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Q & A with Alastair - The Answer Thread

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Sounds promising. Stat driven tackle breaks and more agile players will help me.

I should've asked earlier, but totally forgot; is passing done with face or shoulder buttons? I can cope with either, so I'm not too concerned.
 
Cool, a load of my questions got answers - cheers for taking the time AJ
... some of my own responses below

Injuries only occur during a match - there are no "training" or "driving a golf cart into traffic on a motorway" type injuries. This is a design decision. While injuries through the journey to the final is part of the story told following a campaign, the likelihood that a player will see the mode through following an injury to a key player and not just play the match again or restart the campaign is low. Deemed frustrating and therefore not included. A possible inclusion for a longer game mode in the future.

Animation for injured players on the ground has been included this year.

No. No carry over.

Understood and mostly agree (at least for the mass market/pickup and play users) - this sort of injury mechanic/gameplay would be more suited to a club league competition where a player is likely to be able to feature again in a season even if they do receive a serious injury. For a 6-week comp like the RWC I can see how this would put some non-hardcore players off playing if their favourite player was bombed out with a torn hamstring.

Injuries are integral to rugby however, and it is a squad game as they say - is there any incentive or reason to use your extended squad in the game? i.e. is stamina/tiredness/form/morale an attribute that can go up/down depending on a players performance in one game that might encourage you to keeping them in your XV for the next game, or conversely drop them if they have a stinker and bring in a reserve who has better stamina/form/morale?


Light injuries can occur in game that do not necessitate a substitution. More severe injuries require taking the player off before proceeding.




We'd have prioritized a player creator above a Create-a-tournament feature. This game as the Official Video Game of Rugby World Cup 2011 focuses on the world of the tournament.

Understood - you had strict priorities and the main license to think of. It may be an option to consider however to add longevity to the games lifespan after the RWC has ended and before your next rugby ***le. For instance, how about a DLC release in advance of the 6 Nations that would tap into players need/want to replicate that competition at that time of year?

Nice idea, not this time. We had our hands full on the licensing front without tracking down the rights to representative teams.

You could always throw a few in there as unlicensed teams, similar to how you've done the baa-baas and Islanders in the past ;)

Yes.

You can review the score and the tournament wide stats. We do not expose match reports for all of the CPU vs. CPU fixtures.

How do you determine who scores what points for the AI only games - what simulation method/mechanic is in place... for instance, if I'm playing as Ireland in the RWC, will the game be likely to show Chris Ashton as having scored the majority of tries for England in their games, or will it randomly balance them out across the entire England side etc.
Basically what I'm after here is whether the game can simulate not just realistic scorelines in AI matches, but realistic scorers and how the points are accumulated (trys, convs, pens etc)

There is a post match screen showing the recent results.

Up to 20.

Is it possible to select no player controlled teams and just simulate the RWC? Or if you do pick one team to play as, can you simulate some of their games during the competition?
(I know, why would I want to simulate as opposed to play myself right? Well if I am going to be adjusting player stats etc I want to be able to determine whether the game itself sees the adjustments as having an effect on a team without a player using it... if I create Dan Carter for example and make him an awesome fly-half, through simulating NZ games in the RWC mode, will I be able to determine that he is likely to score a bucket load of points/pens/convs without me having to play as him?)


We've been talking about DLC for this game as recently as last year. Over the course of development, our plan for DLC changed. Our focus now that we are nearing the completion of the development work on RWC2011 will not be on DLC that would be released into the RWC 2011 game.

So do you mean that you have no focus on DLC at this time due to working hard on completing dev work on RWC2011 or is that a definitive, never to DLC?
(see one of my points above on a good idea and time for a minor DLC release)



Cheers for all the answers and general recent forum input Alastair, its appreciated!
BTW, if I happen to win the EuroMillions â'¬166million lottery this weekend, realisticly how much would you need to commission you next version, Rugby2012/2013? ;)
 
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Sounds promising. Stat driven tackle breaks and more agile players will help me.

I should've asked earlier, but totally forgot; is passing done with face or shoulder buttons? I can cope with either, so I'm not too concerned.

Passing is done with L1/R1 or on 360 LB/RB - same as the old games. Cut-out passes are done by holding down that button then releasing as was done in the past.
 
In fairness, I'd never heard of that law either!

Out of interest, if a player gets tackled when making a kick, does he still knock on madly? This was always one of may major issues with previous ***les.
 
yeah i think i brought it up back in 06 (might have been 08, it was a while ago), i dont think anyone really cared when i brought it up either :)

you could disable the drop kick from the scrums which would be great, but sometimes i like to use a drop kick rather than an up and under or a grubber for a try scoring option for the chasing players.

i am not sure how you would police it really, it is a pretty obscure rule :)
 
In fairness, I'd never heard of that law either!

Out of interest, if a player gets tackled when making a kick, does he still knock on madly? This was always one of may major issues with previous ***les.

Sometimes yes - sometimes no. I can understand the frustration but in reality if you were trying to kick a ball and got smashed in a tackle you would probably have to have super glue on your hands to hold onto it.
 
Sometimes yes - sometimes no. I can understand the frustration but in reality if you were trying to kick a ball and got smashed in a tackle you would probably have to have super glue on your hands to hold onto it.

Aye, but in reality you very rarely see the out half get tackled by Superman either ;)
 
We'll certainly look at this in subsequent versions of the game.

I may be being overly-optimistic, and of course I understand that you can't guarantee anything (this game needs to sell and sell well no doubt), but is there a feeling at HB of confidence that there'll be subsequent games of rugby coming from you guys. Of course, confidence is no certainty but it'd be nice to hear there was that feeling.

Also, in relation to Raziels posts about DLC, may I make a suggestion, not about DLC, but about the possibility of patches. I know these are almost never allowed for in small-medium budget projects as you guys have to move on other projects too and it's more work of course.

The thing about patches though is that as well as being good for fixes, they are also good at contributing to a lesser degree of piracy. People tend to want the full featured game and if there are bug-fix patches or DLC, they often can't download them. There are those around with two consoles, one online and the other stays offline to play those sorts of games. With Rugby as a game in particular I'm very aware of how tight the profit/break even mark can be and I like suggesting anything I can to help stop it. :)
 
In fairness, I'd never heard of that law either!

yeah i see your point as its obscure, but i did see it in a match, a long long time ago (in a galaxy far far away) and the ref pulled the player up on it. which got me thinking and i had a look at the rule book and then it just annoyed me when the AI did it to me.

That rule and the rule when you get a free kick, if you start moving the defending team is allowed to come up straight away, as long as they are onside, and tackle or charge down the kick. Not sure if this is just from a mark or not though.
 
Sorry to keep harping on about this, but its just occurred to me if you have no online ranking system you have no way of matching up players of the same experience.

So after I am **** hot at this after a month (naturally), I may be hooked up with 12 year old noobs who cant run in a straight line.

This could seriously impact the online experience! Fifa is fully fleshed out ya but grand slam tennis is a more basic/easier example where they just match a points score and dont really have any of the ranking/leaderboard bit.

Without that the skew of skills in players you will face online will become extremely random as players get better.
 
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I was undefeated at HB in multiplayer games for the 6 years I had been working here until we started making this game (though Alastair would argue otherwise). I have a post-it note on my desk that shows me with a Win/Loss/Draw record of 7-4-3 over Matt. So I am beatable now, and I put that down to a few things.

- We have removed a lot of exploits that people have used in the past such as toning down the zig-zagging exploit a fair amount, though players with high agility will still be fairly good at it.
- Guard Control is a great defensive tool for minimizing points and tightening up your defense.
- The Ruck battles are quicker, so you don't have that ability to turn the ball over long after you realistically should have been able to.
- When playing online you can't see kick arrows or any indication that a player is doing a set play. When playing offline you could (and still can) see exactly where the kick was going to go. This now makes it difficult to predict your opponents behaviour. Also when you do attempt to trigger a set play in general in our game the camera zooms out a bit so you can see your passing line better so you can see the icons above the player heads when the set play plays out. In Online the remote player doesn't see this zoom so they still have no idea that you are trying to run a set play.
- Different ruck support strategies. If you want to play close to the ruck we would switch to the forward tactic so you keep your best rucking players close to the ruck. The addition of the 3rd man run from the back of a ruck is another positive addition. It keeps you guessing when you can employ a tactic like this with a player that may be better suited to taking a tackle and retaining possession like a forward then say the scrum half would.
- Quick pick-ups can really change momentum. You could be pressing towards the opponents tryline then have an opportunity for a quick pick-up if the tackled player is isolated. You have to be quick but its the sort of behavior that can lead to breakaways and even length of the field tries, particularly if you aren't expecting it.

In my opinion this is the most fun and competitive Rugby game we have ever made. We have built on what has made our game good in the past whilst adapting our game play to match a more fluid and fast pace that has made Rugby so much fun to watch over the past few years.

Oh... and go the Reds!! :)

Glen, it seems you and Matt are the guys to beat. What kind of consoles do you guys primarily own/play on and do you guys think you'll be playing any of our community? If so, how long should we have with it, before you think we'd be up with the play enough to take you guys on?

Sorry to keep harping on about this, but its just occurred to me if you have no online ranking system you have no way of matching up players of the same experience.

So after I am **** hot at this after a month (naturally), I may be hooked up with 12 year old noobs who cant run in a straight line.

This could seriously impact the online experience! Fifa is fully fleshed out ya but all star tennis is a more basic/easier example where they just match a points score and dont really have any of the ranking/leaderboard bit.

Without that the skew of skills in players you will face online will become extremely random as players get better.

I understand that TRF is looking at ways to ensure good TRF Leagues. With any luck that'll include leagues or divisions that will include promotion/relegation.

That's a small indicator how seriously we'll be trying to help out with some good competitions here. Maybe not quite the same as full online ranking and leaderboards, but it should still be some pretty serious and fair competition. :)
 
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Glen, it seems you and Matt are the guys to beat. What kind of consoles do you guys primarily own/play on and do you guys think you'll be playing any of our community? If so, how long should we have with it, before you think we'd be up with the play enough to take you guys on?

HB vs TRF competition?
 
yeah i see your point as its obscure, but i did see it in a match, a long long time ago (in a galaxy far far away) and the ref pulled the player up on it. which got me thinking and i had a look at the rule book and then it just annoyed me when the AI did it to me.

That rule and the rule when you get a free kick, if you start moving the defending team is allowed to come up straight away, as long as they are onside, and tackle or charge down the kick. Not sure if this is just from a mark or not though.



A similar thing is if you have penalty kick and then just knock it off with your foot to pick it up and run. I'm sure I saw Jonny Wilkinson do it many moons ago and the ref blew his whistle.
 
HB vs TRF competition?

Yes, indeedy. I can imagine how much you guys who have made Rugby '04, '05, '06 and '08 have heard a few of us guys going on about your games over the years as though we really know our stuff, thinking "Boy I'd love to set these guys straight!". :lol:

I'm not sure who I want to try and beat more, one of you guys or Gay_Guy! :)
 
I understand that TRF is looking at ways to ensure good TRF Leagues. With any luck that'll include leagues or divisions that will include promotion/relegation.

That's a small indicator how seriously we'll be trying to help out with some good competitions here. Maybe not quite the same as full online ranking and leaderboards, but it should still be some pretty serious and fair competition. :)

That is a good thing, but its a bit of a band aid over an open wound. The general casual gamer (like myself) slaps on Fifa and has a quick game versus a random of my level on Fifa every now and again. To not be able to do that and go into a random online game and it could be against a numpty who cant tie his shoelaces, or a wizard who has no job and plays the game 22 hours a day and will hammer me, weakens the benefit of having an online offering.

It will also lead to MUCH more force quitting as you'll either be bored against the numpty or ****** off against a guy of a way higher level that is a mismatch.

Its not realistic to expect the gaming community at large to build an online network through forums. I've never done it in fifa because there's always a guy of my level ready to play when I am.

No offense but the scope of users on this forum isnt big enough to mean there'll always be a viable competitor there to play against.
 
I understand that TRF is looking at ways to ensure good TRF Leagues. With any luck that'll include leagues or divisions that will include promotion/relegation.

That's a small indicator how seriously we'll be trying to help out with some good competitions here. Maybe not quite the same as full online ranking and leaderboards, but it should still be some pretty serious and fair competition. :)

Well I would be willing to help out with any competition setup/organisation and/or management if help is needed or sought...

I've been having my own thoughts on custom competitions using locked teams per player (I think its different from what best fullback has talked about) ... think I'll start a new thread for it
 
That is a good thing, but its a bit of a band aid over an open wound. The general casual gamer (like myself) slaps on Fifa and has a quick game versus a random of my level on Fifa every now and again. To not be able to do that and go into a random online game and it could be against a numpty who cant tie his shoelaces, or a wizard who has no job and plays the game 22 hours a day and will hammer me, weakens the benefit of having an online offering.

It will also lead to MUCH more force quitting as you'll either be bored against the numpty or ****** off against a guy of a way higher level that is a mismatch.

Its not realistic to expect the gaming community at large to build an online network through forums. I've never done it in fifa because there's always a guy of my level ready to play when I am.

No offense but the scope of users on this forum isnt big enough to mean there'll always be a viable competitor there to play against.

I understand your feelings there, but all I can say is that we at TRF will do what we are able to. I'm sure HB would love to expand their offering in any future ***les. :)

Well I would be willing to help out with any competition setup/organisation and/or management if help is needed or sought...

I've been having my own thoughts on custom competitions using locked teams per player (I think its different from what best fullback has talked about) ... think I'll start a new thread for it

It's good as always to hear your thoughts Raziel, I'm quite sure we'll be needing community assistance from members such as yourself at different phases of this. There are issues to sort out initially involving regions, divisions, seeding players, time zones and a few other things. I'm pretty sure that over the next few weeks there'll be some really good prospective ideas in relation to all of this coming to light.
 
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Rugby 08 was too easy, will RWC 2011 be harder at the higher levels?
 
Rugby 08 was too easy, will RWC 2011 be harder at the higher levels?

HB and also french previews have confirmed that yes, Hard difficulty is significantly more challenging. I'd imagine that the medium difficulty has been tweaked up a little also.
 
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