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Re: Early look / prototype
If I'm seeing correctly, it appears that the points where the ballcarrier is about to go into his next move has more of a pronounced momentum-affected transition. I think it's a tight concept.
But it made me think of something...
I started playing Madden 07 again yesterday, and one of the things I noticed was that there were some good momentum between the juke/spin/move and the recovery. Sometimes, the player broke from the effect of the momentum just a bit too quickly, and sometimes it was just right. But I remember an interview or a blog (I think it was you Ian, but I can't remember exactly) were there was a discussion about some upgrades that the 08 animation system was going to have over the 06 and 07 versions. I remember it being said that the animations in 07 were nice (and many of them were cool, I agree), but they forced you to be stuck in an animation before you could transition to another (which of course was true).
After watching the video in the thread, I wonder if this is one of those tough situations where if you make it too easy to breakout it's not as realistic, but if you make it harder or more animation dependent you take more of the user's control away? It seems really tough, and I'm wondering if there is a possible middle ground (you know, for the arcade crowd who wants to spin/spin/spin/juke/shimmy/spin/shimmy/juke/juke/juke and then run 80 yards for a TD, lol)?
Personally, if a little more control is taken away for momentum/transitions at realistic points I have no problem with it, because I know that there has to be some balance recovery times between moves and it's more sim.
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