PDA

View Full Version : ESPN First-Person Perspective Football (long)


Godzilla Blitz
08-19-2004, 10:32 AM
Anyone out there play this way?

My Xbox arrived Tuesday, and I picked up ESPN Football and a few other games yesterday. Fired up ESPN last night and played two games. One in third-person view, and one in first-person view.

I thought the first-person view would be gimmicky, but I had a blast. Maybe it comes from having played organized football, but I preferred it to third-person as far as immersion goes. The chatter between players, the views from the field, and the sense of chaos is incredible. And for the most part, it worked well, as far as I could tell from one game.

Random negative and positive impressions...

Peripheral vision is more limited than in real life, and the sense-o-meter, or what ever that thing is called, didn't help me at all. On top of this, they give you a helmet frame that is both too intrusive (cuts down even more on the peripheral vision), and unrealistic (you don't see that much of the helmet from inside the helmet).

Never having played quarterback anywhere except street football, I wondered about the passing perspective. For me, the lack of depth perception on a tv screen made it hard to get a sense of distance on the field, and I couldn't pick out my open receivers well at all. Passing was brutally hard. Much of the confusion came from the fact that I couldn't see a damn thing with all the linemen in the way. I'd catch a quick glimpse of a receiver and think, Hell, he looks open, and then chuck it in his general direction and hope for the best. I suspect this would get easier with time, but I found myself viewing pro quarterbacks in a new light. How the hell do they spot receivers downfield? No wonder they make such stupid throws sometimes. Could anyone who has played quarterback in organized football comment on how realistic the first-person passing mode feels in the game?

Running-wise, things were fun. I loved how I'd catch a glimpse of a hole, burst for the thing, spot open daylight, and then wham, get knocked on my ass by someone coming from the side. Really fun stuff.

Receiving-wise, things were fair. They give you this slow-motion transfer on short passes, but for the most part, when I'd catch the ball I'd get immediately tackled, which probably was about right considering I was randomly chucking the ball to well covered receivers. For long passes, I got transferred immediately to the reciever, but I had no clue where the ball was or what I was supposed to do. Most of the time I'd stand there, spot the ball as it landed fifteen yards away, and think, Oh, that's where I was supposed to go. Oh, well.

Defensively, things felt great. I played Hovan as a DT on the Vikings and managed to get two sacks and a huge tackle on third-and-one to prevent a first down. I can honestly say that the first sack was one of those rare gaming moments that made me shake my head in awe at how a simple video game could give me such an emotional surge. Up until that point in the game, I'd pretty much been held in check: no tackles, some light pressure on the quarterback. This play, however, I did a swim move to get past the guard, the center broke the other way to block someone to my right, and I had an open lane to the quarterback. I got up a full head of steam and drilled the guy right in the numbers before he could get out of the way. My view spun wildly, we both went flying to the ground, and the home crowd went nuts to accent the fact that I absolutely totaled the guy. Wow. What a rush. It was close enough to reality to bring back memories. I'm sure glad my wife didn't see me standing up in the living room in at 1:30 a.m. pumping my fists and jumping up and down. :)

Special teams were fun. I found myself actually getting scared as I looked up and waited for punts to come down. One time, I caught the ball and was barely able to pull my head down when bang, I got blasted backwards to the turf. I thought to myself, I must have gotten that guy killed. The game immediately goes to a cut scene with coaches surrounding the guy on the ground, asking him what day it is, and helping him off the field. Brilliant. Simply brilliant.

Other things...

I found it hard to move my head around quickly enough to get a useful view of things. In real football, you're constantly shifting your view to get a sense of what's going on around you. This seemed hard to do in the game.

In real football, you get a wide variety of sensory input to tell you what's going on, whereas in ESPN you pretty much get a limited visual perspective, some minimal auditory help, and some useless help from that meter thingie. In real life, you've also got arms, which you can grab and twist and do all kinds of helpful things with. In ESPN, I felt more like a walking block. There were so many times when I wanted to "reach out" and grab something or someone, but there is no way to do that with any sense of realistic feel to it in the game.

Still, all in all, I was amazed at what they have done with this aspect of the game. From reviews, I realize that it hasn't changed much since last year's version, but not having seen first-person mode before, I was stunned by how much fun it was. That one hour playing this game last night made the whole Xbox purchase worthwhile.

Edit: Corrected spelling in line with Samdari's post.

GrantDawg
08-19-2004, 10:45 AM
I wish you could lock on a player. Like play runningback all the time even when not on a running play. I couldn't pass at all, so that made me gave up trying to play.

Godzilla Blitz
08-19-2004, 10:55 AM
I wish you could lock on a player. Like play runningback all the time even when not on a running play. I couldn't pass at all, so that made me gave up trying to play.

You can't do that on offense? Bummer. I was thinking it would be fun to play an entire game as a wide receiver or running back. I was thinking even that it would be cool to have an option to play an entire career as one player, where the game takes care of everything else, and you have the option to fast foward through the plays when you're not on the field, or hurt, etc. You'd get solicited by agents, have to decide what to do about contracts, etc. Might be fun.

I take it then that you can't switch back and forth between first-person and third-person in the middle of a game?

GrantDawg
08-19-2004, 10:56 AM
You can't do that? Bummer. I was thinking it would be fun to play an entire game as simply one person. I was thinking even that it would be cool to have an option to play an entire career as one player, where the game takes care of everything else, and you have the option to fast foward through the plays when you're not on the field, or hurt, etc. You'd get solicited by agents, have to decide what to do about contracts, etc. Might be fun.

I take it then that you can't switch back and forth between first-person and third-person in the middle of a game?
What you described is my dream game. And no, I don't think you can.

Sun Tzu
08-19-2004, 12:33 PM
Never having played quarterback anywhere except street football, I wondered about the passing perspective. For me, the lack of depth perception on a tv screen made it hard to get a sense of distance on the field, and I couldn't pick out my open receivers well at all. Passing was brutally hard. Much of the confusion came from the fact that I couldn't see a damn thing with all the linemen in the way. I'd catch a quick glimpse of a receiver and think, Hell, he looks open, and then chuck it in his general direction and hope for the best. I suspect this would get easier with time, but I found myself viewing pro quarterbacks in a new light. How the hell do they spot receivers downfield? No wonder they make such stupid throws sometimes. Could anyone who has played quarterback in organized football comment on how realistic the first-person passing mode feels in the game?


I played Quarterback all four years in high school, and having played the first person perspective in ESPN 2k5, I can tell you that it doesn't even remotely capture what it's like to sit in the pocket. It's not very hard at all to see what's going on downfield in real life. There is always a good distance between your O-linemen for you to see, as well as being able to see to the sides of their helmets too (assuming they aren't over a foot taller than you). I think the fact that the peripheral/top to bottom vision is cut down so much is the reason that you just can't compare playing QB in real life and playing QB in ESPN 2k5. Like you mentioned before, when you're actualy wearing a helmet, unless you're looking out of the very corner of your eye (which you learn not to do), the only part of the helmet you ever see is the facemask anyway.

Godzilla Blitz
08-19-2004, 01:51 PM
Grant: With all the tmie they must have spent on all the different features in the game, it seems like it would be a relatively easy thing to add a single player career mode to the first-person game. It would be neat to have to learn the routes as a receiver, try to get open, etc., or fight off a good rookie in training camp to hold onto your job. Allowing that would also allow the gamer to avoid all the difficulties with the passing mode of the first-person game.

Sun Tzu: Thanks. Interesting comments. I agree that the peripheral vision limitations change things considerably at all levels of the first-person game, and I bet that of all the offensive players the quarterback would feel the limitation the most. Really seems odd that they did the helmet view the way they did given those restrictions.

I wonder how much the visibility issue for a quarterback changes as the game goes up in level. The sheer mass of humanity in front of a pro quarterback (say ten people at an average of 320 pounds each?) is so much larger than in high school, and they are taller and faster moving as well.

Edit: Corrected spelling in line with Samdari's post.

Samdari
08-19-2004, 02:09 PM
Peripheral:

1. Related to, located in, or constituting an outer boundary or periphery.
2. Perceived or perceiving near the outer edges of the retina: peripheral vision.
Anatomy.
3. Of the surface or outer part of a body or organ; external.
4. Of, relating to, or being part of the peripheral nervous system.
5. Of minor relevance or importance.
Auxiliary.

There is no "peripheal" vision, no matter how many illiterate broadcasters tell you there is. What you see at the edges of your visual field would be using your peripheral (as in perceived or perceiving near the outer edges of the retina) vision.

Per * If * err * al.

Please continue your discussion.

Godzilla Blitz
08-19-2004, 02:26 PM
Samdari: Thanks. As they say in Japan, I have become study.

MacroGuru
08-19-2004, 03:00 PM
You know....I have always thought..

Combine a theory of inside the park with the Sims, toss it online, and make it for football...would be quite cool.

Godzilla Blitz
08-19-2004, 03:40 PM
You know....I have always thought..

Combine a theory of inside the park with the Sims, toss it online, and make it for football...would be quite cool.

They would have to stop every ten minutes to pee, no?

MacroGuru
08-19-2004, 03:46 PM
LOL.

Basically here is the idea in a nutshell.

Different Costs to be associated with different Character Types.

Owner
GM
Head Coach
OC
DC
Player
Agents

You then have your ITP type game play with the Sims looks.

Each league would have 28 teams....each team have a coaching staff.

GM gets full GM functionality of the team, dependent on the owners say so.

Coaches have the chance to create plays, playbooks, gameplans, and so on plus inspire players.

Players themselves have the ability to decide if they are happy with the club, how the play on the field if they are a WR due they Moss it when the ball comes to them? Or do they Moss it when the ball is going away from them? This would be one of the more complex systems in the game.

Agents, can be hired by players and coaches for representation and negotiation.

Game time would consist of real time gaming, where you can choose how you play, if you can not make it, you are able to write specific scripts for your character.

I think all in all, it could be a great game...development, functionality, and coordination would be a headache, but I think it would be the closest thing to actually being involved in the day to days of a team, it could be a blast.