With most software where you are building something, you need to gather some form of requirements/feature requests from the customer. There are certain things they are going to need to be able to do. You prioritize and work with them the best you can to get as much in as you can do in the allotted time. Not everything can get done in one cycle. With making a sports simulation, things are a little unique. There are really two separate products within that simulation. The gameplay side is pretty self explanatory when it comes to certain things that happen on the field. Sure, there are definitely ways to add to it based on customer feedback, but there are certain elements that should need NO customer input - IF YOUR INTENT IS TO MAKE A REALISTIC SIMULATION.
One example - Months and months ago, I spoke personally to a gamechanger who's identity will not be disclosed out of respect for them. They do not post on this site. I had multiple discussions with him about player running and the problems with zig zagging. We also discussed the issue with the pass rush, defensive tackles, lack of a pocket, and even the ball physics. We had close to 3 or 4 lengthy conversations within a week, where he was yessing me to death and agreeing with me about the problems with the zig zagging and the pass rush/lack of real pocket. I was assured when he came back from Tiburon the following week he would have more info and would make it known these issues were major and needed fixing for over 2 years. We had had prior discussions on this the previous 2 years. 2 weeks later, I spoke to him again and he sounded as if he didn't even remember our discussion. Claiming that he didn't see a problem with the running and that guys like to have control over their player. he claimed there was nothing wrong with the pass rush either - it was fine too as he was able to get plenty of "sacks". Not only that, but they need to keep the game "fun", and that there are a lot of folks who play Madden. So what exactly happened between the time we talked about all of this and he was in complete agreement and when he went to Tiburon????

Nothing personal against this particular person and it's not like he did anything wrong, but this is the type of thing that makes me think these types of things are not worthwhile and are doing more harm than good. Why do I need to hope that some influential fan of the game can talk the Tiburon guys into adding basic elements to their game? If I'm a gameplay guy at Tiburon, I'm not listening to anyone about how to do running animations or foot planting. I'm doing it the best we possibly can do it, with our great technology and pushing the envelope. I'm watching countless hours of NFL film to see how players cut, interact and change direction. How they reach, jump and lunge for balls thrown to them. All of the different types of moves lineman use to get penetration, how deep past the QB defensive ends get when they do an edge rush.
How many years have we been talking about all of these things?
Now where I think community interaction can really help is for things like CCM and the game modes. Developers can ask, "Would you guys want to be able to do X, Y and Z with your teams?". Or maybe even on the gameplay side - "What do you guys think of this method for calling audibles?". When it comes to the football side of things - player animations and interactions, line play, DB/WR play/jostling/decision making, run fits, stunts/twists, pocket formation, ball physics, interactive sidelines, real time injuries, weight/momentum, etc. all should be done from the blueprint the real-life sport already provides and should require nearly zero feedback from the community. Sure, you can listen to the feedback, but the reality is that there are too many cooks in the kitchen who will be pulling you into 100 different directions. If your goal is to make the game uber realistic, you need to know how to do those things yourself already.
Just look at the GameChangers web site and the list of items that are on the top. Most people here believe that the things that matter most in making a simulation game will be eclipsed in favor of adding a fantasty draft or editing chin straps.

Comment