NBA Elite 11 Interview with Creative Director David Littman

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Live_4real
    Rookie
    • Jun 2010
    • 76

    #76
    Re: NBA Elite 11 Interview with Creative Director David Littman

    Originally posted by Boilerbuzz
    Just so it's clear, my primary point was that using NHL procedures as a panacea for NBA's ills feels kinda iffy to me. And using the reputation of NHL to hype up Elite feels iffy as well. When it's all said and done, if I'm buying elite because of NHL and Jam, then something smells rotten in Vancouver... It just makes me a bit apprehensive and unfortunately, I haven't seen anything that makes me feel less apprehension. That's all I'm saying. I want to see to full on 5on5 videos. There's no reason why we shouldn't be seeing something.
    As a consumer your concerns are valid sir, but let me break it down to you,, based on developers input (correct me if I am wrong)

    The ANT, RTP and Real AI, are technologies that existed before Elite 11 development, and no one is trying to hype them saying that they are being used for first time or anything like that

    But unfortunately for us B-ball fans, only this year EA decided to put at lives/elite disposal.

    And why people say that this game can be especial in the near future if not this year???? Because they seen what NHL and Fight night were able to do

    As David Littman said, this development team is a all-star one, and because these technologies are not bran NEW, the experience these guys already have with them, makes me thing that the knowledge about these technologies is wider then in the past

    So the major improvement that live 10 needed to do (let´s be fair), can be achieved, even if it takes 3 years, past games had a very very dark future and some people said that Live/Elite was dead

    And the NHL comparison that you mention is easy to explain, that is the main goal, that is what EA is targeting, I am talking quality wise, not sales (that I don´t know)

    And your consern about the "Hockey dude" and his "Hockey team" developing the game, I recall Mr. Wang when he was a EA worker, he said that EA had guys that had vast knowledge about b-ball on the team, so that isn´t/wasn´t the problem in past years

    So if I had to choose, I would choose guys that know how to take full advantage of the physics engine(for example), rather then a b-ball expert, and some these guys will know a lot about b-ball after one entire year working around it, so that is not a problem

    Hey, once again, this is pure expeculation, based on facts that they put out about technologies, so take it as it is....

    PeAcE

    Comment

    • rEAnimator
      NBA Elite Developer
      • Jun 2010
      • 666

      #77
      Re: NBA Elite 11 Interview with Creative Director David Littman

      Originally posted by Boilerbuzz
      No offense man, but this sounds strange to me. I would think you would still be burning the midnight oil until the game was done, done. Again, not implying anything. It just caught me off guard.
      I'm probably getting too personal here but yeah, leaving for vacation before the project was done was one of the hardest things I've had to do in my professional career.

      I had originally booked my vacation for 2 weeks after we were supposed to be done. As has been mentioned before, we got an extension part way through the project which gave us more time.

      I ended up canceling the first week of my vacation so I could work into that extension, but my wife is a teacher and has to go back to work in September. Summer is the only time she gets off.

      She had put up with me working weekends and late hours for over 6 months, hardly ever seeing me.

      As passionate as we all are about the games we make, a balance has to be struck and out of respect for her I could not work through to the end.

      Believe me, I gave it all I had before I left.

      Too much information I'm sure, but a good reminder that the people who work on these games are real people with families and lives outside of the job.

      We pour our heart and soul into making these games because we love it, but you've got to keep an eye on the big picture as well. Sometimes it's not an easy thing to do.

      Comment

      • Beluba
        Gameplay Director, NBA2k
        • Jul 2002
        • 1389

        #78
        Re: NBA Elite 11 Interview with Creative Director David Littman

        Originally posted by rEAnimator
        I'm probably getting too personal here but yeah, leaving for vacation before the project was done was one of the hardest things I've had to do in my professional career.

        I had originally booked my vacation for 2 weeks after we were supposed to be done. As has been mentioned before, we got an extension part way through the project which gave us more time.

        I ended up canceling the first week of my vacation so I could work into that extension, but my wife is a teacher and has to go back to work in September. Summer is the only time she gets off.

        She had put up with me working weekends and late hours for over 6 months, hardly ever seeing me.

        As passionate as we all are about the games we make, a balance has to be struck and out of respect for her I could not work through to the end.

        Believe me, I gave it all I had before I left.

        Too much information I'm sure, but a good reminder that the people who work on these games are real people with families and lives outside of the job.

        We pour our heart and soul into making these games because we love it, but you've got to keep an eye on the big picture as well. Sometimes it's not an easy thing to do.
        You're right, Geoff. Too personal.

        Comment

        • rEAnimator
          NBA Elite Developer
          • Jun 2010
          • 666

          #79
          Re: NBA Elite 11 Interview with Creative Director David Littman

          Originally posted by Beluba
          You're right, Geoff. Too personal.
          Good therapy though

          Comment

          • Beluba
            Gameplay Director, NBA2k
            • Jul 2002
            • 1389

            #80
            Re: NBA Elite 11 Interview with Creative Director David Littman

            Originally posted by rEAnimator
            Good therapy though
            You know what always helped me... go kick Nate in the shins and tell him to make you some sig shots.

            Comment

            • Boilerbuzz
              D* B**rs!
              • Jul 2002
              • 5154

              #81
              Re: NBA Elite 11 Interview with Creative Director David Littman

              Originally posted by rEAnimator
              Good therapy though
              Hey man. You didn't have to do that. I had a feeling it was something to that effect and I would have done the exact same thing in your shoes. I'm sorry I posted that. It should have been a PM.

              And to Jano and Live_4Real, great replies guys. I'm good. Looking forward to trying out the demo.
              Last edited by Boilerbuzz; 08-26-2010, 02:49 PM.

              Comment

              • loadleft
                Rookie
                • Oct 2005
                • 284

                #82
                Re: NBA Elite 11 Interview with Creative Director David Littman

                Originally posted by kingpnp
                i get your point but as some have stated. you guys dont get it...
                -0
                I've been gone for a few days but just to respond quickly: FOR ME: I'm a stickler for reality (or at least plausible reality) and working hard to add a skill that Rondo doesn't REALLY have isn't realistic to me, it seems like fantasy play. I'd prefer my simulation of the NBA to just give me control of the players and coaching within their true to life limitations. However, it's no problem, I'll give it a shot. If I don't like it I won't buy. At this point the demo would have to be phenomenal though because it's already been announced that the game won't have key features that I prefer and if I don't buy it, it'll be the first time I've never bought the EA game.

                Comment

                • Tha_Kid
                  All Star
                  • Oct 2002
                  • 6550

                  #83
                  Re: NBA Elite 11 Interview with Creative Director David Littman

                  Looking at the successful range for Chris Paul in the Quick Clip, i think you'll (we'll) be surprised at how hard it would actually be to consistently hit outside shots with a non-shooter like Rondo. In real life, no one makes more than half of their shots taken outside of the paint. I think Elite will reflect that pretty well.

                  Comment

                  • kingpnp
                    Banned
                    • Jul 2008
                    • 61

                    #84
                    Re: NBA Elite 11 Interview with Creative Director David Littman

                    Originally posted by loadleft
                    I've been gone for a few days but just to respond quickly: FOR ME: I'm a stickler for reality (or at least plausible reality) and working hard to add a skill that Rondo doesn't REALLY have isn't realistic to me, it seems like fantasy play. I'd prefer my simulation of the NBA to just give me control of the players and coaching within their true to life limitations. However, it's no problem, I'll give it a shot. If I don't like it I won't buy. At this point the demo would have to be phenomenal though because it's already been announced that the game won't have key features that I prefer and if I don't buy it, it'll be the first time I've never bought the EA game.
                    i get your point. but i dont think your getting mines. there are people out there like yourself. they want these sports games to play like the actual players and teams. But they dont realize, in order for that to happen. You my friend cant touch the controller. and all that would happen is A.I. coach and A.I. players vs A.I. coach and other A.I. players.

                    the moment me or you touch the sticks. it now turns into two things. I'm the coach(if everything from subbing and plays are not on auto) and I'm the brains behind every player i control. its up to me to decide whether or not shaq only dunks, or if he shoots the sky hook and most likely bricks it cause he aint kareem . doesn't matter. its my choice. I'm the mind of oneal. i control his entire body/movements and decision making. the only thing they can do is provide me with the same guy with the same look, size(height,weight,length)/attributes as his real life counterpart(all the ratings). now what i ATTEMPT to do with him has zero to do with his attributes. now what i actually accomplish and how fast i get it. will have everything to do with these real life attributes.

                    this is the way the game is made. what EA is doing is taking the last bit of that A.I. picking what to do, for you and placing all of you in the players brain. so its up to you what you ATTEMPT to do. no one said you would be successful, slightly successful, very successful. that depends on how much you practice with different players.

                    One more thing that no one is talking about. IF what EA says actually happens the way i described it. Running to Miami, the lakers(my boys), Boston. will no longer = an auto win or an auto close game vs most people. because what you do with the guy is what wins the game. not what his rating is. the ratings make it easier or harder for you to perform the move you are trying to perform. thats it and thats all. its all on you now. some people dont want to see this because it takes away the AUTO win you would usually get with superteams or superplayers. sorry fellas. ya have to know what you're doing now. and to the 2k fan boys out there. read this and listen. Because EA has catered to much to the average "i just want to hop on and have fast fun" fan. thats why the game went from a great game to nothing close to a sim, to trying to get back there and exceed anything they've ever done.

                    EA was trying to cater to the average joe gamer. not the true basketball game lover. that has changed. and those people are still fans. and guess what they can still use the buttons to do the CPU AI choice making they are use to. but if someone else knows what they heck they are doing on those sticks and they actually work on their game. night night to the average joe gamer that liked old LIVE. he will be hurting and will stop playing the game because he/she probably cant take losing and never wanted to practice to make perfect. so he will start playing NBA jams. and thats the beauty of this year. there's a game for all of us.
                    Last edited by kingpnp; 08-26-2010, 10:39 PM.

                    Comment

                    • ©roke
                      Pro
                      • Sep 2007
                      • 595

                      #85
                      Re: NBA Elite 11 Interview with Creative Director David Littman

                      Originally posted by kingpnp
                      i get your point. but i dont think your getting mines. there are people out there like yourself. they want these sports games to play like the actual players and teams. But they dont realize, in order for that to happen. You my friend cant touch the controller. and all that would happen is A.I. coach and A.I. players vs A.I. coach and other A.I. players.

                      the moment me or you touch the sticks. it now turns into two things. I'm the coach(if everything from subbing and plays are not on auto) and I'm the brains behind every player i control. its up to me to decide whether or not shaq only dunks, or if he shoots the sky hook and most likely bricks it cause he aint kareem . doesn't matter. its my choice. I'm the mind of oneal. i control his entire body/movements and decision making. the only thing they can do is provide me with the same guy with the same look, size(height,weight,length)/attributes as his real life counterpart(all the ratings). now what i ATTEMPT to do with him has zero to do with his attributes. now what i actually accomplish and how fast i get it. will have everything to do with these real life attributes.

                      this is the way the game is made. what EA is doing is taking the last bit of that A.I. picking what to do, for you and placing all of you in the players brain. so its up to you what you ATTEMPT to do. no one said you would be successful, slightly successful, very successful. that depends on how much you practice with different players.

                      One more thing that no one is talking about. IF what EA says actually happens the way i described it. Running to Miami, the lakers(my boys), Boston. will no longer = an auto win or an auto close game vs most people. because what you do with the guy is what wins the game. not what his rating is. the ratings make it easier or harder for you to perform the move you are trying to perform. thats it and thats all. its all on you now. some people dont want to see this because it takes away the AUTO win you would usually get with superteams or superplayers. sorry fellas. ya have to know what you're doing now. and to the 2k fan boys out there. read this and listen. Because EA has catered to much to the average "i just want to hop on and have fast fun" fan. thats why the game went from a great game to nothing close to a sim, to trying to get back there and exceed anything they've ever done.

                      EA was trying to cater to the average joe gamer. not the true basketball game lover. that has changed. and those people are still fans. and guess what they can still use the buttons to do the CPU AI choice making they are use to. but if someone else knows what they heck they are doing on those sticks and they actually work on their game. night night to the average joe gamer that liked old LIVE. he will be hurting and will stop playing the game because he/she probably cant take losing and never wanted to practice to make perfect. so he will start playing NBA jams. and thats the beauty of this year. there's a game for all of us.
                      GREAT post!

                      Comment

                      • loadleft
                        Rookie
                        • Oct 2005
                        • 284

                        #86
                        Re: NBA Elite 11 Interview with Creative Director David Littman

                        Originally posted by kingpnp
                        i get your point. but i dont think your getting mines. there are people out there like yourself. they want these sports games to play like the actual players and teams. But they dont realize, in order for that to happen. You my friend cant touch the controller. and all that would happen is A.I. coach and A.I. players vs A.I. coach and other A.I. players.

                        the moment me or you touch the sticks. it now turns into two things. I'm the coach(if everything from subbing and plays are not on auto) and I'm the brains behind every player i control. its up to me to decide whether or not shaq only dunks, or if he shoots the sky hook and most likely bricks it cause he aint kareem . doesn't matter. its my choice. I'm the mind of oneal. i control his entire body/movements and decision making. the only thing they can do is provide me with the same guy with the same look, size(height,weight,length)/attributes as his real life counterpart(all the ratings). now what i ATTEMPT to do with him has zero to do with his attributes. now what i actually accomplish and how fast i get it. will have everything to do with these real life attributes.

                        this is the way the game is made. what EA is doing is taking the last bit of that A.I. picking what to do, for you and placing all of you in the players brain. so its up to you what you ATTEMPT to do. no one said you would be successful, slightly successful, very successful. that depends on how much you practice with different players.

                        One more thing that no one is talking about. IF what EA says actually happens the way i described it. Running to Miami, the lakers(my boys), Boston. will no longer = an auto win or an auto close game vs most people. because what you do with the guy is what wins the game. not what his rating is. the ratings make it easier or harder for you to perform the move you are trying to perform. thats it and thats all. its all on you now. some people dont want to see this because it takes away the AUTO win you would usually get with superteams or superplayers. sorry fellas. ya have to know what you're doing now. and to the 2k fan boys out there. read this and listen. Because EA has catered to much to the average "i just want to hop on and have fast fun" fan. thats why the game went from a great game to nothing close to a sim, to trying to get back there and exceed anything they've ever done.

                        EA was trying to cater to the average joe gamer. not the true basketball game lover. that has changed. and those people are still fans. and guess what they can still use the buttons to do the CPU AI choice making they are use to. but if someone else knows what they heck they are doing on those sticks and they actually work on their game. night night to the average joe gamer that liked old LIVE. he will be hurting and will stop playing the game because he/she probably cant take losing and never wanted to practice to make perfect. so he will start playing NBA jams. and thats the beauty of this year. there's a game for all of us.
                        I understand your premise, and if this is the way you prefer your games so be it, I don't. Just because one wants their players to have their real life limitations does not mean that they want to see the game lock you into exactly what you see on TV, that's a very narrow interpretation of what I said. Why not allow the user to practice enough until Shaq can dribble like Iverson since in reality if Shaq put his mind to it he could? I prefer to have my brain control the player's true to life abilities not create new ones.

                        I see this "practice until you do what the real life player really cant" way in the same vein as EA adding a workout facility in GM mode and allow you to boost players ratings. I never use that stuff because I want them to maintain their true to life abilities not ones that exist only in the video game world.

                        If I like Elite 11 I'll just play it against the CPU, period! I won't be able to tolerate playing someone that turns Rondo into a 3 point threat, FOR ME that won't represent the NBA it'll be FBA (Fantasy Basketball Association). I think that by going this route EA has opended them selves up to people saying the game is "arcadish" again. It took them long enough to shake that last time. It makes me wonder at the end of the day why even call it the NBA if it's not limited or representative of the realities that are the NBA.

                        In that debate rEAnimator said there are two schools of thought, I prefer the one where the game only allows the player's real life abilities and I figure out how to use them in a way that's successful or maybe even more successful than the player. How many games have you watched and said: "boy why didn't Artest past the ball instead of shooting that stupid 3?" I can remember at least one game, LOL. I've never said "boy I wish I could get into Artest's body and practice until I can make the 3 and then that would be a good shot". With that said I am looking to control the decision making process not to alter reality.

                        Comment

                        • Hulkules
                          Rookie
                          • Nov 2009
                          • 100

                          #87
                          Re: NBA Elite 11 Interview with Creative Director David Littman

                          Great post loadleft.... Im with you on this one. I too want limitations not fantasy basketball where I train Rondo to be a good shooter. For the first time since Live 95 I may have to try 2K. Im hoping Im wrong and I will try the demo though..

                          Comment

                          • gameplayovergraphics
                            Banned
                            • Aug 2010
                            • 20

                            #88
                            Re: NBA Elite 11 Interview with Creative Director David Littman

                            Originally posted by loadleft
                            I understand your premise, and if this is the way you prefer your games so be it, I don't. Just because one wants their players to have their real life limitations does not mean that they want to see the game lock you into exactly what you see on TV, that's a very narrow interpretation of what I said. Why not allow the user to practice enough until Shaq can dribble like Iverson since in reality if Shaq put his mind to it he could? I prefer to have my brain control the player's true to life abilities not create new ones.

                            I see this "practice until you do what the real life player really cant" way in the same vein as EA adding a workout facility in GM mode and allow you to boost players ratings. I never use that stuff because I want them to maintain their true to life abilities not ones that exist only in the video game world.

                            If I like Elite 11 I'll just play it against the CPU, period! I won't be able to tolerate playing someone that turns Rondo into a 3 point threat, FOR ME that won't represent the NBA it'll be FBA (Fantasy Basketball Association). I think that by going this route EA has opended them selves up to people saying the game is "arcadish" again. It took them long enough to shake that last time. It makes me wonder at the end of the day why even call it the NBA if it's not limited or representative of the realities that are the NBA.

                            In that debate rEAnimator said there are two schools of thought, I prefer the one where the game only allows the player's real life abilities and I figure out how to use them in a way that's successful or maybe even more successful than the player. How many games have you watched and said: "boy why didn't Artest past the ball instead of shooting that stupid 3?" I can remember at least one game, LOL. I've never said "boy I wish I could get into Artest's body and practice until I can make the 3 and then that would be a good shot". With that said I am looking to control the decision making process not to alter reality.
                            but in the same vain, if you are going to play a true simulation you HAVE to take that bad shot with artest. if you don't then you are making artest smarter than he really is, so you are actually playing a "fantasy" basketball game unless you make the players play exactly like they do in real life. kobe needs to jack up threes while double teamed, artest needs to take bad shots, odom needs to drive and get charges called on him. if you don't do these things then you are playing a "fantasy" basketball game because you are making the player better intellectually than they really are. if you are going to do that you might as well just watch the game on espn. now, if someone practices rondo's shot nonstop so he can hit a 3 pointer regularly do you think he will have garnett's shot down? or ray allens? or paul pierces? no! so just send a double team ( reanimator has stated that 2 people contesting a shot will reduce the sweet spot more than one person contesting) and hitting that shot with rondo is going to be nearly impossible. then he will probably brick his shots with his other players. also, i don't think that nba elite has made their new shot mechanic to make it able to shoot higher percentages than real life. i think that the idea is that rondo is still going to make a low percentage of shots with you controlling him, but on each individual shot you are responsible for missing or making the shot.

                            Comment

                            • Blue_Monkey
                              MVP
                              • Oct 2002
                              • 1107

                              #89
                              Sounds like the most important things is the GAMER'S SKILLS. This is exactly the opposite of what sports games should be. Ratings mean nothing and it's just about how good you are with the sticks.

                              The best new part in f.e. Madden 11 is that it matters whether your team has good players or not. I hate being able to win with any team if I'm good enough at the game, and it looks like that's what NBA Elite is about.

                              Comment

                              • gameplayovergraphics
                                Banned
                                • Aug 2010
                                • 20

                                #90
                                Re: NBA Elite 11 Interview with Creative Director David Littman

                                Originally posted by Blue_Monkey
                                Sounds like the most important things is the GAMER'S SKILLS. This is exactly the opposite of what sports games should be. Ratings mean nothing and it's just about how good you are with the sticks.

                                The best new part in f.e. Madden 11 is that it matters whether your team has good players or not. I hate being able to win with any team if I'm good enough at the game, and it looks like that's what NBA Elite is about.
                                i disagree. i think that gamer skill being important is exactly the way sports games should be. people that don't want player skill to matter should seriously just be the coach and let the computer take care of the rest.

                                Comment

                                Working...