Προς το περιεχόμενο

The official *FIFA 08/EURO 2008* topic || Next-gen version ( X360/PS3 )


Blackjim

Προτεινόμενες αναρτήσεις

  • Απαντ. 942
  • Δημ.
  • Τελ. απάντηση
Δημοσ.

nai alithia einai sinenoithikame

 

egw meta to septemvri tha paizw mia pragmatiki prospathia e3omiosis tou podosfairou, kai esy tha paizeis to idio scripted gameplay pou epaizes tosa xronia me ta idia xalia animations kai grafika

Δημοσ.

ipirkse mia fasi opou meta apo kefalia o antipalos kanei sout kai o goalkeeper molis pou tin dioxnei se corner..aytiu i fasi itan poli entiposiaki..ka episis mia akoma paratirisi ,oti oi kerkides einai polli konta sto terma kai genika konta ston agonistiko xoro..mia leptomereia pou kanei ti diafora kai eleipe apo palioteres ekdoseis...ante na to doume kai apo konta..:)

Δημοσ.

paidia sorry an merikes fores lew kapia pragmata parapanw, mou tin spaei otan kapios thelei na epivalei to diko tou, kai i alithia einai oti merikoi paiktes tou pro evo (enos diaxronika poly kalou paixnidiou) etsi kanoun, den mporoun na akousoun tin apopsi tou allou, swsti i lathos...

Δημοσ.

vasika ta idia leei ,apla gia na pernaei o xronos mexri demo kai release...alla toulaxiston arketa pragmata pou leei mesa einai stin ousia apantiseis se arketous pou epikrinoun to paixnidi edo sto insomnia kai apanta se polles apories tous...

Δημοσ.

einai mia sinenteuksi prosfati,pou leei pramata ta opoia arketoi exoume diavasei alla sou dinei kai kapoia pragmata na katalaveis parapano..

 

PALGN: Ok, onto gameplay. Weʼve heard youʼre implementing more manual control in 08, in particular the pass controls where you can pass to a position rather then a player. Weʼve had a quick play of 08 here at this event, and while weʼve obviously had limited time with the game we couldnʼt immediately notice too much difference, could you describe exactly what has changed?

 

AW: There are some things in the options you can go and change, did you guys have a look at those?

 

PALGN: We did, but we had no idea what we were doing!

 

AW: Ok, so in the options you can go from completely manual, to semi-assisted, to very assisted. We ship the product at different levels based on the feedback from focus groups. Ultimately you can go in and make everything absolutely manual. Manual crosses, manual through-balls, manual passes – to give you complete control over it. My belief is that there are some things that are better manual, and there are some things that are better assisted, but ultimately we let the gamer choose.

 

PALGN: Have there been major upgrades to the AI this year?

 

AW: Absolutely!

 

PALGN: Could you describe some of the changes?

 

AW: Weʼve implemented a whole new decision system in how the AI works, and we have a notion of a 35 point decision system. Basically, the AI is evaluating according to 35 different points bout whatʼs going on on the pitch. There are 21 other players on the pitch – so whatʼs happening with them, and another series of variables that itʼs evaluating. So itʼs making decisions based on those evaluation points, 1000 times a second. What you get is a level of intelligence then that weʼve never seen before in football. We could never get there because we didnʼt have the processing power to process that much information. What next-gen consoles do really well is to process that information. So in terms of broad context, they evaluate the picture in terms of threat versus opportunity. So when they look at one of those 35 options, they say, on a scale of 1 to 1000 ʽwhat level of threatʼ and ʽwhat level of opportunityʼ is it. And that helps them decide the best course of action now, and at the same time they almost store that in their memory so theyʼre not just evaluating for now, but also how the now affects them two, three, four, five seconds from now, based on whatʼs going on around the pitch.

 

PALGN: Sounds a lot like chess AI, but much faster.

 

AW: (laughs), Iʼve never heard it described that way, but I guess thatʼs how it is! Basically itʼs ʽdo I tackle now, no, when should I tackle? Three seconds from now, but only if this and this and this happen. So itʼs a level of complexity weʼve never seen. Ultimately what you get is a more realistic decision making tree, so itʼs not the ʽzeros and onesʼ decision making weʼve traditionally had, where itʼs either yes or no, now itʼs ʽyes, no, maybe…maybe laterʼ

 

PALGN: So we wonʼt be able to know the AI and ʽtrickʼ it into doing what we want like we may have been able to in the past?

 

AW: I donʼt think thatʼs possible now. The thing that weʼ always try and get to is hundreds of hours of gameplay without seeing repetitive play. And based on the way this dynamic system works, based on the fact that each player is evaluating things based on the attribute system, and weʼve got so many attributes per player – weʼve got 15,000 players this year. The notion that an individual will go on and start to read the play, and how the AI is going to play – thatʼs going to be very challenging.

 

PALGN: So youʼve mentioned the 15,000 players there – how many of these players have been individually tailored to match their personality and playing style to real life?

 

AW: Well, pretty much every single player. Our new engine is completely attribute driven, nothing is hard coded. And the attributes are broken up into two sets, qualitative and quantitative. So Quantitative covers elements such as how fast are they, how tall are they, are they right or left footed, that kind of thing. Qualitative is about player tendencies. So given a certain situation, how does a player perform. What are the kinds of decisions a player will make based on the context of who heʼs playing, where heʼs playing, the time etc. We have a global database with data editors around the world – I think right now about 300 – who are inputting data daily based on how those players are playing from day to day. We then balance it in the game so that all of those 15,000 players are playing the way they do in real life, because the engine is data driven.

 

PALGN: So your engine is so versatile you can just enter some data about a player rather then having to ʽwriteʼ the player into the code

 

AW: Yes, when we re-wrote the engine, that was what we wanted to get to. Ultimately;y what weʼd like to do sometime in the future is open up that database to the world and say ʽgo for your lifeʼ so you get that concept of a dynamic football product. For us, next gen was not about hard-coded content anymore, it was really about data driven content.

 

PALGN: From our playtime here, the animations certainly looked more natural and fluid then last year, even on the PS2 version. But as a result, play also feels a little ʽheavierʼ for lack of a better term. Is this a trade off you have to make to make the game look more fluid?

 

AW: Well, the build that weʼre playing here is a couple of weeks old, and weʼre not quite done yet. When we go through the tuning process, we have to hit that balance between ʼsuper responsiveʼ and ʽbelievableʼ in terms of look and feel. The builds here are a little bit behind what weʼll actually ship, and recently we have gone in and taken away some of that ʽheavinessʼ – although once again thatʼs all completely tunable, the engine has parameters that we can tune, to get that balance between believable animation as well as responsiveness of control.

 

PALGN: So we noticed that it took a little longer to make a 180 degree turn on this build here, and that changes the gameplay

 

AW: Yeah, it changes the gameplay, and while you never want to be at the point where you can flip the player around 180 instantly, but what we did get was to a point where, depending on the context, a player, if heʼs running a full speed, probably canʼt do that, but that if heʼs just controlling the ball then he can turn much quicker.

 

PALGN: Weʼve heard youʼve added some goal keeper controls in 08?

 

AW: Yes, goal keeper control in in current gen. Our PS2 team has given you some basic options for goal keeper control. People ask for it a lot, and we originally had a very complicated set-up, but we dialed it back to something we felt was fun, kind of the balance between the art and the science, but the feedback do far has been very good, your ability to call the goalkeeper out and control him more then you have in the past.

 

PALGN: Is that option available in every mode of the current gen version? And is it another option you can switch on or off?

 

AW: Yes, you have that ability to play as the GK in all modes, and it is entirely optional.

 

PALGN: Could you explain the ʽbe a proʼ mode where you play as a single player, and also explain how this will work full team online multiplayer?

 

AW: Okay, there are two things that have driven this new way to play. One is that since we went to 3D, the essence of view from which you control a team hasnʼt changed. So gamers have been saying ʽokay, we get that, but next generation football to us feels like it needs to be eleven on eleven at some pointʼ. So when we first started to implement eleven on eleven football, we realised itʼs actually a very complicated procedure. There were a lot of things we needed to get to in terms of our ability to fulfill the micro-challenges of what makes playing ʽleft-backʼ fun, and gamersʼ ability to understand how to play a single position in the context of an interactive football game as opposed to a real football game. When we first started, what we realized was that people are attracted to the ball, and they run around in a group, so the ability to play the position immediately went away. And so what we started to do is what weʼve called ʽbe a pro offline trainingʼ – weʼre trying to fulfill a vision of getting to eleven on eleven play, where you and ten of your friends can play against eleven other people on an opposing team, so ʽbe a pro offline trainingʼ teaches you this with a new camera angle. It also gives you feedback as to where you need to be on the pitch, so if youʼre out of position you get some on-screen prompts to get back into position. And it also gives you a score based on the decisions you make as a player – good passes versus bad passes, good tackles versus bad tackles. Itʼs a training step so gamers can start to get into that eleven on eleven style play.

 

What weʼre also doing in some parts of the world, is taking five on five, and allowing people to lock in a single player for five people each team, and allowing you to start playing that online. Weʼve added these in on top of everything else so we can learn how to implement these things better in the future, and to allow players to give us some feedback as we move toward these ideals.

 

PALGN: Weʼve had a go of the behind the player camera, and it was quite fun. How exactly will this work in a game context?

 

AW: The camera is set-up strategically. There are times on the pitch where you need to see everything thatʼs going on - when we first built this style of play we had it always in third-person, and what we realised was that there are actually times where you need to have a much more strategic view of whatʼs going on on the pitch, you need to have a look around and see whatʼs going on. The concept of actually using a controller to turn your head and look around wasnʼt particularly intuitive, and so what weʼve done is weʼve got to a point where the camera is not only allowing you to see whatʼs going on, but actually prompting you. So if the camera pans back, the game is telling you that you need to be looking at whatʼs going on around you. When the camera comes in, itʼs telling you to forget about whatʼs going on around you and that you need to focus on a single point. So not only does it put you in the particular emotion of the situation, itʼs actually telling you what you need to be focusing on at that particular point in time. Whether itʼs a one on one gameplay experience between you and a defender, you shooting for goal, or whatever it might be. But itʼs not just about a visual aesthetic, it actually helping you understand what you need to be focused on.

Δημοσ.

eksallou treis meres menoun..den iparxei xaodis doafora,as perimenoume mexri tis 13...:wink: kai kati allo se periptosi pou exo xbox 360 pos tha sindetho sto xbox live marketplace?dedomenou oti den to exo xrisimopoiisei katholou gia na mpo sto xboxlive kai dedomenou oti exo asirmato sindesi internet?.

Αρχειοθετημένο

Αυτό το θέμα έχει αρχειοθετηθεί και είναι κλειστό για περαιτέρω απαντήσεις.

  • Δημιουργία νέου...