We are in the final stretch to the launch of EA Sport FC, which arrives on September 29 and, even though we already know the franchise, it is a special moment due to the change of name and image of the release. How are you living the run-up to the launch?
We are excited about what's coming, because many new doors are opening for what can be done in the game in the future, as well as the possibility of partnering with new brands such as Nike. It changes the name, yes, and it's going to take a little bit of getting used to, but at the end of the day what the game offers and its content continues to grow every year with the goal of creating the most realistic soccer simulation game possible.
How did you notice that the community received these changes?
Something I want to clarify because many people ask, is that all the licenses, all the teams and all the players remain in the game and, as every year, we add even more teams. There is nothing to worry about because all the 20+ years we have been developing the game and implementing technology continues.
Hypermotion is the technology that allows you to get real information through soccer matches and, as in the last two installments, it is positioned as the flagship of the franchise because of the possibilities it offers you. What is it like to work with this technology and what can we expect from the new Hypermotion V version?
Hypermotion V comes from volumetric video capture and it's something we didn't imagine. It's something that happens once every many years because the limitation that players had to wear capture suits is gone. Now we can capture the best players in the world competing in the best tournaments in the world and bring those moves into the game. That's amazing, our goal is to have players move, run and play like they do in real life because that's going to create the excitement of the sport. What we do is, through technology, try to bring these components of soccer to create a fun and exciting experience by simulating football.
On the gameplay experience, how do you internally analyze and develop the balance between being a video game and a football simulator?
There are a lot of conversations around what kind of features are going to create a more fun experience and what features maybe not so much. At some points we have to make the decision not to go down the path of being as realistic as possible but we try to make them weird situations. At the end of the day it's a video game where we try to replicate real football.
Is there an example of something they had to remove because it wasn't fun?
The referees in the game have no physics, you can run through them because there is always the occasion when the referee runs through your player in an important situation then your player falls down, you don't get to the ball anymore and you get a goal. That's not fun and it's out of the player's control, so we decided to remove the physics of the referee. There are details like that where sometimes we have to determine what to do. Each half in the video game is 6 minutes long and the real one is 45 minutes long, so we have to decide how to adapt it. Another example is that the players in the game accelerate a little faster than in real life so that those 6 minutes are fun and you can have a soccer experience that is still fun.
Link:
https://www.infobae.com/malditos-ne...-cada-muchos-anos-sam-rivera-de-ea-sports-fc/