NBA Elite 11 Blog: Real Physics
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Re: NBA Elite 11 Blog: Real Physics
I'm pretty sure that will be a focus for next year (although the direction has yet to be set...we're focused on finishing this year's game).
We didn't do a horrible job at it this year though, and you'll see some player differentiation in this years game that you didn't see last year.
But it definitely wasn't our focus.
That may disappoint some people, but please reserve judgment until you've tried the game.
With the new controls and physics, this will be the closest thing to playing real basketball we've ever offered up in a video game.
And if you have fun playing basketball, you're going to love playing this game.
I would say though, I'd be nice if you could get in as many different shot animations as possible this year. Signature moves are nice, but being able to give players different shot animations really adds to overall look of the game. It's just weird to see 2 or more players on the floor with the exact same shot. But as I said, with all the other improvements being made to the gameplay, I'm going to be pretty lenient this year.Comment
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Re: NBA Elite 11 Blog: Real Physics
Well I happen to think signature animations do matter.
Kobe and Dirk should not have the same fadeaway shot.
LeBron and KD should not do the exact same dribble moves as J. Kidd and Iverson.
Rondo should not be laying the ball up like J Rich.
It goes to feeling more or less generic when your game is like this, and the individualism isnt there, not just for the ability to hit a tough shot or dunk over 3 people, just how they interact on the court as who they are.Comment
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Re: NBA Elite 11 Blog: Real Physics
I don't want to sounds sensationalist when I say this, but technically speaking we have an infinite number of animations.
Because the animations are blended in parallel, driven by physics and altered by IK, you'll never see the exact same pose twice for animations that work under that system.
Things like off play reactions don't fall into that category, but 90% of the animations you see in gameplay are.
And if rtp is applied to off the ball players can they be impeded or knocked of their path.Comment
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Re: NBA Elite 11 Blog: Real Physics
Well I happen to think signature animations do matter.
Kobe and Dirk should not have the same fadeaway shot.
LeBron and KD should not do the exact same dribble moves as J. Kidd and Iverson.
Rondo should not be laying the ball up like J Rich.
It goes to feeling more or less generic when your game is like this, and the individualism isnt there, not just for the ability to hit a tough shot or dunk over 3 people, just how they interact on the court as who they are.
Elite won't have fewer signature moves from Live so it's not like we took anything away. We simply chose to put our focus on gameplay fundamentals and control this year.Comment
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Re: NBA Elite 11 Blog: Real Physics
I completely respect your opinion here. Everyone has different priorities and views on what is important.
Elite won't have fewer signature moves from Live so it's not like we took anything away. We simply chose to put our focus on gameplay fundamentals and control this year.Comment
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Re: NBA Elite 11 Blog: Real Physics
I completely respect your opinion here. Everyone has different priorities and views on what is important.
Elite won't have fewer signature moves from Live so it's not like we took anything away. We simply chose to put our focus on gameplay fundamentals and control this year.
Have you guys incorporated these moves back into Elite? Or were you saying that based on the sig stuff that was in last years game?Comment
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Re: NBA Elite 11 Blog: Real Physics
Well I happen to think signature animations do matter.
Kobe and Dirk should not have the same fadeaway shot.
LeBron and KD should not do the exact same dribble moves as J. Kidd and Iverson.
Rondo should not be laying the ball up like J Rich.
It goes to feeling more or less generic when your game is like this, and the individualism isnt there, not just for the ability to hit a tough shot or dunk over 3 people, just how they interact on the court as who they are.
I think they matter also, but it I personally can do without them for a year if everything else works out. I would then like it to be the focus for next years game.Comment
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I posted this question earlier and I didnt see it answered... maybe you cant , or maybe you just didnt see it.
Whats the difference between this real time physics and the one that 2k is trying to implement in their game? And what are the advantages if its a different engine?
Thanks for answering and sorry for the double post if i missed the answer76ers and Eagles
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Re: NBA Elite 11 Blog: Real Physics
We prefer adding an exponential amount of user control that's not severely hindered by canned animations.
If some of the transition animations suffer from it then so be it, I would gladly accept it.
That's what Elite is giving and you can't find anywhere else.
Other games I've played sure look pretty (in animations, although the outdated engines with no anti-aliasing hurt the graphics) but are an absolute chore and frustration to play.Last edited by ParisB; 07-31-2010, 05:19 PM.Comment
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Re: NBA Elite 11 Blog: Real Physics
I posted this question earlier and I didnt see it answered... maybe you cant , or maybe you just didnt see it.
Whats the difference between this real time physics and the one that 2k is trying to implement in their game? And what are the advantages if its a different engine?
Thanks for answering and sorry for the double post if i missed the answer
Sorry.Comment
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Re: NBA Elite 11 Blog: Real Physics
Maybe I read it wrong, but is the passing now: 1. Player A passes into the direction of player B, if player B moves out of that area the ball will become "free" and it will be open to receiving by anyone that is in the designated area?
Kind of like in football games?
BTW I liked the ping pong reference, being an avid table tennis player I understood itComment
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Re: NBA Elite 11 Blog: Real Physics
One thing i want people to think about is how much pre-determined animations ruin the randomness of play in a way.
U know how in basketball games of recent..you'd see a off ball player start a cutting animation? Well when you see that, you pretty much know whats gonna happen once u see it start because the "look" of it is scripted and you immediatly notice the difference between THAT animation and regular universal animations such as running animations and so on. This applies to alot of things. That is a downside to having all these extra animations just for look instead of gameplay.
I'd actually like off ball cuts and plays being ran under the same basic universal animations that are used during regular running around the court...that way you can't really tell that a "special cut animation" is going to happen...and the opponent cant really tell exactly what you're doing. Does anybody understand what im talking about? Its kind of hard to explain to where all you guys can probably understand me, but im sure one of the developers know what im talking about.
This is the problem with 2k....yes they have alot of beautiful animations...but most of them are just for eye candy and actually take away from the raw gameplay and control. They kind of make things less competitive between human players because most of them happen out of our control and they make everything predictable. I dont want to see a up and under move and know exactly whats going to happen because the animation looks so much more "realistic" than the basic base animations.
With that said...developers should still aim to make sure those basic base animations are of the best quality possible so they can look as realistic as possible without taking away control.Comment
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