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.