Tuesday, June 16, 2009

EA -NHL 10 Producer Discusses Fighting Mechanic - Press Release

EA have released information about the fighting mechanic in NHL 10 where the Producer discusses it.
What is made Clear In the article is how bad they thought fighting was in NHL 09. they wanted to make changes and try to make the fighting more a part of the gameplay whilst keeping it true to the sport.
They discuss how they developed the new mechanic, how they tried different things, and how a chance encounter with the Edmonton Oilers bought about real progress.
They talk in-depth about how it works, and in comparison to real hockey, what it looks like, and what buttons are used in game.


Press Release


NHL 10 -- First-Person Fighting and Intimidation
First and foremost, let me say that we heard you loud and clear. Fighting in NHL 09 was not good enough. It was basically a bad, one off mini-game that meant nothing to gameplay. As we sat down to discuss the feature set for NHL10, fighting was at the top of the list. Initially, we weren’t 100% clear where we wanted to go with fighting but we did know a couple things.

1.Fighting had to be overhauled.
2.We had to innovate.
3.We had to make fighting true to the sport.

We actually stayed in a brainstorming phase for a good couple of weeks. We had lots of great ideas and prototypes (some of which you’ll see in future versions of NHL so I won’t spill the beans right now) but our true turning point came just before Christmas when the Edmonton Oilers were coming to Vancouver to play against the Canucks. A couple of the Oilers were interested in coming by our EA office to get a glimpse of where NHL is made. Fortunately for us, one of those players just happened to be Zack Stortini. Who better to talk fighting with than a real NHL tough guy. We did the whole tour thing and showed them how we take motion capture data and get it into the game. I had the chance to grab Zack and talk one-on-one about fighting. The first thing I asked is how much strategy is involved in a hockey fight. Within seconds, we had each other by the collar and he was shoving me around.

“If I fight a bigger guy, I do this…”
“If I fight a smaller guy, I do that…”
“If I fight a lefty, I dodge this way…’
“If I get a chance. I try to tug and get the guy off balance…”
“If the guy says something about my mom, then I go crazy on him…” (he didn’t actually say this one but we did have some great conversations about some of the ‘conversations’ that happen on the ice)

you get the picture…Zack basically rag dolled me as I took mental notes of how I could apply all of this knowledge to create a compelling gameplay mechanic for fighting.
When I boiled down all that I had learned, I came up with a two-tiered fighting mechanic. Layer one is dodging left and right vs Right Stick punching. If your opponent dodged to his left (your right), you would have to move the RS to ~2 O’clock in order to hit his head and for dodges the other direction, you would punch towards 10 O’clock. If two guys wanted to stand in and go toe to toe, they could both push straight up on the RS and see who had the better aim.
The second tier of the fighting mechanic is a power punch vs tug and upper cut. Pulling back on the RS will put your player into a position to deliver a power punch that does much more damage than the regular straights. If you notice your opponent winding up for a power punch, you can tug him forward and get him out of that pose by pulling down on the Left Stick, then deliver an upper cut by pushing up on the Right Stick.

With a mechanic in hand, we had to figure out how to make this experience truly unique and give something that had never been seen in hockey game before. With the success of last year’s Be A Pro where our goal was to put you in the skates of a professional hockey player, we decided that the next logical step was for us to put you in the skates of fighter. With that, first person fighting in NHL 10 was born.

With number 1 & 2 checked off the list, we were still left with the task of making fighting true to the sport. Again, Zack Stortini was a huge help in giving us a better understanding of why fights happen and when they occur. He also spoke to what a good fight was versus a bad fight and what kind of effect fighting had on his teammates. If we wanted capture the true essence of being a tough guy in the NHL, we had to incorporate these points into gameplay and have it make a difference. We needed to capture why having a good 3rd and 4th line is important in hockey and even more so, in the playoffs. There has never been a reason to play your 3rd or 4th line in our game but NHL10 is going to change that.

One re-occurring theme that our fight discussions kept coming back to was intimidation. Intimidation is a huge part of hockey and will definitely be part of NHL10. Just to be clear, I’m not talking about gimmicky meters or unauthentic HUD elements. I’m talking about authentic gameplay effects and behavior changes. Using your tough guys and grinders to finish your checks will start to wear down and intimidate the players on the other team. The first, second or third big hit might not cause a turnover but eventually you will notice intimidated players rushing passes and D-men slapping the puck around the boards after dump ins instead of trying to pick up the puck and make a tape to tape pass. You’ll also see intimidated players bobble pass receptions if they’re about to be hit. When you notice that your players are being intimidated, that’s your cue to get a tough guy out on the ice and try to start a fight to stand up for your team and mitigate your team’s intimidation level.

Other good times to fight and try to spark your team is when you’re down by a goal or two. By the same token, if you’re up by a goal or two, you probably don’t want to take a fight and risk giving the other team a spark (although I think it’s pretty fun to beat someone on the scoreboard and in a fight).

The CPU will also have different fight styles so if you’re fighting a Tough Guy, they’re more likely to stand in and try to go toe to toe but if you’re fighting a player that is less likely to fight, you can expect them to dodge and avoid punches then try and pick their spots with quick counter punches. And….If you end up in a fight with a player that you don’t want to risk injury to (yes, you can get injured from fighting this year), press the LT + RT to turtle.
About a month ago, Zack came back to our office and I showed him what became of our early conversations about fighting. He loved the authenticity of the fighting in our game and how we were also capturing the reasons behind fighting, intimidation and the notion of good versus bad fights. I won’t go into too much detail here because as we captured some video of that day so you’ll be able to hear from Zack himself.

Make sure to follow us on Twitter (NHL10).
Sean Ramjagsingh, NHL 10 Gameplay Producer

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