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cilliang

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was your mindset while making the game to make this a simulation game or a pick-up-and-play game similar to undisputed?

LONG LIVE THE TRIPOD OF AWSOMENESS!

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If you look at EA sports games in general, there all simulation games, which i think is what EA sports are the best at.

So i would expect EA MMA to be alot more of a simulation of the sport than Undisputed.

Feel free to add me on PSN for some MMA wars online.. my PSN ID is Jay-c___ ( thats Jay hyphen c then 3 underscores )
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I have to agree with that, but EA also like to make sure there games can be played by the masses, so they will have both sets of controls for advanced and novice users, as well as difficulty for all users, I do hope they also include sliders to fine tune everything.



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ExitiumMachina

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MAIN.oilersguru wrote:I have to agree with that, but EA also like to make sure there games can be played by the masses, so they will have both sets of controls for advanced and novice users, as well as difficulty for all users, I do hope they also include sliders to fine tune everything.


I heard they were implementing adaptive AI, can't remember what they called it (some sort of acronym). If they do that I think it will appeal to both novice and advanced users, as well as make the game somewhat dynamic in that the AI could change throughout the fight or as fights progress.
cilliang

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i heard (second hand) that adaptive ai is just anoying because it starts playing unrealisticly if you play very well.

id prefur the madden sytem chosse strike def. and off. grappling def. and off. ect.

LONG LIVE THE TRIPOD OF AWSOMENESS!

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POETICDRINK2U

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cem_ea_id.Rear_naked_poke wrote:If you look at EA sports games in general, there all simulation games, which i think is what EA sports are the best at.

So i would expect EA MMA to be alot more of a simulation of the sport than Undisputed.


If you look at EA sports games in general, there all simulation games, which i think is what EA sports are the best at.


I beg to differ! What's sim about Fight Night Round 4?

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EA_RobHyder


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I found the question interesting because I would bet that THQ thought that they were building a sim type fighting game. Generally speaking we break games down into simulation vs arcade types. Arcade or pick-up-and-play are built around quick experiences that you want to repeat over and over again. Simulation games tend to try and put more depth features around the core gameplay to extend the user experience.

From a gameplay mechanic point of view arcade gameplay tends to the simpler end of the spectrum while simulation games tend to be percieved as more complex beasts (think Madden). Having said that though, this is a fighting game (albeit with a very complex play space) and it is always preferable to keep the controls of a fighting game as simple and intuitive as you can so that people can react quickly without having to think.

We will be looking for that perfect combination of twitch and complexity so that we can unlock the richness of MMA, but do so in a way that feels responsive for the fighting game fan. Our core gameplay should be an experience that you can just jump into and play, but we will try to put enough depth around it to keep you coming back to the game.

Does that answer your question?
cilliang

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pretty much yhea....
but does that mean that your still in a stage where if an idea presented in the forum works in your game you will implement it or do you use the forums like that?

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easw.EA_RobHyder wrote:I found the question interesting because I would bet that THQ thought that they were building a sim type fighting game. Generally speaking we break games down into simulation vs arcade types. Arcade or pick-up-and-play are built around quick experiences that you want to repeat over and over again. Simulation games tend to try and put more depth features around the core gameplay to extend the user experience.

From a gameplay mechanic point of view arcade gameplay tends to the simpler end of the spectrum while simulation games tend to be percieved as more complex beasts (think Madden). Having said that though, this is a fighting game (albeit with a very complex play space) and it is always preferable to keep the controls of a fighting game as simple and intuitive as you can so that people can react quickly without having to think.

We will be looking for that perfect combination of twitch and complexity so that we can unlock the richness of MMA, but do so in a way that feels responsive for the fighting game fan. Our core gameplay should be an experience that you can just jump into and play, but we will try to put enough depth around it to keep you coming back to the game.

Does that answer your question?


Ah oooo , I'm suddenly starting to get worried...

Feel free to add me on PSN for some MMA wars online.. my PSN ID is Jay-c___ ( thats Jay hyphen c then 3 underscores )
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ps3.POETICDRINK2U wrote:
cem_ea_id.Rear_naked_poke wrote:If you look at EA sports games in general, there all simulation games, which i think is what EA sports are the best at.

So i would expect EA MMA to be alot more of a simulation of the sport than Undisputed.


If you look at EA sports games in general, there all simulation games, which i think is what EA sports are the best at.


I beg to differ! What's sim about Fight Night Round 4?


I said in general.. not every single EA sports game.. Games like FIFA 10, Madden, Tiger woods..

Feel free to add me on PSN for some MMA wars online.. my PSN ID is Jay-c___ ( thats Jay hyphen c then 3 underscores )
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easw.EA_RobHyder wrote:I found the question interesting because I would bet that THQ thought that they were building a sim type fighting game. Generally speaking we break games down into simulation vs arcade types. Arcade or pick-up-and-play are built around quick experiences that you want to repeat over and over again. Simulation games tend to try and put more depth features around the core gameplay to extend the user experience.

From a gameplay mechanic point of view arcade gameplay tends to the simpler end of the spectrum while simulation games tend to be percieved as more complex beasts (think Madden). Having said that though, this is a fighting game (albeit with a very complex play space) and it is always preferable to keep the controls of a fighting game as simple and intuitive as you can so that people can react quickly without having to think.

We will be looking for that perfect combination of twitch and complexity so that we can unlock the richness of MMA, but do so in a way that feels responsive for the fighting game fan. Our core gameplay should be an experience that you can just jump into and play, but we will try to put enough depth around it to keep you coming back to the game.

Does that answer your question?


Man, Rob you are starting to be my best friend. You are giving me so much fuel to bring to my good friends at EA Canada....

Simulation games tend to try and put more depth features around the core gameplay to extend the user experience.


If you pay close attention to many of the fans wants in here and on the UFC forums, many of them want a sim/realistic experience. I do alot of research for you guys on various and I'm not on the payroll

Our core gameplay should be an experience that you can just jump into and play, but we will try to put enough depth around it to keep you coming back to the game.


This is all I ask for. I'm hardcore when it come to sports games and depth means alot to me and many other fans.

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POETICDRINK2U

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cem_ea_id.Rear_naked_poke wrote:
easw.EA_RobHyder wrote:I found the question interesting because I would bet that THQ thought that they were building a sim type fighting game. Generally speaking we break games down into simulation vs arcade types. Arcade or pick-up-and-play are built around quick experiences that you want to repeat over and over again. Simulation games tend to try and put more depth features around the core gameplay to extend the user experience.

From a gameplay mechanic point of view arcade gameplay tends to the simpler end of the spectrum while simulation games tend to be percieved as more complex beasts (think Madden). Having said that though, this is a fighting game (albeit with a very complex play space) and it is always preferable to keep the controls of a fighting game as simple and intuitive as you can so that people can react quickly without having to think.

We will be looking for that perfect combination of twitch and complexity so that we can unlock the richness of MMA, but do so in a way that feels responsive for the fighting game fan. Our core gameplay should be an experience that you can just jump into and play, but we will try to put enough depth around it to keep you coming back to the game.

Does that answer your question?


Ah oooo , I'm suddenly starting to get worried...


Me too, I'm really scared now. *cough* *cough* fight night round 4* cough*

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oilersguru
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That is two completly different dev teams. not to mention you guys need to read between the lines.



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POETICDRINK2U

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MAIN.oilersguru wrote:That is two completly different dev teams. not to mention you guys need to read between the lines.


I know oilersguru. I just get panicky when it comes to my sports games.

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Well Loved

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This Worries me too...

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