all it was, was a turd that died.
Lmao you shouldn't.
 
# 51 noshun @ 10/14/13 11:53 PM
Quote:
Originally Posted by ScoobySnax
Man, I come here thinking I'll see some good, new discussion based on the podcast and all I get is some *** backwards engine talk. Lmao.
unfortunately its rocket science for a few posters in this thread.. they haven't a clue what a engine is..
 
# 52 Haval93 @ 10/14/13 11:57 PM
There seems to be some confusion about game engines and physics simulations for that matter.

First a game engine is just a framework of different systems for a game. An engine is a basis for the game. The rendering system, animation, physics, audio, and other parts of a game are all parts of the engine. Rewriting one or two of these systems does not make it a new engine, simply an upgrade. A new game engine is when you retool and rewrite a majority of your systems over again.

In Elite 11's case, they rewrote the animation and physics systems; this doesn't mean it's a new game engine. It still used the framework of Live 10 for all other things in the game.

Few development teams actually use a new engine for each new game. It is first of all time-consuming and second of all there is no need to do so. If you want to fix a part of your game you simply rewrite that aspect. Most games now a days say they have a new engine when this is simply not true. They more than likely rewrote some components of the engine.

On Elite 11 again, my observation on why the game had very funky animations was because they more than likely used new skeleton model for the characters and simply didn't reanimate the animations from past years using that model of reference. Probably because they didn't have enough time to redo all the animations and where just trying to set a foundation for the next year.

Anyways; lets see some game play, it's been too long without an NBA Live game.
 
# 53 Jay Jay @ 10/15/13 12:12 AM
Quote:
Originally Posted by Haval93
There seems to be some confusion about game engines and physics simulations for that matter.

First a game engine is just a framework of different systems for a game. An engine is a basis for the game. The rendering system, animation, physics, audio, and other parts of a game are all parts of the engine. Rewriting one or two of these systems does not make it a new engine, simply an upgrade. A new game engine is when you retool and rewrite a majority of your systems over again.

In Elite 11's case, they rewrote the animation and physics systems; this doesn't mean it's a new game engine. It still used the framework of Live 10 for all other things in the game.

Few development teams actually use a new engine for each new game. It is first of all time-consuming and second of all there is no need to do so. If you want to fix a part of your game you simply rewrite that aspect. Most games now a days say they have a new engine when this is simply not true. They more than likely rewrote some components of the engine.

On Elite 11 again, my observation on why the game had very funky animations was because they more than likely used new skeleton model for the characters and simply didn't reanimate the animations from past years using that model of reference. Probably because they didn't have enough time to redo all the animations and where just trying to set a foundation for the next year.

Anyways; lets see some game play, it's been too long without an NBA Live game.
All engines don't work the same tho. For instance cry engine 3 can reder its own physics and sound and rockstar rage engine need help from 3 party like natural motion euphoria animation engine. Everything is not all ways built in the main engine witch causes some to get

Webster's Dictionary defines a 'game engine' as 'the word
 
# 54 Haval93 @ 10/15/13 12:28 AM
Quote:
Originally Posted by Jay Jay
All engines don't work the same tho. For instance cry engine 3 can reder its own physics and sound and rockstar rage engine need help from 3 party like natural motion euphoria animation engine.
I don't understand this. Your confusing systems of a game and what a engine really is. All engines do work the same. They all have rendering system, physics systems, animation systems, audio systems, and so on. They all have the same components to them. Yes, CryEngine3 has it own physics systems and so does every other game engine. Crytek gives developers their tools and code to implement it into the game if they chose to do so. Just because Crytek gives the developers the option to do so, it doesn't mean developers have to use their physics system. As for the RAGE engine, Rockstar could have written their own physics and animation systems but chose to use the Euphoria SDK for their game because it saved them time, not because the RAGE doesn't have a physics engine.
 
# 55 krazyboy225 @ 10/15/13 12:43 AM
Quote:
Originally Posted by Jay Jay
All engines don't work the same tho. For instance cry engine 3 can reder its own physics and sound and rockstar rage engine need help from 3 party like natural motion euphoria animation engine. Everything is not all ways built in the main engine witch causes some to get

Webster's Dictionary defines a 'game engine' as 'the word
Sad.

Sometimes less is better.

You really should argue less and just accept that you really are off base on this one.
 
# 56 Jay Jay @ 10/15/13 12:47 AM
Quote:
Originally Posted by Haval93
I don't understand this. Your confusing systems of a game and what a engine really is. All engines do work the same. They all have rendering system, physics systems, animation systems, audio systems, and so on. They all have the same components to them. Yes, CryEngine3 has it own physics systems and so does every other game engine. Crytek gives developers their tools and code to implement it into the game if they chose to do so. Just because Crytek gives the developers the option to do so, it doesn't mean developers have to use their physics system. As for the RAGE engine, Rockstar could have written their own physics and animation systems but chose to use the Euphoria SDK for their game because it saved them time, not because the RAGE doesn't have a physics engine.
All im saying is some game engines either natively power every aspect of a game, or they allow other specialised middleware to slot into the game's framework. All engines don't have everything built in it period.

Im done
 
# 57 stillfeelme @ 10/15/13 12:49 AM
After listening to this I am a little more optimistic about Live long term than I was before. Not impressed enough to pre-order without gameplay. I think they are two-three years from probably being a competitor to 2K if nothing goes wrong. As long as the "suits" at EA don't place unrealistic sales numbers with this game and let them keep building they will be alright.

Expectations:

  • I am expecting them to nail the signature dribbling aspect of the game. They have talked about it too much to not nail this.
  • Attention to accessory detail, sneakers etc.
  • I am expecting the models to be average or sub par and probably the same for animations not involving dribbling or signature shots. I think some of the animations will take away from the game and be the game weak points
  • Online to be seamless and interface and menus to be nice.
  • Synergy input to make most of the gameplay resemble real NBA play.
  • Controls to be ok but I didn't really like the sound of using the face buttons to shoot but I will reserve judgement later.
  • Sound and atmosphere to be very well
  • Modes to be ok but probably less than what we are used to.
 
# 58 donp1981 @ 10/15/13 01:08 AM
Quote:
Originally Posted by bigeastbumrush
Peyton Manning can speak about mistakes after scoring 51 points because he's earned the right to and has been to the top before.

He has earned the right to be called "a great one".

Let's keep things in perspective.

Just saying...
I agree and I'm not giving nba live that type of credit. When Scott said he wasn't satisfied dude made it sound like it was a bad thing for someone to not be satisfied with their current results but looking to improve in the future. That's all.
 
# 59 King_B_Mack @ 10/15/13 01:51 AM
Quote:
Originally Posted by stillfeelme
After listening to this I am a little more optimistic about Live long term than I was before. Not impressed enough to pre-order without gameplay. I think they are two-three years from probably being a competitor to 2K if nothing goes wrong. As long as the "suits" at EA don't place unrealistic sales numbers with this game and let them keep building they will be alright.

Expectations:

  • I am expecting them to nail the signature dribbling aspect of the game. They have talked about it too much to not nail this.
  • Attention to accessory detail, sneakers etc.
  • I am expecting the models to be average or sub par and probably the same for animations not involving dribbling or signature shots. I think some of the animations will take away from the game and be the game weak points
  • Online to be seamless and interface and menus to be nice.
  • Synergy input to make most of the gameplay resemble real NBA play.
  • Controls to be ok but I didn't really like the sound of using the face buttons to shoot but I will reserve judgement later.
  • Sound and atmosphere to be very well
  • Modes to be ok but probably less than what we are used to.
That's pretty terrible logic man. All that was talked about for Elite was dribbling and your skills dictating shot success and you just need to feel it for yourself and when it was all said and done it felt like ****.
 
# 60 krazyboy225 @ 10/15/13 02:03 AM
Quote:
Originally Posted by King_B_Mack
That's pretty terrible logic man. All that was talked about for Elite was dribbling and your skills dictating shot success and you just need to feel it for yourself and when it was all said and done it felt like ****.
Actually hes on the right track, they've been touting not only the dribbling controls this year but also how good it will supposedly look, including all these new animations that they are implementing.. so yea hes right.. there is no excuse not to nail the dribbling aspect of the game.. whether they do or not.. that remains to be seen.
 


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