Tue Oct 02, 2012 11:18 am
Postgame wrote:...
Hope this helps.
Tue Oct 02, 2012 12:14 pm
Pdub wrote:The thing about the ABC's reminds me of features getting taken out or re-written because once you have all the A's and start on the B's, the B's break the A's and you end up having to start over. What I am trying to get at is it seems like Live is tightly coded where one thing depends on the other, and once you change one thing, it breaks the balance of the game. So, when you are building your foundations, keep in mind that you will have to tune them later on when you want to add or change something. Think of it like interchangeable parts.
What I would do, is look at C or Z or wherever you would like the end result to be, then go backwards towards the basic fundamentals. That way you know the steps to take to get to your ultimate goal.
Tue Oct 02, 2012 1:12 pm
Ermolli wrote:Postgame wrote:...
Hope this helps.
I know there are priorities while making a game, that you can't put everything you want in the game in a year cycle, etc but there has been things that have been asked for years and it's like those things were ignored, two that come to my mind right now are animations and body models. Are you telling me those couple aren't in the A or B in the priorities list? As you've said the foundation of the core gameplay has to be locked down before adding other stuff but aren't animations a huge part of the foundation? If the game doesn't look right or the moves made by the players are awkward, it doesn't matter how responsive the game could be, gamers would be turned off by it. I believe that if you ask most basketball gamers where would they locate animations in a priority list they would place it really high.
About body models, I've read that the team during the Live 13 cycle have spent around 100 hours making each face. Were faces part of the A or B of priorities? Yeah, most faces were really good but if the body models don't look right then it doesn't matter how much effort it's been put on faces. The entire graphic part of the game should be treated the same, faces, body models, body types, lightning, uniforms (which from the pics don't look that good), stadiums, etc.
Most basketball gamers have been disappointed and not trusting EA's basketball department because they feel they haven't been listened and taken into consideration, they/we are looking for a bidirectional exchange of communication whcih they/we feel you care about us because, after all, we're people who are potential consumers of your products.
Also, I feel it's very difficult to give feedback about the game when we we almost don't know anything about the game itself. The only things we could give feedback about something relatively current is some few screenshots, a trailer and a leaked gameplay video (which could be useless since Scott said today that the video is old). If you really want feedback then the team shouldn't hide from us like you did during the Live 13 cycle because it doesn't help any side. I'm not asking a full game of gameplay per month but we need to know and see more about the game in order to help make it better. People over the Live forums around the internet feel ignored by EA so you (EA Bbal team) need to try to erase thad bad image even though you're not entirely to blame, I feel that if you want to gain again people's trust you shouldn't just be here because it makes the rest feel outside of this.
I hope you, Scott or the rest of the team don't take it the wrong way, I'm trying to give constructive criticism to maybe help you realize how many feel about the Live franchise.
Tue Oct 02, 2012 2:03 pm
Tue Oct 02, 2012 2:10 pm
Tue Oct 02, 2012 4:31 pm
Tue Oct 02, 2012 6:12 pm
Tue Oct 02, 2012 10:19 pm
Wed Oct 03, 2012 1:18 am
benji wrote:I'd like to inquire about philosophical components.
When you create the AI design how do you intend to go about it? (Or have at this point, rather, assume "start of development" situation.) Do you start with an AI that always can stop the individual player/itself and introduce flaws to it? Is this too resource intensive and so are you taking what existed in past Lives and reworking it instead?
Greg Thomas claimed years ago that in the case of Madden there are fundamental AI and gameplay rules that cannot be broken (even to improve them) because it violates "how Madden is supposed to play", assume this to be a true statement, is there such a requirement on Live or how you are approaching Live? Is there a notion that Live needs to be a slightly arcadey take on basketball or could it become a hardcore basketball simulation no one would want to play? Again, where do you start?
In terms of the differentiation of players is the 0-99 rating system the best method? Is there significant noticeable difference to the player between a 80 rated rebounder and 81 rated? I'm sure you've played some of 2K's My Player, in many instances when you "level up" your rating (outside of shooting mostly) there's little noticeable difference in how well you can do things with that player. Getting 15 rebounds with a 65 rated rebounder is not significantly harder than doing so with Dwight Howard. I know I'm discussing a different game series, but it's something that's been an issue across all games since Double Dribble and has been in Live's past. Especially consider something like the steal rating, there's a hundred ratings, but it's rare that players average more than three steals or 3% in steal percentage. Is there again a real fundamental difference between a player who gets 2.8 steals and 2.9? A difference between a 91 rated and 95? Especially when a player's average changes from month to month, year to year, etc.
Maybe going to more ratings and thus simply using the statistical value is better at differentiation. Or perhaps shrinking to a grade system, F, D, C, B, A, A+/S (since it's a video game) loses no important information? Dwight being a 99 rebounder means what? Dwight being the only A+/S rated rebounder in the game places him clearly above all other players as each "step" matters more.
And in discussing ratings, how exactly do some impact and how to show this to the player? Take the "offensive awareness" rating, should not Shane Battier be highly rated in this? What value does a highly rated player in these categories indicate to the player? How does it affect what I can do with him?
And that comes back to if these distinctions are even impacting the player. James Jones likely can do crossovers and spin moves, he won't dribble off his feet or lose control, but you can't allow him to do this in game, is slowing him down more realistic, or is it less a function of what he's doing but the defense? How do you stop me from just spamming threes with him without "altering" his abilities?
It's easy to make an AI Bestbrook go wild and out of control, pull up for threes the instant he comes down court, but how do you make the player say "Why Not?" Can you? Does a Westbrook who doesn't ask this question and play right "break" how he, the team and the game plays? Do you just let players do that since they're in control? How do you impose usage limitations on the player instead of LeBron using 80% of possessions?
Wed Oct 03, 2012 1:55 am
Postgame wrote: I think overall ratings are overrated personally, they really serve no purpose, it's the actual individual ratings that matter because that is how players measure up to one another in game. People get caught up in who has a better overall rating but that formula is so subjective, it's much easier to argue individual attribute ratings because you can use film and statistics and we have a way of measuring how a player is affected by those in game.
Steals for example are scaled speed wise based on how good your steal rating is, then your ball handling rating says how fast your guy protects against a steal attempt, this is how you distinguish the difference between a guard trying to rip Chris Paul which really happens never, and a guard ripping Noah if he is trying to take the ball down the court. When you factor frame count into everything it is always affected by roster updates so that is how we handle it. Rebounding is similar in how much coverage a player can cover to grab a board, better rebounders get more coverage based on ratings.
The offensive awareness is something I can't really get into at this point but it does matter in our game.
Wed Oct 03, 2012 2:27 am
benji wrote:Postgame wrote: I think overall ratings are overrated personally, they really serve no purpose, it's the actual individual ratings that matter because that is how players measure up to one another in game. People get caught up in who has a better overall rating but that formula is so subjective, it's much easier to argue individual attribute ratings because you can use film and statistics and we have a way of measuring how a player is affected by those in game.
You realize, of course, that you've unintentionally attached yourself to the irrational hobbyhorse of the guy who started the infamous Live 07 letter.
No overall ratings. Make it happen.Steals for example are scaled speed wise based on how good your steal rating is, then your ball handling rating says how fast your guy protects against a steal attempt, this is how you distinguish the difference between a guard trying to rip Chris Paul which really happens never, and a guard ripping Noah if he is trying to take the ball down the court. When you factor frame count into everything it is always affected by roster updates so that is how we handle it. Rebounding is similar in how much coverage a player can cover to grab a board, better rebounders get more coverage based on ratings.
The offensive awareness is something I can't really get into at this point but it does matter in our game.
See, here's the thing. Compare these descriptions. I can suss out your steal explanation on my own because it makes sense and it's rationally how to do it. But the offensive awareness, some of the other ratings and stuff are just opaque. It's difficult for the player to establish a differential between players in that regard.
And your point on the 81/80 thing was poor wording on my part, I get the underlying nature of these differences, but to the player, are they noticeable? Do they serve to differentiate players and why are they superior to more raw numbers then? I brought up the 2K MyPlayer stuff because as you level through the players it's quite visible how little many of the ratings actually do matter to your own performance. And I can't speak to Elite 11 or Live 13 obviously, but past Live games, past 2K games, games in other franchises that no longer exist, all suffered from similar issues in making the players appear to be clear individuals when they're in your hands.
Part of my questions regarding AI and such were not about the process, I get the process, I want to figure out the philosophy you guys are applying to these issues. We've heard a lot of what you're saying before again and again, we've heard "oh, we can't talk about that but we want it great" and so on and so forth. I think an important point, and with you and Scott being gameplay designers I think it would do wonders to not talk in these vague cliches that every game developer uses but to dig down into the philosophical underpinning of the reasoning. You noted "three pointers are too easy" is too vague. You asked what happens when a 99 three point shooter is defended by a 99 shot blocker what should happen? What should a 99 rated shooter when he's wide open, don't you have the synergy numbers, why care about ratings, shouldn't it be based on a multi-year average of what the player actually shoots in that situation? But we don't know what your latest build does, you do. We can't go all the way back to Live 10 now and think that applies to what you're doing. We can't go to 2K either. We don't know what those values are inherently supposed to represent. The 99th percentile, the best five guys, etc.
Right, of course, you can't throw it to Dwight in every possession. In these games, I basically can. Of course you guys and the guys at VC want to make otherwise, but how? I don't know, you guys might not know, but there are ways to discuss these types of things so maybe someone on here or OS or GAF or elsewhere DOES know.
I can't speak to your actual situation, but from the outside you're in an unique situation with next gen coming and a bit of freedom from the standard 10ish month dev cycle. You can hopefully, as you noted, drill down to the essentials in a way the folks at VC can't do every year. What I want to know is unlike every other promise in gaming, or world history, how are you intending differently. In other words, what is your plan? What is your foundation?
I know I know, you can't say. THAT'S what needs to change. Basketball video games are not the Manhattan Project.
Wed Oct 03, 2012 2:47 am
Postgame wrote:The problem with discussing offensive awareness and how it and synergy plays into things is because it is tied into offensive AI and how we plan on using them effectively. I guess I can answer your question with a question at this point and say "how would you expect a players Bball IQ to affect how they play?" answer that and you will probably be close to what we are trying to do.
ratings are handled similar to how you describe and our roster guy is a former community guy that breathes stats and NBA in general.
Wed Oct 03, 2012 3:16 am
NBaller_76 wrote:Both from a business point of view, and also from a huge NBA fan (from Malta in Europe) I wouldn't scrap all the work done on NBA Live 13. The best thing to do now for EA Sports is look at the Market....and guess what ?? Is there any 'Fifa Manager 13' type of basketball game around ?? The answer is NO!! So, if EA Sports failed in Simulation NBA games, it should work on getting the best NBA Management game ever !! I've been longing to have such a game for so long. Now EA Sports have the NBA license, the player models are there, the courts, cyberfaces and other graphics are all there...they should just work on the Management area of the game (like drafts, contracts, training, sponsors,match dynamics like in Fifa Manager etc)...and produce the best ever NBA Management game !! What do you think Andrew and all those reading my comment ?
Postgame wrote:our roster guy is a former community guy that breathes stats and NBA in general.
Wed Oct 03, 2012 3:47 am
benji wrote:The way I always put the overall rating argument is this, even though it's become increasingly dated. It prevents a player from giving Jalen Rose a max contract. Hell, it prevents much of Billy King's entire career.Postgame wrote:The problem with discussing offensive awareness and how it and synergy plays into things is because it is tied into offensive AI and how we plan on using them effectively. I guess I can answer your question with a question at this point and say "how would you expect a players Bball IQ to affect how they play?" answer that and you will probably be close to what we are trying to do.
That gets back to my example of Shane Battier though. Traditionally a player of his type would have maybe above average offensive awareness if that, even though probably any casual evaluation would rank him as one of the smartest players in the league. If OffAware just modifies the offensive ratings why not just create greater strata within those ratings and leave OffAware to that IQ situation. So the player spaces better, moves better, etc. Traditionally the rating has not really done this.
I hope you can see the point I'm trying to make about some of these more subjective ratings and how they appear to the player. Even if they are affecting things within the game.
I, of course, have no idea how you are implementing it currently.ratings are handled similar to how you describe and our roster guy is a former community guy that breathes stats and NBA in general.
huh
Wed Oct 03, 2012 3:24 pm
Postgame wrote:our roster guy is a former community guy that breathes stats and NBA in general.
Postgame wrote:He eats, breathes, and lives stats, and not just the most recent years stats.
Wed Oct 03, 2012 10:46 pm
shadowgrin wrote:Postgame wrote:our roster guy is a former community guy that breathes stats and NBA in general.Postgame wrote:He eats, breathes, and lives stats, and not just the most recent years stats.
Now you intrigue me. Who. Is. He?
Thu Oct 04, 2012 9:44 pm
Postgame wrote:Jackal wrote:You can't really blame us for having posts dripping with sarcasm, I understand it's frustrating for you as a team member, but it's equally frustrating for us as customers when there are things we love about the franchise which seem to be taken out and never added back wishlist after wishlist. I understand the whole A-B-C principle, but something like in game saves can't be added?
Not to mention this is the first time in what seems like forever there is actual community interaction. Not just a meet & greet with a select few (which is a positive btw) and submitting wishlists never to get any to little feedback on them.
We've been submitting wishlists since god knows when, this is the first time I've read anyone say "hey asshat, be more specific please?"
I hope you guys manage an amazing game whenever one is released, I appreciate your effort & hard work and hope I will be enticed enough to buy it again.
I don't blame anyone at all for being disappointed, I am disappointed myself. I can understand the frustrations of the community completely. There are plenty of legitimate gripes but one of the things I want to accomplish is to inform you guys as much as I am allowed and raise awareness of how things are viewed from our stand point so we limit the misunderstandings and bad communication of years past. When it comes to features being removed and not added back i cant speak to years past because i wasn't there to know the reasoning behind it. I can tell you that our approach is to make sure we get A right before B etc. in our case we could go two routes, lots of features done to half quality or few features done to great quality. I think most would say get the essentials right first. We all would love to say do both, but with the amount of work and limited time it was an either, or. We are faced with a lot of tough decisions, ones that I can't really elaborate on, trust me that no one gets more angry about a feature getting cut than the designer who worked on it. If it was up to us the game would never ship because we would want to add feature after feature because we are never satisfied but unfortunately time limits us and we have to at some point say ok next year we get this in.
In game saves are something that is on the radar and it wasn't an A,B,C problem as much as it was an either, or problem. I cant get into the nuts and bolts of it but there was a lot that goes into it believe it or not.
Wishlists may not have been responded to but they are often times read. I know that communication has not always been the best. I can't speak for the old studio or team and how they handled it but I can tell you that Scott and I will be around to answer as much as we can. I want us to be judged on what we have done and will do and not on years past, obviously it was a big let down not shipping but we are a dedicated team and we will be back strong. We can only say so much, there are plenty of times I would love to answer questions but my hands are tied, more often than not when you hear nothing from development it is for that very reason. We are a team of people very passionate about basketball, and I think at times the view of our team has been nowhere near that. I hope to change that by speaking with you guys.
Fri Oct 05, 2012 3:47 am
Fri Oct 05, 2012 3:51 am
Fri Oct 05, 2012 8:05 am
NovU wrote:On the topic of ratings, I should say probably most sports games in general have it somewhat biased than not. Say for instance, can't say am pleased with 2K13 player ratings. But they are probably more or less on par with casual fans' expectations, which still doesn't make it truly 'sim' enough for many of us. I mean it has Carmelo(& Kobe 4th best? lol) in the same mix with Chris Paul, when in reality, there absolutely is no good justification to this.
Postgame wrote:I think overall ratings are overrated personally, they really serve no purpose, it's the actual individual ratings that matter because that is how players measure up to one another in game. People get caught up in who has a better overall rating but that formula is so subjective, it's much easier to argue individual attribute ratings because you can use film and statistics and we have a way of measuring how a player is affected by those in game.
Postgame wrote:I wish I had control of overall ratings, but sadly I do not. I think the fear of backlash of their removal would be too much for some
benji wrote:The way I always put the overall rating argument is this, even though it's become increasingly dated. It prevents a player from giving Jalen Rose a max contract. Hell, it prevents much of Billy King's entire career.
Pdub wrote:Why the 2K insider of course!
macbookproi5 wrote:Don't release the game anymore
And what I am about to write here, I would say in their presence: EA Sports should junk its NBA simulation. Just get out of it and this license altogether. There is no upside to kicking the NBA Live can another year down the road, for either management or labor. Two straight efforts at publishing an NBA simulation have failed, which didn't even happen in the days when games were sold on cartridges. It only gets worse from here.
This is a publicly traded company that has eaten three years' worth of development costs on a multimillion-dollar license while publishing no game. Meanwhile its competitor, 2K Sports, at a fraction of the size, under corporate leadership that would jettison a licensed project at the first sign of trouble, has run out three consecutive white-hot excellent, year-round sales leaders, because anything less would mean the end of all their jobs.
Though an EA Sports spokesman insisted the entire NBA Live series has not been canceled, only this year's game, I think there's another reckoning to come in the form of the company's next quarterly earnings call. Last time they got on the phone with investors, the stock price was at a five-year low. It's not much better now.
Fri Oct 05, 2012 9:04 am
Fri Oct 05, 2012 11:16 am
shadowgrin wrote:NovU wrote:On the topic of ratings, I should say probably most sports games in general have it somewhat biased than not. Say for instance, can't say am pleased with 2K13 player ratings. But they are probably more or less on par with casual fans' expectations, which still doesn't make it truly 'sim' enough for many of us. I mean it has Carmelo(& Kobe 4th best? lol) in the same mix with Chris Paul, when in reality, there absolutely is no good justification to this.
Why does it matter if Carmelo's and Kobe's overall ratings make them in the same mix as Chris Paul when it's the individual ratings that really matter and comparing or separating players based on overall ratings is not really truly 'sim' at all like you want it to.
Sun Oct 07, 2012 12:47 am
NovU wrote:Meh, while the notion that 'players overall rating don't matter but how they should play' is true, still the rating is a reflection of value measured and relates to how good players can perform in the game.
Sun Oct 07, 2012 12:50 am
Sun Oct 07, 2012 5:05 am