Sat Sep 30, 2006 1:00 pm
What were your goals in creating NBA LIVE 07?
First of all, we wanted to make sure that we continued to innovate and deliver on current gen because we have a very loyal following for our current gen game. So our first goal with this version of LIVE was simply to create the best basketball game we have ever made.
Second, we felt like last year's game was really fun, but it needed to get more authentic and realistic without losing the fact that it was an absolute blast to play. The game needed to be a little less frantic, more strategic, and generally more like real NBA basketball.
What are the main improvements in NBA LIVE 07?
The second thing is that for the first time our players have a real sense of space and weight to them, and the way that they collide and interact with each other makes the game much more realistic, especially around the basket. Scoring in the paint feels completely different this year with lots of in-air collisions, adjusted shots, and players dunking on other players as opposed to through or around them. Scoring in traffic is much more challenging and because of this I find it is also much more rewarding.
What enhancements have been made to the CPU's intelligence and strategy?
This year we introduced the concept of game intensity. The idea was to create a system where the 4th quarter of a play-off game felt completely different than the 2nd quarter of a blow-out in the regular season. The result is that each game has a fluid level of intensity that drives how CPU players play (how tightly they guard their man, whether or not they dive for loose balls, etc.). Note that this is different from momentum, which is team specific (you can have the momentum regardless of whether it is an intense game situation or not). Game intensity is shared and controlled by both teams and is constantly changing based on what is going on in that particular game.
We also made a bunch of AI changes and enhancements to make the game more strategic and realistic. We adjusted the game pace and spacing on offense, so everything feels less frantic and gives you time to call plays, maneuver in the post, and work the ball around for open shots on the perimeter. This doesn't mean the game feels slower though; one of the things that is key to NBA LIVE is an up tempo pace and fast game play.
Other improvements include true secondary fast break logic and an inbound play-calling system. Rebounding was completely overhauled, and we added more control to the passing system so the user (and CPU) can utilize lob passes, better alley-oops, and touch passes. Overall I think the CPU is much smarter and acts in a much more realistic way.
Have any improvements been made to the substitution patterns used by the CPU (for example, bringing on a power forward and sliding a player already on the floor to another position so the two can play together)? Are we able to set our own substitution patterns?
We have completely re-worked how we handle player rotation not only for the CPU, but also for user sim games. Basically we allow you to set playing time and starting percentages for each position, giving you much more control when you sim.
Sat Sep 30, 2006 1:02 pm
We have completely re-worked how we handle player rotation not only for the CPU, but also for user sim games. Basically we allow you to set playing time and starting percentages for each position, giving you much more control when you sim.
Sat Sep 30, 2006 1:15 pm
Sat Sep 30, 2006 1:37 pm
Second, we felt like last year's game was really fun, but it needed to get more authentic and realistic without losing the fact that it was an absolute blast to play. The game needed to be a little less frantic, more strategic, and generally more like real NBA basketball.
Sat Sep 30, 2006 1:40 pm
Sat Sep 30, 2006 1:42 pm
First of all, we wanted to make sure that we continued to innovate and deliver on current gen because we have a very loyal following for our current gen game. So our first goal with this version of LIVE was simply to create the best basketball game we have ever made.
Sat Sep 30, 2006 1:45 pm
if the patch is not released then really thats fucked up,but until then manual CPU substitution is the way to goMatt wrote:Until a patch is released? IF, and that's a major IF at that.
people are complaining because of those missing sliders?well im only referring to current gen xbox, i have absolutely no problem with Live 07's gameplay on the xbox..everything that Andrew reported on his trip to the EA studios were right on as far as the XBOX was concerned..im just surprised none of the gametesters at EA couldnt see this fatigue and CPU substitution flawexplain to my how that is "100% true"? If the game was more like NBA ball then people wouldn't be complaining woul they?
Sat Sep 30, 2006 1:46 pm
First of all, we wanted to make sure that we continued to innovate and deliver on current gen...
Sat Sep 30, 2006 1:47 pm
thacarter wrote:man ur overreacting over a game?lol...anyway all that EA said about its gameplay os 100% true as far as current gen is concerned..yes u aint the only whos pissed ea didnt add the fatigue sliders and CPU substitution,someone is to blame for this ciritical bug..but anyway until a patch is released,i have no choice but to manually sub for CPU
Sat Sep 30, 2006 1:51 pm
Matthew wrote:What a joke. No wonder pinoys love live so much. They can have that shit.
Sat Sep 30, 2006 1:53 pm
unfortunately u have to switch controllers and make subs for the CPU(i sub starters out with 3-4mins remaining) by the start of the next qtr,the starting 5 is automatically subbed in...it sucks but there isnt any better option to getting around this than what i just statedHow do u manually sub for CPU??
Sat Sep 30, 2006 2:00 pm
Sat Sep 30, 2006 2:14 pm
Sat Sep 30, 2006 2:32 pm
BigKaboom2 wrote:In the final quote, he really didn't answer the question - he just babbled about the Dynasty features (which I'm assuming don't work - haven't tried it).
Sat Sep 30, 2006 2:42 pm
Sat Sep 30, 2006 2:44 pm
BigKaboom2 wrote:But the starting percentage and playing time percentages must not work, as the CPU subs aren't functional. Am I right?
Sat Sep 30, 2006 3:44 pm
Have any improvements been made to the substitution patterns used by the CPU (for example, bringing on a power forward and sliding a player already on the floor to another position so the two can play together)? Are we able to set our own substitution patterns?
We have completely re-worked how we handle player rotation not only for the CPU, but also for user sim games. Basically we allow you to set playing time and starting percentages for each position, giving you much more control when you sim.
Sat Sep 30, 2006 5:55 pm
man ur overreacting over a game?lol...anyway all that EA said about its gameplay os 100% true as far as current gen is concerned..yes u aint the only whos pissed ea didnt add the fatigue sliders and CPU substitution,someone is to blame for this ciritical bug..but anyway until a patch is released,i have no choice but to manually sub for CPU
Sat Sep 30, 2006 6:00 pm
Sat Sep 30, 2006 6:10 pm