Everyeye.it : For this gameplay division you've adopted, are there two separate teams working on it? How does the team structure work based on this division?
Bogdan Banasiewicz : I wouldn't say there are two separate teams. It's a single team. For example, I work on authentic gameplay, but I simply spend more time on that, collaborating with other producers and designers. For example, I make sure the shooting changes work well for both competitive and authentic gameplay . When we test, we do it together, and then the Design Council gives us additional feedback. It's important to maintain a balance, especially on the fundamentals.
Sam Rivera : They're not different teams, but different experts leading the various parts. We make sure we have the right people playing and providing feedback on both types of gameplay.
Everyeye.it : So two separate managers for each mode, each with a small focus group?
Bogdan Banasiewicz : Exactly, some of us focus more on "authentic" gameplay, like me. But, going back to the shooting or passing example, even if I work on authentic gameplay, I still have to make sure that what's developed for competitive play works equally well.
Physics and the annual cycle
Everyeye.it : Among the aspects you've worked on, are ball physics also included?
Sam Rivera : We focused on the speed of the ball when passing. This year we've made a lot of adjustments in this area, as well as on shooting. Every "so many years" we update the physics more in-depth. The last big update was when we captured real data on the bounce and movement of the ball , implementing it into the game with machine learning techniques.This year, however, we've calibrated passes and shots, which control the speed of the ball.
Bogdan Banasiewicz : The only thing I'd add is that in authentic gameplay, we can also use sliders to adjust the ball's behavior depending on the situation. For example, in deflections by goalkeepers or defenders. So, once again, thanks to the gameplay division, we can also calibrate this aspect differently.