Re: WE/PES 2008 Next Gen - Discussions Thread (Last Update 09/19/07)
@ Trance Allstar,
Very good points, and i couldnt help but thinking; "Fifa has this, and it has that aswell, oh and they are doing it that way also".
The way you talk about passing it around the back 4 to look for openings up field is what you actually need/can do in fifa. I was playing with barca and was passing it about, the opponents kept pushing up a bit more giving less and less space to my free defenders eventually making me look upfield for an opening as i didnt have any defenders in space anymore. Fortunately i saw messi open on the wing and hit a long diagonal pass into space for him to run onto. Got near the penalty box but my cross was blocked for a corner. It felt great seeing the comp's ai adjusting and actually making it difficult for you to keep possesion. And then seeing the space and free messi on the radar and then also hitting a long pass to where you aimed (with non of the longpass scripting in pes) and it giving you and oppertunity to create a good attack. It felt so good and natural and down to me vs the AI in a worthy competition. Really good.
Cheers hehe.
Yeah, FIFA has the right idea (although it all comes down to design in the end, and some things in FIFA I have a problem with still...

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IMO it's all about constructing the game in the same manner as the real thing is constructed.
There are 2 main sections: The physics, and the tactical.
The physics really should be the least of KONAMIs worries. Shooting speeds, passing speeds, the way the ball bounces, the time it takes for a certain player to run 20 meters when in great shape, how responsive goalkeepers are to react to freekicks and shots... All these things are easily calculated from videos of real matches, or just plain physics books. And by looking at both the best and the "worse" end of the spectrum, you can get a very good sense for how the reqaction time of a world class keeper is different from a not-so-good keeper, or how Martins topspeed differs from some other players of varying speed-prowness.
The tactical aspects must then fit the physics.
In Tactical, you have both how players move, how they close down players, how they cover for teammates, ho they "think" in general. Here you also have how the gamepad interacts with the physics. More power gauge gives harder shots, but also higher trajectory, different ball spins etc.
I would give the world to see a game where all aspects are designed exactly like real-life. Not to the same detail obviously, since that wouldn't be possible even with a supercomputer.
But a game where for example the angle you tilt the analog stick when you shoot determines how the player shapes his foot (and thus how much foot he gets under the ball, resulting in a higher shot trajectory). Things like that.
But also purely physics, like shots hitting players arms causes the arm to flail (sort of a scaled-down version of "dead" ragdoll physics).
In that kind of system, you would need realistic animations, because the speed at which the leg hits the ball determines how quickly the ball bounces off the foot and thus the resulting shot speed.
Obviously this would be high tech, but even a scaled down version with less detail would be great.
Currently, the animation speed for shots don't change even though you apply different powers. It would probably be a breeze just making less hard shots have a slower leg movement for the shot animation. It looks kind of weird seeing one thunderbolt of a shot and a measly balloon shot come from the same shotanimation.
Or seeing any kind of balloon shot come from a laces shot (where there isn't nearly enough foot under the ball to cause the trajectory).