Re: NBA Live 14 Video - Quick Glimpse of BounceTek Demo
My problem with the whole "live ball" thing in a video game is that if done right it can be amazing and provide numerous satisfying moments, but it takes SO MUCH for it to be done right and be believable.
There has to be some factor of strength to determine the effort required to knock the ball loose otherwise you have instances of elbow blocks and hips knocking the ball free for turnovers. Then there has to be animations to show that even though the ball wasnt knocked loose, there was indeed contact.
There has to be a multitude of contextual animations to simulate the ball handler protecting the ball all of which need to be tied to awareness. But then you have the crowd that doesn’t want to be altered involuntarily by the defensive steal attempts so either you have to make the animations very minimal or have to include a manual protect button that would have to be used constantly throughout the game.
Also in the real world it’s a challenge a getting into position to make a play on the ball, it’s a skill combined with instinct, timing and footwork developed after years of practice. In a video game all it takes is a flick of the stick and you are in position, so something major would have to be done to footwork to makes sure that “real” limitations are placed on movement to minimize the exploitation of the “live ball”.
I just feel like it’s a really tall task, especially by a company that has proven to struggle to capture the game of basketball and is just jumping back into the market; on a new system might I add.
My problem with the whole "live ball" thing in a video game is that if done right it can be amazing and provide numerous satisfying moments, but it takes SO MUCH for it to be done right and be believable.
There has to be some factor of strength to determine the effort required to knock the ball loose otherwise you have instances of elbow blocks and hips knocking the ball free for turnovers. Then there has to be animations to show that even though the ball wasnt knocked loose, there was indeed contact.
There has to be a multitude of contextual animations to simulate the ball handler protecting the ball all of which need to be tied to awareness. But then you have the crowd that doesn’t want to be altered involuntarily by the defensive steal attempts so either you have to make the animations very minimal or have to include a manual protect button that would have to be used constantly throughout the game.
Also in the real world it’s a challenge a getting into position to make a play on the ball, it’s a skill combined with instinct, timing and footwork developed after years of practice. In a video game all it takes is a flick of the stick and you are in position, so something major would have to be done to footwork to makes sure that “real” limitations are placed on movement to minimize the exploitation of the “live ball”.
I just feel like it’s a really tall task, especially by a company that has proven to struggle to capture the game of basketball and is just jumping back into the market; on a new system might I add.
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