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Our interview with Gameplay Designer Scott O'Gallagher

Mon Nov 18, 2013 9:17 pm

I've just posted a special edition of the NLSC Podcast, in which I talk to NBA Live 14 Gameplay Designer Scott O'Gallagher.

We have a special edition of the NLSC Podcast for you today, featuring an interview with NBA Live 14 Gameplay Designer Scott O’Gallagher. I talk to Scott about this year’s game and the return of NBA Live, getting some information on the controls, AI, game modes, their design philosophy and more.

Some key points of interest include the depth of CourtQ, what bounceTEK means for the game both offensively and defensively, the number of signature jumpshots and signature dribbling packages, new animations and updated animation packages as the season progresses, the logic in Dynasty Mode, BIG Moments and playcalling.


Check it out here!

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 2:32 am

What camera angles are available in the game? They haven't had a good behind camera in forever (like 2k camera type thing). Curious as to why that is.

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 3:39 am

^
yea Chicago, having a good follow camera has the ability to change the gameplay experience for me, in 2K to me it almost feels like a diff game when I switch to Player Lock or Turbo or Parametric as opposed to the generic side view ones. It really enhances the experience

I notice there is a lot of focus on the dribbling/shooting animations I think those look fine, and obviously a designer is always gonna talk up the strengths of their work. But what looks like a total mess is literally watching players run about, getting from one place to another it just doesn't look natural at all, they almost look like they're glitching.

I just played that NBA Live 10 again (Specifically the demo where you dribble and shoot around) and controlling the various players in the practice facility (Wade, Paul, Howard, etc) it felt noticeably tighter and responsive though it lacked player momentum, but still felt a lot better then even my PS4 next gen 2K14....if Live 14 can replicate that player control that 10 has at least I know I will have some fun with the game in maybe some of the other modes that don't include 5 on 5.

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 4:35 am

great job Andrew :applaud: and thank you Scott!

My summary/notes

Dairy free-anti cheddar, lol
no spin spin spin layup
will get online to find exploits
full post arsenal compared to Live 10
Right or Left rumble tells post move direction with high rated defenders/offensive players
there are "tells"
aggresive backdowns
pull the chair
shooting on facebutton, post moves on the right stick
triple threat same as old Lives, but further
first step control
Steals cannot control which hands, but aggressive(facebutton)/dig attempts(RS)
different from 2K's Live Ball, "completely different"
no canimation on steals
no 2 man wraps for steal animations
free and penalized for control, acknowledged visual issues with responsiveness
geared to the future of the series
Live 14 is a foundational year
Live 13 was rough, not solid
Live 14 was not 4-years of development, people coming in, new EP, new crew
game has depth yo
EA is committed
Competitive over look (about gameplay vs visuals)
Synergy tech is better than Live 10
AI takes into account many variables and calculated solutions based on many factors
to drive intelligent gameplay, measured every frame
Stars will be stars
play art, or icon only
3 levels of play calling
post/screen/iso/cut on d-pad, actions around your position
Level 2 is choose a player and run that action
double tap d-pad
Level 3 - modifier + up/left/right for 5 different plays
all based on playbooks
Individual coach strategies are in, defensive settings too
in-depth, nothing like earlier settings
team profiles, force players to weak/strong/baseline/lane
based on scouting reports, not synergy
Dynasty affected, same gameplay offensive styles will be affected by different team's defenses
diceroll?
timing + synergy, there is no way to get 100% shooting like Elite
freethrows - release timing + %s - no meter, just shooting on animation, like Jumpers
no wingspans :( looking into
no one on streams have used signature dribble moves
L1/LB + RS flick
Putback dunks/taps, shoot button (contextual)
box out on LT/L2
awww thank you Andrew :P

Gamemode time
He has not gone deep into Dynasty (playing wise, he gameplay guy)
robust but basic functionality of the mode is there (rotations question)
don't quote him on that, didnt know about reorder menu
teams look ahead for blowing up/building/etc
trading draft picks
No Injuries (in dynasty, but not on court)
Live Season
Big Moments
many different challenges already in game
quick releases for shots, contextual, game knows when to
Ultimate Team
promotion/relegation
competitive online focused
"He's so sim he stops at red lights in GTA" - so doesnt play a lot of UT, lol
Rising Star
unique scoring system, challenges
QUick matches, seasons, friends finals
save replays? maybe, if not console can

Editing/Creating player - limited to rising star
discussed for future
legends are "in" for UT
-a lot of legends, Magic/Bird/nique, sig shots
50 players for sig dribbles (6 anims each players)
an add new packages
250-300 sig shots
different jumpers leaners, etc
new players will come through with faces/synergy/playbooks/defensive schemes
Handling new Finals format, not sure
no cerate a play
synergy will update shoes and accessories

some sliders, rules can be change, soundtracks
proud of game but no satisfied
huge achievement from Live 13, but long way to go
just getting started
try to get over graphics, deep gameplay
staying away from gameplay gimmicks
gameplay is such a focus and drives it all

thank you for asking for PC andrew :P
PnR on LT, rolls, pops, slips based on timing
defensive plays too, zones, no 1-3-1 because not in RL NBA,
booing players IS in, LBJ in CLE, Nash cheered in TOR, ORL has a few with JJ and Howard
crowd understands game situation
presentation recognizes holidays
dynamic commentary, no idea what is planned, but there

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 6:25 am

What he said about Live 13 is true, it was rough, but the first build we played during our first trip, wasn't that bad, it was actually better than the leaked video that was released, IMO. That's why everyone was like "heading in to a good direction." and we were all excited about it ... I guess that's what happens when you bring in different people everything changes.

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 9:16 am

Thanks Jon, awesome job on the summary! Glad you enjoyed it. :)

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 4:09 pm

I like mentioning the holidays. First time I heard that on FIFA, my mind was blown. In FIFA, they even mention players' birthdays.

"He's so sim he stops at red lights in GTA" :lol:

Re: Our interview with Gameplay Designer Scott O'Gallagher

Tue Nov 19, 2013 8:23 pm

I liked that line too. There should be an Achievement/Trophy for it in-game.
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