Man!!, am I good to you guys or what.......
Xbox world Rugby 2005 Interview with Andrew Wilson- EA Sports & XBW
posted 01/02/05 11:14 pm
Running just behind Cricket and Aussie rules there’s another great sport that we get fanatical about… Rugby! Or if you live in our Northern states, change that order around as you see fit. Even those of us with only a passing interest in the game were devastated when Johnny Wilkinson dropped the ball onto his magic boot and snatched World Cup victory away from us in 2003.
So how can we relive that, or even better, turn the tables and change history? Well, soon EA Sports will be releasing Rugby 2005 to fans worldwide and we thought we’d get the goods for you all and find out just how it’s coming along. XBW got hold of Andrew Wilson, the Producer of Rugby 2005 to find out just how things are shaping up.
XBW : Rugby 2004 sold significant numbers and held a number one sales position in Australia and New Zealand, as well as number 3 in England. How did you use the experience and feedback from 2004 to improve and develop 2005 further?
AW : We always love to get feedback from the fans. The fans for Rugby videogames are very passionate; they really want and deserve a game that gives Rugby its due. We listened a great deal to the feedback they provided for Rugby 2004 and took many of their suggestions to heart. We have tried to address a great deal of these issues in Rugby 2005 and I believe that we can now say we offer the best Rugby video game that has ever been produced.
Working with EA Sports has enabled you to use the FIFA engine for Rugby 2005. How has this engine enabled you to improve on Rugby 2004? Has it also made the development period easier?
Being able to adopt the FIFA technology has definitely been a huge benefit to the game. It allows us to take state of the art technology from the world’s biggest sell sports game and apply it to Rugby. While this was a huge advantage, there are some fundamental differences between the sports that still provided us with our fair share of hurdles.
Jumping from 22 to 30 players on the field at once, and incorporating throwing and hitting as well as kicking presented some challenges. In the end, the technology worked very well for us and allowed us to make an incredible amount of progress in a short amount of time.
From the screenshots released so far it is obvious that Rugby 2005 has improved graphically on its predecessor, with players such as Tana Umaga now instantly recognisable. What lengths have you gone too to ensure the ***le competes on a graphical level with other EA Canada ***les?
The graphical improvements in Rugby 2005 are vast. Along with Tana Umaga, 100’s of other player heads were individually replicated. New accurate player models more accurately represent the body types seen in Rugby. We were able to use exactly the same technology that is used in all of our other EA Sports games. In some instances, I believe that we have even lifted the bar a little on our other ***les.
All new stadiums were created with new dynamic lighting, shadows and weather conditions. Player kits were made from scratch and now have dynamic mud and grass stains that increase throughout the game depending on weather conditions. All in all, every graphical aspect of the game has seen an improvement from last year. It is unlike any previous Rugby game.
We understand that you used the NZ Maoris for the motion capture. Is it true to say smoother and more diverse player animations were a primary goal for this game?
Due to the sheer number of varied movements that a player can choose to execute in any given situation on the pitch, it was very important that we have a huge number of animations to match these options. We spent a week in the EA Canada motion capture studio ensuring we had animations for every moment of action on the pitch. Having superb athletes such as the NZ Maori team be a part of this process was invaluable. The end result is that the play on the field is quicker, smoother and more varied than ever before. Everything from scrums, to lineouts, to passing has a realistic feel.
One area that stands out right away is the tackles. I believe people who play our game will be thrilled by the variety and intensity of the hits.
After watching England win the 2003 world cup, it was evident that strong forward play is vitally important in international rugby. In contrast Australia was runners-up by playing an expansive passing game using their speedy backs. Does Rugby 2005 offer the opportunity for gamers to experiment with these different playing styles?
Rugby 2005 really encourages varied gameplay. You have the most success if you mix backs and forwards play along with kicking. Spinning it to the wing every time isn’t going to be the key to success. It is also important to note that different teams will have different offensive strategies. If your plan of attack works against one team, don’t expect it to work on other teams. The user is rewarded for experimenting and getting deeper into the many gameplay options on the field.
Could you offer anymore insight into the unique control techniques you have developed? Such as the on-the-fly play calling and the kicking control.
It was very important to take the user out of the game as little as possible and at the same time provide them with as much control as possible. One solution to this problem was to incorporate on-the-fly play calling. The user is now able to call for an offensive formation off the backs of rucks and scrums without having to enter into a menu system. As well, the kicking game has been better integrated and is now an integral part of the game. You are now able to execute multiple kicks in open play with much more accuracy and power.
One of the key components for any Rugby game is the simulation of the ruck and mauls. How have you approached this gameplay facet?
When it comes to breakdowns in play, we were keen to avoid the pitfall of repeated button tapping to affect the outcome. In Rugby 2005 adding additional players to the ruck or maul will help sway things in your favour. Breakdowns work to encourage the player to keep the ball moving, it is easy to spend too much time focusing on the rucks and mauls. We really wanted to keep the ball alive and keep the action happening in the open play.
After securing a number of licences, how authentic can gamers expect Rugby 2005 to be? Can expect to play our own Super 12, Heineken and Zurich Cups with authentic player uniforms and stadia?
This is by far the most authentic licensed Rugby product to date. You can definitely look forward to hitting the paddock in famous Rugby grounds such as Twickenham with your favourite players from the world’s premiere Rugby nations. The kits are completely authentic and up to date for 2005.
Who have you used for the primary commentators? Can gamers expect Gordon Bray and John Inverdale from 2004, or will be hearing lines from a different commentary duo?
We are very excited to welcome aboard all new commentators for Rugby 2005. Helping us out with the main commentary is Ian Robertson of the BBC. Ian is an accomplished commentator, author and Rugby aficionado who has spent more than 25 years covering Rugby after retiring from the Scotland international squad. For our expert commentary this year, we have turned to Murray Mexted. A former All Black, Murray is a legend in the industry and will be familiar to all who follow Rugby. It is pleasure to have both gentlemen aboard and it was great to work with them throughout this process. /blockquote>
Your previous Rugby ***le emphasised longevity through possessing an extensive career mode, whereby players had to manage squads and cope with player injuries. Can gamers expect anything different in this area?
You will see a lot of the same career and squad management features that were a part of Rugby 2004. There will be no shortage of tournaments and leagues to keep you questing to be champion of the world.
As the game is using the Fifa engine, which now supports Xbox Live, will Rugby 2005 incorporate online play?
We had a number of challenges to overcome this year. Largely, the implementation of new technology. This combined with some focus group work contributed to holding off on online player this year. It is something we would strongly like to support and are definitely looking into it for the future.
With Rugby 2005, EA have now developed three rugby and three cricket games. Can gamers now expect long running franchises for these two ***les?
With every year our games get better and better. These franchises will continue to grow and evolve every year. There are still places we would like to go with Rugby and we are already looking forward to getting feedback on Rugby 2005 so we can continue to evolve and give our fans the best Rugby game ever.
Thanks for your time today Andrew. With the Fifa engine behind it, Rugby 2005 will hopefully finish up as the best Rugby game yet! Check back at XBW soon for some new screenshots.
Interview by Mark Denton