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Getofmeland's Review of Rugby World Cup 2011

I think it wouldnt necessary make it a mini game within a game,it would make it more fun lets say for example. For crouch you could press R3,touch-X,pause there wouldnt be any button obviously and for engage you could push in the direction your scrum is goin....this would allow for infrigments like 'going early' to be penalised and the team that gets the slightest advantage on the hit would normally be the team going forward and winning the ball. Surely it wouldnt be that much of a mini game and would be mostly a fun part of the game especially when you playing with your friend rather than the AI.

I'm just realy glad at the thought put into the game, but I agree, I like the idea of coruch R3 but maybe hold it through until engage, lineouts, could approach a PGA tour type approach with the right analogue stick to throw, and pull back to obviously put the ball behind the head ready for a throw and then flick it to throw as you tap a button or flick maybe the left stick in a certain direction for which to throw to. You could also tap RB/R1 or somethin to modify the throw. Mauls could work as adding and subtracting players in the maul through some button tap, and to send the ball to the back of the ruck to get it out and then normal from there. JUst a few ideas for Rugby 2013 :D
 
I'm just realy glad at the thought put into the game, but I agree, I like the idea of coruch R3 but maybe hold it through until engage, lineouts, could approach a PGA tour type approach with the right analogue stick to throw, and pull back to obviously put the ball behind the head ready for a throw and then flick it to throw as you tap a button or flick maybe the left stick in a certain direction for which to throw to. You could also tap RB/R1 or somethin to modify the throw.

Yeah man that is a good idea and it would alow the opportunity to get penalised for not throwing in the ball striaight if you dont the right analog stick properly......These ideas would make for a realistic game as many people in the forum had been asking for!!
 
What a great read. Thanks for the info and answering all the questions. I just have one which hasn't been answered.. Are the sidesteps effective? Do they differ much from 08?
Cheers Getofmeland.. Mantis!
 
Why get so technical??

i mean seriously a button just to touch your opponent at scrum time?? yeah sure, a programmer is going to spend endless times trying to put that into a game just so that a gamer can say OMG i just touched the Beast with my prop... how gay is that??!!

what they can do is to just have a timing button for the engage part at scrum time... that's where the penalties come for early engagement or collapsing the scrum, that's where the attention must be... well, except if you're Bryce Lawrence...
 
Hi HB. A quick question. In real rugby when you make a tackle you required to release the player soon after tackling the player. Tell me was this rule incorperated in the new game. Very excited for new game. Thanks
 
Why get so technical??i mean seriously a button just to touch your opponent at scrum time?? yeah sure, a programmer is going to spend endless times trying to put that into a game just so that a gamer can say OMG i just touched the Beast with my prop... how gay is that??!!what they can do is to just have a timing button for the engage part at scrum time... that's where the penalties come for early engagement or collapsing the scrum, that's where the attention must be... well, except if you're Bryce Lawrence...
Dude its not about just doing it for the sake of having it,its about giving the gamer more interaction than just pressing a button to engage than move on, might as well not have them than(though its a formality that they will be there).... And I never said anythng about collapsing scrums,I would prefer that not to be in the gameto not over focus on the scrums but to just let the gamer have more interaction than just pressing one button!
 
This is almost word for word (other than the controls) like one of my suggestions for the breakdown.

I get the gut feeling that this may be considered too hard (too many controls too quickly) and too much slowing down the next phase of ball.

Personally I think that there seems to have been a phrase uttered over and over again over the years about these ***les "accessible". It seems there's a huge emphasis on making these games usable for people who are "casual" rugby fans so as they can "pick up and play it almost immediately". I hope this ruck system proves to be really good, because to be honest it feels like a different version of automatic.

As for slowing down the play, our system would be very marginally slower than what's being used here, it just requires a bit more getting used to. Also, in the system we've suggested, there's room for slowing play slightly (if that's your tactic).

In real rugby, this happens, it's part of the charm. There's several things about real rugby that are cumbersome and sometimes slow down phases, but that's all part of the tactics and strategy.

I'm a little concerned that this (and maybe RC too, who knows) are looking at it as though the game needs to be like what 20/20 cricket is to tests and ODI's (speed it up, speed it up!!!!, entertain the crowd).

The forward game in rugby IS slower, and about a lot of contact around the breakdown, running a couple of players out from that breakdown and slowly grinding down the defence. This isn't a broken thing which needs fixed. I'm a back myself, but I don't want to play a video game of "Backline speed, passing and offloads" at the expense of having to have "select a guess" forward play.

We've been told that making a good forward contest would slow down the game and make for a "game within a game". That's true, what's wrong with it? In real rugby the times where the forwards are grinding away trying to get the ball up the field IS a game within a game. Do we want real life forward play to be changed to a rule that the team with the ball calls out a number from 2-6 and each team commits "that number of players"? I'm not sure, I'd love to be convinced, but aren't quite yet to be honest.

In the future I'd like an option to switch between the two game types, "accessible" with the "strategic" options and "simulation", with the option to use a more sophisticated method similar to the "tackle, stand, contest" method discussed above. It surely wouldn't be impossible to do. It's just a little different, but I'm sure the results would be impressive.

I just fear that a game developer could not implement suggested ideas as above so well, so they could show why their specific idea works so well etc.

I just believe that the ruck systems being incorporated are being done with the idea of appealing to casual gamers, so as to appeal to the widest market possible. :)


What C A Iversen said. I have exactly the same feeling toward fast-paced gameplay. Playing slowly around your forwards is also a big part of the real game.
 
AJ/Getofmeland,

Some great info here and I have taken great pleasure reading all the little details of the rucks, pick and goes and the guard mechanic - they all sound fantastic and well thought out.

I have a question: Is the running mechanic the same as the previous games? Or has this been adapted? I personally didn't really like the fact you could run at full speed in a tight circle in the old games and I wonder if you change direction quickly your player has to take a slower step to account for the weight transfer?

Thank you for the feedback guys!
 
Dude its not about just doing it for the sake of having it,its about giving the gamer more interaction than just pressing a button to engage than move on, might as well not have them than(though its a formality that they will be there).... And I never said anythng about collapsing scrums,I would prefer that not to be in the gameto not over focus on the scrums but to just let the gamer have more interaction than just pressing one button!

i understand that, but we must respect the programmers here, i know they are trying their damn best to get everything spot-on and still keep the legacy of their previous awesome games adding a few tweaks here and there... but the mini-game you mentioned i for one will absolutely hate! and i played prop in school, my fat thumbs will cause more infringements than Coenie Oosthuizen, Bakkies Botha, and Schalk Burger and Deon Stegmann combined...

i say keep it simple, (as HB are doing) keep what you know works, focus on things that can improve the game which all gamers will enjoy, of all ages and see what you get.

making the game too technical will make it more frustrating than enjoyable, and this can result in people not wanting to buy upcoming rugby games from the same developer...
 
I'm a little concerned that this (and maybe RC too, who knows) are looking at it as though the game needs to be like what 20/20 cricket is to tests and ODI's (speed it up, speed it up!!!!, entertain the crowd).

The forward game in rugby IS slower, and about a lot of contact around the breakdown, running a couple of players out from that breakdown and slowly grinding down the defence. This isn't a broken thing which needs fixed. I'm a back myself, but I don't want to play a video game of "Backline speed, passing and offloads" at the expense of having to have "select a guess" forward play.

We've been told that making a good forward contest would slow down the game and make for a "game within a game". That's true, what's wrong with it? In real rugby the times where the forwards are grinding away trying to get the ball up the field IS a game within a game. Do we want real life forward play to be changed to a rule that the team with the ball calls out a number from 2-6 and each team commits "that number of players"? I'm not sure, I'd love to be convinced, but aren't quite yet to be honest.

In the future I'd like an option to switch between the two game types, "accessible" with the "strategic" options and "simulation", with the option to use a more sophisticated method similar to the "tackle, stand, contest" method discussed above. It surely wouldn't be impossible to do. It's just a little different, but I'm sure the results would be impressive.

I just fear that a game developer could not implement suggested ideas as above so well, so they could show why their specific idea works so well etc.

I just believe that the ruck systems being incorporated are being done with the idea of appealing to casual gamers, so as to appeal to the widest market possible. :)

What we have to appreciate is that they're trying to simulate 80 mins into a 10/15 minute game. It's effectively a highlights package. Football games have a similar issue to overcome. There has to be some compromise to real life otherwise every game will finish 8-6. I think until the game is played, it's difficult to gauge whether forward play will be satisfactory or not.

Also, any word on yellow cards in the game, and in particular getting caught for killing the ball?
 
What we have to appreciate is that they're trying to simulate 80 mins into a 10/15 minute game. It's effectively a highlights package. Football games have a similar issue to overcome. There has to be some compromise to real life otherwise every game will finish 8-6. I think until the game is played, it's difficult to gauge whether forward play will be satisfactory or not.

Also, any word on yellow cards in the game, and in particular getting caught for killing the ball?

this is a very good point
 
I have a question: Is the running mechanic the same as the previous games? Or has this been adapted? I personally didn't really like the fact you could run at full speed in a tight circle in the old games and I wonder if you change direction quickly your player has to take a slower step to account for the weight transfer?

We've taken a slightly different approach to changes in direction for the reasons you state, I'll look forward to your feedback on our approach this year once you get the game in your hands.

Also, it's important to note as gameplay video begins to make its way to the web in the coming weeks and months that while it's going to be much easier to run through gaps and around players on Easy difficulty level - we want to encourage players with early success on this level - you're going to have a much harder time once you select Medium or Hard difficulty levels.
 
Also, any word on yellow cards in the game, and in particular getting caught for killing the ball?

Yellow cards are a part of the game. Mechanics and consequence for killing the ball discussed above.
 
HB_AJ, I have asked earlier in the thread, but it may have been overlooked. Can you give any information on handoffs, sidestepping, or the shoulder charge that was present in earlier editions? Are these still present? have they been modified at all? are there different moves altogether? Thanks.
 
HB_AJ, I have asked earlier in the thread, but it may have been overlooked. Can you give any information on handoffs, sidestepping, or the shoulder charge that was present in earlier editions? Are these still present? have they been modified at all? are there different moves altogether? Thanks.

They are still in the game and we have taken the same approach as in previous Rugby ***les.
 
Hi AJ is the sound track as awesome as Rugby 08?

Also, will you be able to intercept in the game with a rush defence?
 
Good question, how's the soundtrack looking? Can we put our own music in?
 
AJ have mauls been implemented in other aspects other then lineouts and kick offs??
Thanks for all the new information, what an exciting time, first Copa America, Messi will bring the cup home:) then Rugby World Cup, Hopefully the Pumas will have as good showing as last World Cup, and then two Rugby games, SPECTACULAR!!!
Cheers, Salud
 

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