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Rugby World Cup 2011 Game
In Response to the "Is It in the Game?" Blog
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<blockquote data-quote="aotearoa" data-source="post: 393559" data-attributes="member: 41203"><p>Thank you Alistair and great blog as well.. Completely agree with gameplay over all the extra fluff - over on Sidhe forums people are posting about making sure the there are generic sponsor logos and even the game designers (HB and Sidhe) are talking about boot colour etc..</p><p></p><p>Obvioulsy the more realistic the game is in these respects the better but as best_fullback says - gameplay is everything, gameplay is the bottom line. Was WCR better because you could spin out of the tackle with Robinson or Joe R? No. Was it better because you had the licensed england and france teams? No and Non.</p><p></p><p>Just been playing a bit of JLR before typing this and as much as i enjoyed it back in the day it is now a very limited game and i'd play 08 over it every time.</p><p>However, one of the areas in which it does do very well is mauling. As you know you can set up a driving maul from open play and depending on the stats of who arrives drive it and even wheel it to a limited extent (love the forward surge when you add the big man himself!). This one aspect alone completely changes the game and i truly feel that if a similar and slightly improved version of this had been improved in Ea 06/08 then in my opinion those games would have gone from beng very enjoyable, good games to excellent rugby games. The tweaks i would add would be peeling of the back of the maul, more dynamic/rolling mauls where you can expose oppositions weakness in term of the shape of their defensive mauls.</p><p></p><p>The question for HB was why didn't they add this?</p><p>More pertinently, in 4 months time, about what features might we be saying why didn't they....</p><p></p><p>I enjoyed reading Alastair's post and felt encouraged by it but playing devil's advocate I could ask are they preparing us for a lack of licenses and encouraging us to remain interested by citing a focus of time and resources on gameplay?</p><p></p><p>From my perspective I thoroughly enjoyed their previous versions and am sure that with several significant improvements and other smaller refinements (see below) HB will produce an excellent game and if this comes as a result of focussing exclusively on gameplay and not getting licenses or hair styles right i really couldn't care less.</p><p></p><p>Here's to a great rugby game!!</p><p></p><p>Significant improvements</p><p>Rucking - a more interactive contestable event including stealing ball, counter rucking, holding onto the ball until the referee calls hands off (then penalises you)</p><p>Mauling - how can you create a rugby union game without mauls? A massive part of giving a game depth both in terms of strategy and simply variety of play</p><p></p><p>Refinements</p><p>Lineouts - 06 lineout mechanic was much better than 08. More options from the lineout - peeling around front and back and up 5m channel </p><p>Running lines - support players should run much better lines - ever heard the canterbury diamond?? Ball carrier at point, left and right shoulder and man behind</p><p>Offloading - more instinctive mechanic where player respond to the nature of the tackle and availability of the ball in the tackle and once the ball carrier has hit the ground - passing out of the tackle and popping off the ground are 2 completely different things!</p></blockquote><p></p>
[QUOTE="aotearoa, post: 393559, member: 41203"] Thank you Alistair and great blog as well.. Completely agree with gameplay over all the extra fluff - over on Sidhe forums people are posting about making sure the there are generic sponsor logos and even the game designers (HB and Sidhe) are talking about boot colour etc.. Obvioulsy the more realistic the game is in these respects the better but as best_fullback says - gameplay is everything, gameplay is the bottom line. Was WCR better because you could spin out of the tackle with Robinson or Joe R? No. Was it better because you had the licensed england and france teams? No and Non. Just been playing a bit of JLR before typing this and as much as i enjoyed it back in the day it is now a very limited game and i'd play 08 over it every time. However, one of the areas in which it does do very well is mauling. As you know you can set up a driving maul from open play and depending on the stats of who arrives drive it and even wheel it to a limited extent (love the forward surge when you add the big man himself!). This one aspect alone completely changes the game and i truly feel that if a similar and slightly improved version of this had been improved in Ea 06/08 then in my opinion those games would have gone from beng very enjoyable, good games to excellent rugby games. The tweaks i would add would be peeling of the back of the maul, more dynamic/rolling mauls where you can expose oppositions weakness in term of the shape of their defensive mauls. The question for HB was why didn't they add this? More pertinently, in 4 months time, about what features might we be saying why didn't they.... I enjoyed reading Alastair's post and felt encouraged by it but playing devil's advocate I could ask are they preparing us for a lack of licenses and encouraging us to remain interested by citing a focus of time and resources on gameplay? From my perspective I thoroughly enjoyed their previous versions and am sure that with several significant improvements and other smaller refinements (see below) HB will produce an excellent game and if this comes as a result of focussing exclusively on gameplay and not getting licenses or hair styles right i really couldn't care less. Here's to a great rugby game!! Significant improvements Rucking - a more interactive contestable event including stealing ball, counter rucking, holding onto the ball until the referee calls hands off (then penalises you) Mauling - how can you create a rugby union game without mauls? A massive part of giving a game depth both in terms of strategy and simply variety of play Refinements Lineouts - 06 lineout mechanic was much better than 08. More options from the lineout - peeling around front and back and up 5m channel Running lines - support players should run much better lines - ever heard the canterbury diamond?? Ball carrier at point, left and right shoulder and man behind Offloading - more instinctive mechanic where player respond to the nature of the tackle and availability of the ball in the tackle and once the ball carrier has hit the ground - passing out of the tackle and popping off the ground are 2 completely different things! [/QUOTE]
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