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Team Sports and Higher Difficulty |
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TedSGN
MVP Joined: 01-26-2006 Location: Friday Harbor Online Status: Offline Posts: 3288 |
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Topic: Team Sports and Higher Difficulty Posted: 06-01-2007 at 6:06pm |
I haven't played any sports games for months, but my stepson moved in with us temporarily and we rented NHL 07 on Xbox since I told him it was (IMO) the best hockey game made to date. We get such nice playing games on medium, but difficult level is the usual AI is boosted real high and your own guys take a ratings hit.
I'm not arguing against the ratings boost/penalty system. It's in place and seems to be the accepted way of doing things. But I think as you ratchet up the difficulty level it becomes necessary for you to control everything and switch around wildly from player to player because your own teammates are at such a disadvantage that you can't rely on them.
I was thinking that instead of a global ratings boost/penalty to all of the players it should only be to the player you control. That way on easier difficulties you are always boosted and harder you are always penalized. While this isn't different from the current system, I think it would force you to switch less and rely on your teammates more at the highest difficulties. In essesnce it would preserve a team atmosphere as opposed to a lot of player switching instead of team playing.
Opinions?
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JasonSGN
Admin Group Administrator Joined: 01-25-2006 Location: New Jersey Online Status: Offline Posts: 6699 |
Post Options Quote Reply Posted: 06-02-2007 at 12:33pm |
My only problem with your suggestion is that it would affect team chemistry - the star players wouldn't play like star players when you were controlling them if they took a ratings penalty. It could change the entire strategy of each team.
I'm hopeful that the new generation of consoles can achieve more realistic gameplay challenges through more sophisticated AI.
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K_Mosley
MVP Joined: 01-26-2006 Location: United States Online Status: Offline Posts: 1529 |
Post Options Quote Reply Posted: 06-02-2007 at 10:25pm |
I think it's a result of the pressure to release these franchises annually. The way they do AI is the "quick fix" approach due to deadlines, as opposed to actually taking the time to program the action on the field/court/ice to be more realistic and player behavior more accurate.
Unfortunately, I'm not sure that will ever change, at least with the way conventional video games are developed. Text sims like OOTP and FM seem to do a much better job of this.
Kevin
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