Jao Whining about NBA Elite 11 Thread

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Jao Whining about NBA Elite 11 Thread

Postby JaoSming on Sat Jul 24, 2010 11:31 am

One of the devs over at OS explained the Real Time Physics ends of things....

Question
Hey rEAnimator good to see you back on here, anyway I was on the 2k site the other day and one of there mods who is very anti live/elite was saying that he did not think that elite was using true real time physics, that it was just a buzz word and that elite would use something that tried to sim rtp but not the real deal.

Could you clear this up for me, because rtp does get thrown around alot but I don't see true physics in these games.



Answer
Real time physics is a buzz word, no question about it. But it's the best buzz word to describe what we're doing.

Are we doing real time physics? Absolutely.

Are we doing real-life physics? No, we're using real time physics calculations to best simulate the physical contact between players with the goal of eliminating two player animations in favor of dynamically chosen and modified animations that respect physical constraints and user input.

Doesn't sound as good in a marketing video though does it? The casual fans may not understand what that means. So we say "real time physics" instead. It's truthful, it describes what we're doing, but it is open to interpretation which is unfortunate.

But that's one of the main reasons I wanted to post on the forums, to make sure there was no misunderstanding and you guys know exactly what we're doing and why.

Bottom line, there is no physics whatsoever in playing a two player animation. Everything about the animation is predetermined. It will always play the same every time. The "physics" is canned and baked into the animation.

We're moving away from that, releasing aspects of the animation to real time modification though physics calculations.

Lack of power in the systems is definitely a limiting factor. There's no way we could run, say, the Fight Night physics engine on all players in an NBA game at the same time.

But even if you have all the power you need, the biggest challenge is getting the physics to work well with gameplay and making it look good with the animations.

For this year we have focused 100% of our efforts on integrating physics in ways that affect gameplay.

People have asked if the head of a player could still clip through the backboad, and if arms will still clip through other players a little bit. That is not where we've focused our energy because those are visual problems and don't affect gameplay. We will get to those in the future no doubt, but this year was all about gameplay.

So things like in air collisions for dunk-ons, rebounds, blocks have been focused on because we wanted resolutions to those in game moments that were physically realistic and dynamic.

Things like using your body on defense to stop your opponent from penetrating, using your size and strength in the post to push people around.

We made the locomotion physics driven so it is consistent and responsive no matter what animation you're playing.

That has been our focus, and the biggest challenge has been maintaining high visual quality.

Fortunately we've nailed the controls and the gameplay. The game is fun and feels AMAZING.

We're now focusing on bringing the visual quality up. We'll fix as much as we can between now and when we ship the game (while tuning and tweaking certain gameplay systems along the way) but the good news is that the controls and gameplay are where we want them.

And we'll fix as much of the visual stuff as we can in the time we have left.

We've already made huge strides since the last gameplay footage you've seen and it keeps getting better every day.

I kind of got off topic there for a bit, but I hope I answered your question.

If not feel free to follow up with more questions.



Not the end of the world for me, but this was my selling point for Live, I mean Elite......I wanted to have a play happen on screen that no one else will ever see (like backbreaker) even if it was small stuff like 2 players colliding. I'm just disappointed that I got my hopes up for it.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Arcane on Sat Jul 24, 2010 12:10 pm

It may not be exactly what we were hoping for but its a move towards it.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby BigKaboom2 on Sat Jul 24, 2010 12:17 pm

What's disappointing? They've already said they're not doing the two player animations, so why did you underline the part about why the two player animations are bad?
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Re: NBA Elite 11 uses "Real Time Physics"

Postby JaoSming on Sat Jul 24, 2010 11:12 pm

i took that as the 2 player collisions remain, they may not be canned (ie sucking players into the animation) but they arent organic like backbreaker/RDR/GTA4

this was my big hype with the game, that under the right circumstances shaq could run into CP3 during a layup and physics would take over, CP3 gets thrown back and can circus shot out of it. Or the elimination of blocks/dunks going though backboards and rims.

The inability to have fight night physics for all the players on the courts is understandable (even though that is exactly what I've wanted since I saw that technology in the original skate. game) but the fact that they are touting real time physics without including organic stuff like the hockey checks in NHL 11 bothers me.

My understanding is that the only organic thing right now has to do with rebounds and blocks, where instead of an animation, the player's arm(s) will move to grab the ball. I want every animation in the game to be altered every single time depending on the other players. I dont care if the game gets harder because Im getting blocked by the backboard on my reverse layup attempts or I cant block someone because my player's hand gets caught by the rim/net, that is realistic to me. Seeing proper stats at the end of the game is secondary to "real 'life' physics" to me.

I'm disappointed because I was hoping to see organic animations played out in this game; I've been spoiled by euphoria and dammit I want it in all of my games now. Right now it seems like the only "ragdoll" effects we might get are for charge animations, but if the physics engine doesnt detect other players like he mentioned, how many organic different charge animations are we really going to get?
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Andrew on Sun Jul 25, 2010 5:10 pm

It still sounds like it'll be an improvement to me and I'm certainly hoping that will be the case. As far as the rim/backboard, the ideal would be for them to have a consistent physical presence and not have players clip through them or not quite grab at the rim properly but if that can be cleaned up in subsequent years then so be it. For me, that stuff isn't really noticeable during gameplay (more so when you're watching a replay or trying to take a screenshot) so it looks and feels good during gameplay then I can live with little quirks like that, with the hope of course that there will be further refinements in future games.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby HyP82 on Sun Jul 25, 2010 6:11 pm

Real time physics implemented in the game was something I was waiting for. This post of the developers doesn't sound good.
I hope they improved the AI. This year I didn't play a dynasty or a season mode because of it.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Andrew on Sun Jul 25, 2010 6:13 pm

But...they are still utilising real-time physics. Just not to the extent or in the manner that most of us originally took it to mean.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Arcane on Sun Jul 25, 2010 6:23 pm

HyP82 wrote:Real time physics implemented in the game was something I was waiting for. This post of the developers doesn't sound good.
I hope they improved the AI. This year I didn't play a dynasty or a season mode because of it.


we'll hear more about the real AI very soon.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby BigKaboom2 on Mon Jul 26, 2010 4:49 am

Bottom line, there is no physics whatsoever in playing a two player animation. Everything about the animation is predetermined. It will always play the same every time. The "physics" is canned and baked into the animation.

We're moving away from that, releasing aspects of the animation to real time modification though physics calculations.

They're moving away from the two player animations - the first sentence is just describing the problem they're trying to solve. No developer would say "it will always play the same every time" and use the words "canned" and "baked" in describing their own game.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby JaoSming on Mon Jul 26, 2010 5:09 am

i understand that but even 2k gets stale with their animations even though there are tons more than Live's
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Re: NBA Elite 11 uses "Real Time Physics"

Postby KyotoCarl on Tue Jul 27, 2010 8:24 am

Considering it's the first year they're using this system things aren't gonna be as good as we, and they, hope it will. I bet next year will be even better and the year after that even more refined until we get to the point where it's 100% real time physics and no canned animations at all.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Andrew on Tue Jul 27, 2010 9:08 am

Agreed. If it's better than satisfactory the first time around and without too many teething problems then that'll certainly be good news for all concerned, allowing them to tinker and refine in Elite 12 onwards.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby HyP82 on Sat Jul 31, 2010 7:34 pm

Andrew wrote:But...they are still utilising real-time physics. Just not to the extent or in the manner that most of us originally took it to mean.


Yes, it doesn't work as I thought. I'll probably have to wait to see how it works first.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby fjccommish on Sun Aug 01, 2010 5:57 am

"There's no way we could run, say, the Fight Night physics engine on all players in an NBA game at the same time."

It's not needed for all players. It's only needed for the player with the ball and whoever is guarding him.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Andrew on Sun Aug 01, 2010 9:35 am

For those who haven't seen it yet, the first producer blog clears up a few details about the physics.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby shadowgrin on Sun Aug 01, 2010 12:51 pm

fjccommish wrote:"There's no way we could run, say, the Fight Night physics engine on all players in an NBA game at the same time."

It's not needed for all players. It's only needed for the player with the ball and whoever is guarding him.

Off the ball screens. Players fighting for position in the post. Off-ball defenders denying the pass to their assigned man...
HE'S USING HYPNOSIS!
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Re: NBA Elite 11 uses "Real Time Physics"

Postby JaoSming on Sun Aug 01, 2010 12:57 pm

Help Defense

Double Teams
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Re: NBA Elite 11 uses "Real Time Physics"

Postby JaoSming on Tue Aug 03, 2010 1:31 pm

so I asked a simple question to the dev over at OS

Can this situation happen in Elite
phpBB [video]


Granted it is/should be a rare occasion in the game, but I wanted to know if it was in....his response.
It could if we lifted certain restrictions and added rim hangs to the collision system, but this is not a situation we wanted to see happen since it is not very realistic in a real game.

In addition, since we don't have flagrant fouls, we would not want the case where something like this happened just before a rim hang.

So no, it won't happen in Elite 11, but our engine is capable of making something like that happen if we were to allow for it.


It's understandable, but very disappointing to me. After the blog I get the understanding that the physics in this game is going to allow for better 2 player interactions but not so much for 2 player collisions....which honestly is all I would use physics engines for and leave the canned animations for the interactions...


I dont know....is anyone disappointed with this too? That it isnt being utilized to its fullest potential?
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Andrew on Tue Aug 03, 2010 8:00 pm

I wouldn't say I'm very disappointed but it would be cool if stuff like that was in the game. Good to know that it's possible though, perhaps it's something that will be revisited next year.
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Re: NBA Elite 11 uses "Real Time Physics"

Postby JaoSming on Sat Aug 07, 2010 3:46 am

ok, so we got 3 quick clips of the game, overall im not too impressed, here is why

viewtopic.php?f=131&t=74390&p=1235064#p1235064

Clip 1 shows Bynum doing a behind the back dribble and losing the ball....not much to talk about here but, with the "Skill based" gameplay....if I could theoretically hit a contested 3 with bynum, why can't I do a behind the back dribble with him if I have the stick skills. Obviously big men dribbling has to be a dice roll or a can/can't situation because even if it did happen it would have to look different than every other behind the back animation in the game. It just seemed like a really random thing to show off considering big men doing dribble moves has been a dumb idea for over 10 years now.
On a further nitpick note I would have really liked to have seen Bynum run into Allen when he stole the ball, something other than a quick stop.

Clip 2 shows a player blocking a layup off the backboard. Pretty cool, I dont have much to complain about with that other than its about time :P

Clip 3, this is the one I want to whine about. Clip 3 shows off a "collision" between sheed and a dunking artest. The dev says that this is the real physics engine at work and....nothankyou. Artest's dunk animation is not altered 1 bit by sheed. That dunk would look exactly the same if it was on a fast break or in this example. 2ndly, Sheed "bounced" off of artest. he kinda did that slide back that the PC Lives (well, every live) does. I dont see physics taking over for sheed either. The angle didnt show the actual collision well but to me it looks just like a blocking animation locomotioning to a fall backwards animation from an in air collision.
Again, what I want to see is some backbreaker kind of stuff where artest's animation would have been altered by sheed and sheed would have "ragdolled" to the ground/basket support. To me, this clip looked no more impressive than someone getting dunked on in Live 2003.


Reply from a Dev at OS about why Artest's animation was not altered
I'm working on that today actually. We don't have player ratings in yet for in air collisions so it's a very simple algorithm that decides if one, both or none get altered and by how much.

What you see in this video is extremely rare in the game right now, which was one of the reasons we captured it.

I'll see if I can get you guys some examples of dunk on attempts that do get altered for some of the next videos so you can see the difference.

What you see here should really only play for a very, very strong player dunking on a very, very weak player.


I accept this answer and will wait for more videos.
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Re: Jao Whining about NBA Elite 11 Thread

Postby ThaLiveKing on Sat Aug 07, 2010 9:50 am

In my opinion, this game will play like NBA Live 95 with a huge upgrade, players finally fall down when getting dunked on. I don't have too many expectations, but you have to be happy that they went away from the canned animations, for a much looser gameplay. . I think in the end, thats what we all want. Say they pull it off in Elite, they can add a lot more to what they have, and that a good thing. We shouldn't expect this game to be 100% perfect overnight, even though EA will say something, we all know, it ALWAYS comes with its limits. I can't say I'm disappointed cause I haven't seen the final game yet, or 5v5 gameplay footage yet, so Imma hold off before I start speculating whether this is good or bad. I do think it's a step in the right direction. . . Cause honestly I'm tired of the robotic gameplay

Also, I think most of the moves in the game will be what we have already seen, just without 2player animations. I hope they add some new animations atleast to make it different
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Re: NBA Elite 11 uses "Real Time Physics"

Postby Andrew on Sat Aug 07, 2010 10:14 am

JaoSming wrote:Clip 1 shows Bynum doing a behind the back dribble and losing the ball....not much to talk about here but, with the "Skill based" gameplay....if I could theoretically hit a contested 3 with bynum, why can't I do a behind the back dribble with him if I have the stick skills. Obviously big men dribbling has to be a dice roll or a can/can't situation because even if it did happen it would have to look different than every other behind the back animation in the game. It just seemed like a really random thing to show off considering big men doing dribble moves has been a dumb idea for over 10 years now.
On a further nitpick note I would have really liked to have seen Bynum run into Allen when he stole the ball, something other than a quick stop.


I actually think it's a good idea. Consider that one of the things people have been balking at when it comes to the new controls is the idea that if you master the controls, you can do anything with anyone. This reinforces the fact that no, you still have to be aware of a player's abilities. As I understand it, a player like Bynum is still going to have a very tough time hitting a three pointer as well so while user input matters, the ratings are still relevant. I think that clip was intended to demonstrate that if you've got the "stick skills" to knock down threes with someone who can shoot threes or take someone off the dribble using an explosive player, the game will reward your skill and precision...by showing how executing moves with a player who doesn't have the ability to pull them off will go wrong.
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Re: Jao Whining about NBA Elite 11 Thread

Postby JaoSming on Sat Aug 07, 2010 10:40 am

ThaLiveKing wrote:We shouldn't expect this game to be 100% perfect overnight,


Why not? EA has taken over $400 (PC & 360) of my hard earned money in the past 5 years due to my loyalty to the NBA Live franchise. And according to my 360voice, I haven't played any game more than a few months. (NBA Live 09 is in the lead with 72 days played, and I played that game this past year since I didnt get Live 10, Live 08 is close 2nd with 69 days) I have no clue how many days since October 6th that I have played NBA 2k10 on the PC......but I am almost willing to bet that I have more days played than not played since that game's release.

06, 08, and 10 were "rebuilding years" and now Elite is going that. 07 attempted to build off of 06 (and was turrible) and 09 IMO is the most decent "Live" game of the 360 generation. (I still consider Live 10 a mashing of what I dont like from 2k and Live)

So lets recap. There is 300 dollars worth of NBA Live on the 360 through 5 games.....why can't I expect 100% perfect before I drop another $60?


and Andrew, I agree. It just contradicts the "skill based gameplay"
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Re: Jao Whining about NBA Elite 11 Thread

Postby Andrew on Sat Aug 07, 2010 10:45 am

Depends on your definition of perfect I suppose. If you mean absolutely no bugs, flaws, complaints or room for improvement, I don't think that's a realistic expectation for any game. If you mean giving you a satisfying gaming experience in all aspects (while still having somewhere to go in the future) then I agree.

As for being skills based, I guess it is kind of a contradiction but I think it's the proper approach all the same. With the right skill, you should be able to do exactly what any given player is capable of doing. I think that's what they're going for here and I hope they succeed.
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Re: Jao Whining about NBA Elite 11 Thread

Postby JaoSming on Sat Aug 07, 2010 11:19 am

Andrew wrote: If you mean giving you a satisfying gaming experience in all aspects (while still having somewhere to go in the future) then I agree.


That is my realistic ideal. I mean I (we) still play the old the old NBA Live and all of them have something wrong with them but overall they somehow stand the test of time (so far).

I disagree with the still having somewhere to go in the future. Do you remember how excited we all were when we first learned that in Live 06 you could actually dunk on someone? (in a 2 player canned animation) Now imagine if along with that announcement we heard that next year, in Live 07, we could then do "basic" facial animations. I think most of us would go....well why not this year? and the anticipation and excitement would be gone.

I respect the hell out of the devs over at OS, they are being straight forward with every question they can answer......but if you have the physics and animation technology to apply it to everything.....then why not? It's hypocritical of me to want to have every, single, animation in the game change due to physics so you can never see the same physical thing twice but not have the game work properly and it will need to be refined next year, I understand that but at least they tried hitting a home run. NBA Elite 11 can NOT be a 100% satisfying gaming experience for me because I already know, before actually playing it, that this game will mean nothing next year because they already have the framework to make it better and didnt try to use everything to the fullest potential.

How many $60 games are still in between now and a $60 NBA Live/Elite game that is a "satisfying gaming experience in all aspects" to the makers of the game to the point where they won't throw the game under the bus the next year in the first trailer. (referencing the comparison trailers of "Look how crappy last year's game was at this, now look at this" which started with 08 I believe)

Why should I buy Elite 11 when I know that the game is only using ~25% of it's potential and is yet another foundation for future games that will cost the same.
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