05-19-2008, 11:04 AM
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MVP
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Ian Cummings- " Let's discuss player movement... "
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The other "Hello everyone" thread is obviously being loaded with feature requests and questions, so I wanted to address some player movement posts which seemed very passionate. (Please keep discussion in this thread towards THIS topic if at all possible. I will continue to update the FAQ and the other thread with other answers.)
Here are the two major posters I'll respond to:
“As for the gameplay being too twitchy, That has been my issue with all next gen Madden's to date. It feels too much like 2k and Gameday, that to me is something I never really could understand. I do however understand the battleship reference and it being too loose which makes one step out of bounds or miss a hole because of it.” – Pens87Crosby
“You guys are abandoning the genius design that made the early Madden's great in favor of an arcade thumb fest with no football required. To the MaddenMania community, for instance, the Hardcore player is the NFL fan who wants a true-to-life simulation of NFL football, except with us in control... so when EA attempts to tell the MM community that they're catering to them, they're doing precisely the opposite.” – ajdembroski
Ahhh...Mr. Dembroski. "Is that your friend out back in the wood chipper?" I've been reading your posts on MM since I was a producer on Madden NFL 2004. Both of you make excellent points. All I can say is just to wait a little bit longer to make assumptions like this:
"Now I'm seeing that NextGen has done away with inertia apparently"
- adembroski2 (digitalsportsmania)
To me, 09 reaches the perfect balance between the ultra-twitch of 08 and the un-steerable feel of last-gen. I guess the difference with me though is that I am not going to try to get on here and "sell" or "hype" our version of momentum to you - you need to see it for yourself. I realize your concerns...you don't have to plant and gather for 180 cuts, you can turn and face a direction immediately without having to curve, you can do ridiculous moves while sprinting, etc. Those have all been addressed, but some have more give than others for fun-factor. You'll see in the blog that Simon is releasing this week that a big trick to our new engine has been in actually implementing and forcing gather animations for all these situations that last year had nothing (i.e turning on a dime), but our engine allows those animations to be steered and modified procedurally based on ratings. This to me brings a much better balance between true realism while still feeling like you are in full control of the player.
Again though, I don't want you to think I'm trying to sell you because my taste may differ from your taste which may differ from the 5 million other folks that play this game (which is always the most difficult thing about working on Madden). I understand your pessimism too, if you feel like you've been burned by past releases of next-gen Madden I am in no position to tell you that you're wrong to by guarded or cautious.
Just to help give you a little more optimism, here's a post from PastaPadre's first impressions of NCAA's control (and note that Madden's control is slightly MORE momentum-based):
"...At first it took a little while to get acclimated to the player weight, momentum, and foot planting. Movement looks and feels much more natural but at first felt a little heavy. After a few minutes playing though it really began to feel like it was just right. User control is big especially in the running game or in the run after the catch. Elusiveness and acceleration attributes are huge...."
We're hoping to get a video out with the blog post that shows a ballcarrier in action solo - just running around doing moves. I'd like to see your feedback on those videos when they hit as well.
So hit me with your thoughts! |
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http://forums.ea.com/mboards/thread....65944&tstart=0
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