Updated impressions:
At the end of the day, we know you guys want a fun game, that is exciting, fully functional and provides engaging experiences that you'll spend a lot of hours enjoying. We brought the thoughts, issues and ideas from everyone in the community, and consolidated these things to present to the development team.
Day 1 began with introductions of community members and development staff, followed by the signing of the NDAs which requires us to keep the information "in house" until we are give the green light to give details. This was then followed by a presentation lead by the lead developers outlining the game plan of Fight Night champion. What we saw was a comprehensive listing of everything they had planned for the game from top to bottom with information designed with consumer feedback in mind.
I can tell you note papers were passed, laptops were open, and phones were active with emails of word documents that I had copied and pasted from forum post. I took some of the most detailed and elaborate post made by all of you guys and used that with the sole purpose to find out what was in, what wasn't and the reasons behind it. As Indigo already stated, we were pleasantly surprised with how many things they'd already covered and added.
Feeling the weight of the community on my shoulders, like the others guys, we asked every question we could about features, modes, game play tactics and exploits. I took down a lot of notes as you can see in some of the face book pages on the Fight Night Champion group (Please join if you haven't already) because I knew what the how high the expectations were. I was pleased to see how Brizzo in particular addressed some of the issues by standing up and mimicking the movements that boxers use when performing specific movements and how they'd work out into the game. This was big to me, because with every idea I write, it is all based on actual movements and tactics that are from the sport. He and I had a lot in common in terms of how things are best explained.
When the first meeting ended and the feedback play sessions began, we were encouraged to sample many specific aspects for any glitches, bugs, and exploits we could find. With the development team right over our shoulders we tried many things, and took notes on things regarding realistic tactics, exploits and other factors that they might not have noticed or considered.
Afterward we had a "No nonsense" feedback session where we openly and honestly discussed everything we didn't like. The way they requested info was interesting. They really wanted to know what could be fixed and frequently asked if we'd experienced "Controller throwing moments". This means, was there anything within the game that we felt were so totally messed up, unrealistic or off base, that it pissed us off so much that we'd want to throw our controllers at the screen! We had quite a bit and they offered insight and expressed the desire for understanding so that they could fix these issues as soon as possible.
If you've not been keeping up with our discussions or have just recently joined the forums please refer to any of my post via my profile for links to other discussions. As I said before, we saw the entire game, played every mode and fought with as many fighters as possible. This was a very early build and the game reflected that with bugs and such. But the game was still fully functional so we could experience things on a far greater scale, reminiscent of what you'll get to see in the upcoming months.
I made it a mission of mine to watch everyone else fight, fight by myself and run test as requested by the community. I've done my share of game testing in the past, and made multiple post regarding issues that I found back in Fight Night Round 3 almost 4 years ago. So I knew my way around looking for the issues and imbalances. We all were successful in finding many things that were problems or things that we foresaw being issues in the future, and the development staff were right by our sides to address the issues they were aware of and to document the ones we brought to their attention.
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