David: "For me there are three things - well, four actually. One is to get rid of all of the little frustrations that are in the game; goalkeeper errors, trapping errors, some positional weirdness, the odd miss-pass... all those kind of things just to get a good quality game.
The second thing I wanted to do was make sure the stuff that mattered most to the people that play our game was addressed as much as possible. So we spent a great deal of time engaging with our community members, flying them out to Vancouver, getting them in front of early builds and asking what mattered to them.
Thirdly, we wanted to do some really cool work with dribbling. So we've done 360-degree dribbling this year, we've done skill dribbling and then new physical play system.
We wanted to give people the ability to express themselves on the ball better, but we didn't want to obviously break the game and turn it into FIFA 10: Super Dribbling Year."

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