Thanks for the replies, really appreciated- obv. a lot of time and effort is still being pumped into this project!
Though for the future jukes, spins and crash ball animations (like ps2 maddens maybe?)- i'm sure would mix up the speed of the gameplay and variations on attack.
But hey, really hope you guys have the chance to go on and produce a steady stream of decent sequels to follow what is lining up to be a great game!
Now this moves from the realm of animation replacement to a new feature. This is on our list, but as it's still a presentation issue it didn't make the cut this year. I'll be interested to hear how everyone makes out with the current mechanics and animations on the new hard difficulty level. That will likely affect how high this appears on the list of priorities moving forward.
just a question,the tackle system will be like backbreaker?
Why do you ask? Interested to know what it is about the Backbreaker system that appeals?
One gripe from me though is not at the very least having points for a win that you accumulate or a win loss ratio online is a bit old hat. Even basic stuff, storing a one number points value against your username gives bragging rights and allows comparison with friends and online communities.
Without this online matches can become a but pointless after a bit, it drains some longevity.
You don need to store a leaderboard or anything fancy,just give us a points total and we'll do it ourselves in places like this forum.
As this is our first online Rugby game, there's lots that our online guys have been focusing on and will need to be monitoring as the game is released into the wild at the end of August.
Leaderboards are high on the priority list moving forward, but were moved off the list for this year. As points aren't awarded for wins or losses, rage quitters, while annoying, won't be consequential to your online record. Definitely something we'll be looking at in the future. For now, I suspect being quit against will be a badge of honour... ;-) It will also be interesting to see if the character of Rugby players sees fewer rage quitters and shows them to be better sports than Football gamers.
With a lot of these features, we have to be very disciplined in including or not including their development in our plan. We have to ensure that we don't bite off more than we can chew if we're to hit our dates. I'll speak more to this in the future.
Is difficult to explain in english (i'm Italian
),i think that the backbreaker tackle system is pretty cool,realtime impact maybe will be a good think in a rugby game and base on a tipes of tackle the ruck can have different quickness too...Sorry for my English,i hope i have explain my will.
505 games has developed backbreaker too i think....
Backbreaker is a game developed by Natural Motion, although it is published by 505. We have been talking to the Natural Motion guys for many years about their technology and how it could possibly be used toward a Rugby game. They have a number of different technologies that they license to game development teams around the world.
Endorphin, which is an offline procedural animation tool, Morpheme, which is an animation engine (Sidhe have actually licensed Morpheme as their animation technology of choice for Rugby Challenge) and Euphoria which is the runtime version of their procedural animation technology. Check this video out:
http://www.youtube.com/watch?v=HauN98naZ9U
Very cool.
The challenge of bringing rugby to consoles has always been getting 30 players on the field - it was a challenge both to render than many players on screen and to run AI for that many players on PS2 - FIFA had only 22 players.
Although realtime simulations make tackles look pretty, they don't necessarily add to gameplay. Is Backbreaker more fun than Madden PS2 because of its Euphoria based tackles? Where I could see runtime behavior simulation adding substantively to gameplay mechanics is in precisely the area that would be most technically challenging. The number of players on which you would have to run concurrent behaviours to simulate a dynamic scrum, ruck or maul, is, I believe, beyond the capabilities of even this generation of consoles.
Rugby games have pushed the limits of tech in the past - capturing scrum animation has been some of the most technically challenging mo-cap work that had been done to date. I'm sure this is another technical challenge that we'll someday be able to overcome.
As someone alluded to earlier, is the side camera a little higher, angled back and zoomed out to show a little more of the field now? My gut feeling was that it was just a little less than perfect (maybe around 5% off in those areas).
It is.
The cameras are really tuned, however, for widescreen TVs - though we used 4:3 TVs in development as well. I'll be very interested to hear your feedback on these new cameras and whether they've struck the right balance. We're pretty happy with them, but we've been surprised by peoples' camera choices in the past.
We're pretty adamant that side on is the primary camera in our game, but polls have shown in the past that most people play end on. Personally, I think that's tantamount to cheating. ;-)
Interestingly, the advent of online means you can play side on camera against someone else playing end on camera. I wonder if this means that masses of side on players are going to suddenly find they prefer end on!
We discovered during development a very new dynamic for multiplayer emerge which is pretty exciting. Playing local multiplayer in the past, you could always see the opponent's kick arrows appear, and set plays being selected. Not so online.
raziel_eire said:
What game time and match weather options are available?
The stadiums in this game are really spectacular, and as you've already seen they are quite beautiful. There's a real cross section of lighting conditions and weather conditions available in the game. Not every stadium has every lighting condition or weather condition. I anticipate the selections of stadia and weather conditions will expand as time goes on. For instance there's no snow in RWC2011.
raziel_eire said:
If present in the game, does Wind strength affect open play or just for the goal kicking elements?
In our testing of this very question we've found that wind in goal kicking presents a challenge, while wind in open play is frustrating.
raziel_eire said:
Has the general AI, or specific teams AI, (or perhaps it is an individual player variable) been programmed to occasionally infringe at rucks and concede penalties, or will it always stay on the safe side of the law?
They will infringe - this is tied in part to player discipline ratings so the tendencies will be different per team based on their player stats.
An aside, here are the stats and abilities you will be able to edit in game:
Bio
- First Name
- Last Name
- Primary Position
- Secondary Position
- Alternate Position
- Height
- Weight
- Preferred Foot
Attributes
- Attack
- Defense
- Speed
- Acceleration
- Agility
- Handling
- Passing
- Kicking
- Kicking Power
- Goal Kicking
- Tackling
- Strength
- Rucking
- Scrummaging
- Hooking
- Lineouts
- Discipline
- Aggression
- Stamina
- Consistency
- Temperament
- Creativity
- Bravery
Special Skills
- Command
- Passer
- Playmaker
- Scoring
- Goal Kicker
- Tactical Kicking
- Crash Ball
- Tackle Breaker
- Ball Winner
- Defensive Organizer
- Scrummager
- Jumper
raziel_eire said:
- If they have been configured to infringe, are they capable of infringing at all the same aspects of the game that the user controlled player can infringe at? e.g. Can they throw a lineout in to the side, can they high tackle/spear tackle, get offside etc
Yes. Based on the abilities and stats of the players.
raziel_eire said:
- If they can infringe, can they also incur yellow cards the same as the user controlled player can?
Yes. Yellow and Red.
raziel_eire said:
Do injuries occur during matches only (and if occurring during a match, can they last for multiple games in RWC mode)
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.
raziel_eire said:
Can they occur in between games in the RWC mode, representing training injuries for example?
No. No carry over.
raziel_eire said:
What levels of injuries exist (if any)... could a player play on during a game or be selected for the next game if carrying a light injury or slight knock, could a player be injured badly enough in a pool match to miss the rest of the tournament?
Light injuries can occur in game that do not necessitate a substitution. More severe injuries require taking the player off before proceeding.
raziel_eire said:
I understand the decision to not include a player-creator to save development time for greater priority aspects and to not take the **** out of the unions you have not got the licenses for, but why was a Create-a-Tournament mode not included?
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.
raziel_eire said:
Will any representative teams be included for possible one-off international test matches as well as in the pre-WC tours?
Nice idea, not this time. We had our hands full on the licensing front without tracking down the rights to representative teams.
raziel_eire said:
During the main RWC mode, are other teams stats recorded and displayed for user comparison?
i.e. Can I see who is the top try scorer of the competition so far?
Yes.
raziel_eire said:
How far can you drill down, will you be able to see an after match summary for AI only matches in other pools to see who scored what points?
You can review the score and the tournament wide stats. We do not expose match reports for all of the CPU vs. CPU fixtures.
raziel_eire said:
After each match, will there be a roundup facility highlighting other games scores and teams playing well (similar to FIFA11 career mode as an example)
There is a post match screen showing the recent results.
raziel_eire said:
How many player controlled teams can there be in the full RWC mode, can you assign a player to each of the 20 teams or is there a lesser limit?
Up to 20.
raziel_eire said:
While I understand that no DLC plans may yet be in place while you determine if the game will be a success after its release, have you left the core game programming open for DLC inclusion should the game do well enough? Or is it locked down so much that DLC is not viable...
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.
I'm thinking it won't be acceptable to use customised squads online, although it would be great if in future they allowed a stats point limit for certain teams (and obviously limit the number of tackle breakers per team and other things to the default squad levels), so that people could used customised squads, but couldn't overshoot the amount of ability points used online from the default squads.
Make that my first suggestion for the future should they make another game in which licensing is an issue.
Although if the idea above is used, it wouldn't be so chaotic.
Good suggestion. We'll look at it.
For now, default squads in online matchups. Generic NZL and AUS are rated #1 and #2 in our game.
Hi AJ, If you play a player out of position will he have really bad handling like in rugby 08?
Yup. You're penalized for playing your players out of position. This is by design.
lionmaull said:
Is the hand in the ruck feature (defense) still in or offensive holding on to the ball for support in, and is the window of opportunity larger, less penalties from it? Actually smaller because you can’t after the possession has been secured.
Yes it's in. Opportunity is different with the new ruck mechanic and the concept that the battle for possession is explicitly over once it has been "locked". The new ruck mechanic is explained
here. That thread contains a lot of information that is complementary to what is being discussed in this thread today so I'd recommend reading through it for those of you who have not.
Sorry don't mean to be repetative, but I didn't understand correctly. I understand there has not been much done with the maul system, but is there some sytem in place? Some type of maul with same mechanics as before(rugby 08), the rugby spectator review replied that a maul could be started in reg play(not just line out or kick offs) but he thought it was automatic, is this statement true.
We have taken the same approach to mauls this year. They can not be selected as an option in open play and occur at kickoff and at lineouts. There are tackles that might be seen to be mauls before the ball goes to ground, and there's a whole new dynamic to forward play discussed in over in
this thread.
finbar_omahony said:
What changes have been made to the defensive alignment of the defending team
Am I going to be able to go through the same hole every time like I could in 08 and 06?
or is the defending team going to be able to learn your tactics as you play the game so you have to keep mixing it up.
No learning of tactics, but on Medium and Hard, they’re really good at shutting down the holes. Make no mistake, we could make the AI as smart as we want and guarantee that you’d never make a single line break. Ever. It’s a question of finding the balance to make it fun and to make you work for your territory.
dan-the-man said:
Are the rules going to be fixed? For example, in 08 if you have a penalty advantage and the ball goes out, you just have a lineout. If you have advantage and you miss a drop, 22m drop out. And if you have advantage and the opposing player makes the mark, you play from there.
Yes this was been addressed. The penalty advantage has been considerably improved, so unless you have gained significant advantage you will return to the spot of the first infringement. It’s not an A bug though. ;-)
I agree that the handling should be bad, but sometimes they'd drop nearly EVERY pass out of 10. It'd be good if they were absolutely shocking (10 out of 100), but their handling got better each time they caught it, or every 10mins of the game. It'd still be a huge penalty for playing them out of position, but would be more realistic and less unforgiving over a longer period.
Noted.
kohls03 said:
Any news on the kicking aspect of the game? is there still a giant red line showing you where the ball is being kicked?
We've taken largely the same approach again to our kicking controls. Grubbers are faster to pull off and as I've mentioned elsewhere, we've added the chip kick and drop goal mechanic has returned to the model we used for 06.
The colours of the arrows match the buttons used to trigger them on the controller. Consequently, they’ll be different colours on different consoles.
Sam Hanning said:
What will happen about Christchurch In game?
As the RWC matches were moved away from Christchurch, our generic Christchurch stadium is no longer a part of the Full Tournament mode.
You can, however, select Christchurch in our international test mode.
GreenyBoii said:
Are you able to release any information on the Music such as a list of tracks, or maybe just one song? ANYTHING!! Thanks
This has been answered elsewhere, but The World In Union is the soundtrack to this ***le. This music has always been associated with the tournament and this year's arrangement has been licensed for inclusion in our game. This is the first time The World In Union has been part of a RWC video game, as far as I know. It definitely will set the stage and gets you in the mood.
You will also be able to select your own music to play from your hard drive through the standard Microsoft and Sony interfaces.
welshmandan said:
I noticed that you have said you will not be using "**** take’s of player names for Aus/NZ, however, will each player in the respective teams have their correct stats dependant upon each player?
New Zealand and Australia are the two highest rated teams in our game â€" our rankings match the IRB’s world rankings at the time that we send the game off to first party.
welshmandan said:
So if you have a character, which looks similar to Dan Carter, yet he is called Gary Robson, will he still have the same stats as a licensed Dan Carter?
Also a second question, how similar will the un-licensed players look to their real life counter-parts? Obviously you can’t use the exact likeness, but will it be at all similar?
Generic players on unlicensed teams don’t look like the player, and their names are not remotely similar to the authentic players. The stats on the unlicensed teams reflect the composition of a balanced team of players who collectively have the overall team rating that matches their current position in the IRB World Rankings.
Gtown said:
Will there be a Hakka? Seeing though you don’t have the AB licenses.
No. For more info on the Haka this is an interesting read:
http://www.managingip.com/Article/2726287/New-Zealand-grants-trade-mark-for-haka.html
Good to hear the drop goals have reterned to 06 and not 08
I thought the kicking was next to perfect, accept for sometimes being able to grubber all the way down to a try
Yeah that was a favourite tactic at HB for a while. It's pretty much been shut down on harder difficulty levels. Though it was a tactic favoured by Matt Lane, our game designer so we'll see if he's left the window slightly ajar to preserve his edge against Glen.
it was to do with the drop kicks from the scrums, can you still do that? I hated it when the AI would do it to me, when in the 'rules' you had to pass it twice. I think thats what it said anyway
Think from this rule
That's a good catch - have you brought it up previously? Not sure this has been addressed in this year's game, but we'll look at it in the future. The difficulty with this is how we'd communicate to the player that they drop kick they've just made hasn't added points to the board... worth thinking about some more as we do strive to accurately reflect all of the sport's laws.
How difficult is it to implement a bare bones leaderboard and penalty system? The (head to head mode) in Fifa WC 2010 is perfect!!!! Especially for a WC game.
Is this something that can be included as DLC?
We'll certainly look at this in subsequent versions of the game.