06-28-2009, 03:18 AM
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#61
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Pro
OVR: 18
Join Date: Jul 2008
Location: Ca$hville,TN
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Re: when is realism TOO real?
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Originally Posted by Ian_Cummings_EA |
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It's an interesting topic...one I've actually discussed quite a bit with other designers within different EA Sports teams.
In my personal opinion, we're here to create an accurate football simulation. Above all else, it still has to be "fun", but fun can also be defined on so many levels so that is much harder to quantify. Professional football is so extremely complex, with so many nuances and aspects that make it as exciting as it is in real life. We have to emulate as much as that as possible, and it's honestly an endless cycle to fully recreate it, but that's the fun in doing what we do. It's very different from an adventure or action game where you can make up the rules as you go...we have one job - re-implement what we see every week in video game form.
The argument that often comes up in these realism debates is the flight sim market. Flight simulators were once quite popular, but as they got more and more real, they edged themself right out of the market and the only people that can enjoy those games now are pilots. There is concern that sports can do the same thing, but whenever I debate this I make the point that we are extremely far away from that predicament. The technology that's out there has allowed a 100% realistic flying experience. Well, maybe it's 99% or so...but regardless, the tech and engineering needed to create flying physics is a blip compared to the amount of work needed to create sports game AI, physics, etc. Well lo and behold, you create an ultra-realistic flying game, and it's no fun for anyone that doesn't appreciate the hardcore details. If they had gone the realism route while still building in some arcade-ish elements (Top Gun-style dogfights anyone?), then they might have changed their fate.
If we were in the luxurious experience of being able to create 100% NFL-accurate gameplay, yeah, you could easily run the risk of missing out on fun factor because it's too realistic. But I think we've learned so much at this point in our 21 years of making games, we'd find ways to have options to turn on/off the "more real vs. less fun" items. One that comes up each year is doing realistic subs - meaning once you pick a formation, some players run off the field and others run on. If there are 5 million Madden gamers out there, I bet 4.999 million would basically hate that addition because it just adds a bunch of waiting to the experience. But we could add an option that's defaulted off for that, and do some smarter clock runoffs to emulate the real happenings of subs.
At this point in the life-cycle of the game, we still have plenty of things to add and improve that IMO are "core" to the sport - blocking, momentum, tackling, physics, etc - and continuing to fine-tune these areas and make them better won't run any risk of alienating our fans or making the game less fun...IMO they will make it more fun to strategize around new aspects that haven't been there before or haven't been implemented correctly.
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great post man.
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Go Titans Go!
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