
1. Will you guys put in quicker inbounding animations? Sometimes you want to beat the other team back on defense, it's impossible to get those type of transition points in NBA Live.
BU: Yes, we have some new inbounding animations, and some of them are for quick inbounds situations.
2. Can you describe some of the around the basket moves? Or can you at least hint at them? Meaning are they just shots on the low block or are they all around the basket. Even small shot when players are trapped behind the backboard.
BU: Shots directly under or behind the basket can be problematic so we are spending quite a bit of effort on them this year. It’s a little tough to write about specific shot animations, but we will make sure we highlight a bunch of the new shots with screens and videos later into the summer when we start releasing that stuff.
3. Have you guys fixed the problem with player acceleration? Last year when the players "accelerated" they really slowed down. Both Live and 2K have this problem (Unless your the computer lol). It would really be great if Live can really capture the Speed of an actual NBA game
BU: They slowed down when they accelerated? I’m not sure if I understand exactly what you are talking about there. We have identified several situations where I think our game is too fast and we are trying to slow things down a little bit in certain areas. We’ve also done some cool things around trying to capture the explosive first steps of players but that is more around players being “ quick” as opposed to “ fast”. It’s a subtle difference, but it really helps even out the game experience and make things a bit more strategic and realistic.
4. Have you guys turned up the intensity of the crowd in NBA Live? Last year, playing NBA Live, sometimes you didn't feel the crowd was involved in the game. Especially in the 4th quarter. Maybe you guys can add, 4th quarter intensity to the game. Have teams play more scrapier
BU: Lots of work on crowd and environment this year- I think you will be very happy with the results. Situational intensity for the players is something we have experimented with in the past (remember the intensity feature in LIVE 07 current gen?)- it’s a pretty subtle thing and difficult to get right, but it’s something we will keep working on to make better.
5. Have you guys changed up the presentation style of the game, adding more half- time features, change the player intros etc?
BU: yes- we’re adding a lot of that this year- new intros, cheerleaders and mascots- lots of stuff to improve presentation.
6. Anything you can tell us about the defense of Live
BU: not yet, other than to say that it has been a point of emphasis for us this year. More to come later in the year.
7. Question on the graphics, have you guys ever tried to have the game more close up, to show the "realness of the game" like similar to NBA Street? It would be good, cause it can show fans around the court being more interactive with the game. example like showing people standing up during free throws. When a player scores, the whole crowd go crazy. and you can see them cheering, giving high 5's etc.
BU: yeah, I agree with you about that- the crowd is going to be much more alive and involved in the game than in previous years, and like I mentioned before we are adding cheerleaders, mascots, and other secondary characters to the environment to try and better capture what it’ s really like on and around an NBA court during a game. However, I don’t think we need to get “closer” to the players necessarily. I think our player models have traditionally looked very realistic, and there are time when we can really show this off (after the whistle blows for example). But during 5-on-5 game play I actually like the camera to be a little further away from the players (like it is when you watch a game on TV) so that you can see the floor and play basketball. Our players look fantastic, but that’s not a good reason to show them off with a bunch of close-ups if it makes it harder to play the game.
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