As Iâve said, FIFA 10 comes as close as any sports game Iâve played to being just like the real thing. Begging the question: how do the developers actually turn a sport like football into a video game?
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Itâs an artform.
Few, if any sports on earth are so free-flowing, so open to an individual playerâs interpretation of how the game should be played, and how theyâll go about playing it. Itâs why arguments over who is the âbestâ player in the world are often pointless; Pele and Maradona are incomparable, as are Best and Beckenbauer, Figo and Zidane. Itâs like arguing whether Picasso is better than Van Gogh, or Mozart sharper than Beethoven.
What makes the game such a joy to watch, and gives the players the freedom to express themselves individually, should make a video game adaptation a nightmare. In American Football, for example, things are very structured. There are self-contained plays, there are limitations on what is happening at any one time. Itâs very mechanical. A lineman blocks, within a small area of the field, and thatâs that. A field goal is from a fixed point on the field, with the kicker making the same approach every time. You see where Iâm going with this.
But football is all over the place. Ten of the eleven players could be anywhere on the pitch at any given time. The ball can go anywhere, in any direction, in the air or along the ground. Possession can change hands ten times in two minutes. Itâs a playground, a well-manicured sandbox.
None of which seemed to matter while playing FIFA 10, which both looks and plays as close to the real thing as any sports game Iâve ever played. So how do you model a video game, which by its very nature is a long string of pre-determined actions and reactions, on something so free-flowing and unpredictable?
The answer is both simple and very, very complicated: you go and bury yourself up to your neck in the sport.
After all, itâs hard replicating something if youâre not intimately familiar with it. So we caught up with the brains behind FIFA 10 to see how the team go about turning what for the developers is a lifelong obsession into something millions more would call the same thing.
MATCHDAY PREPARATION
According to FIFA 10âs producer, David Rutter, it all begins with the development teamâs diversity. âWeâre in the process of building a âteam wallâ at the studio with pictures of all the guys showing where theyâre from and what teams they supportâ, he says. âAt last count we had people from 18 different countries, speaking 10 different languagesâ.
And the variety doesnât end with the developerâs passports. The teams they support reflect the corners of the earth from which they all hail. Being a Western studio means support skews heavily towards the English game â not just Man United, Liverpool, Arsenal and Spurs fans, but also less glamorous sides like Leicester and Queens Park Rangers. Thereâs plenty of international support as well, from Barcelona to Inter to theâŠVancouver Whitecaps, the studioâs local team.
Being, you know, important to the job, EA Canada staffers are able to indulge that support in a number of ways. Live games from all the worldâs major leagues are broadcast both on TVs in the studio and streamed to the developerâs monitors, while for more real-world research they also have a number of season passes to the aforementioned Whitecaps (who, interestingly, engage in an annual showdown with Microsoft fanboys the Seattle Sounders). And thatâs just the local stuff; with members of the team always travelling across the globe, they also take in games across more prestigious competitions, like the Premier League and Champions League.
For a more hands-on approach to studying the inner workings of the game, the team can draw on the knowledge of some former players. One of FIFAâs gameplay producers, Aaron McHard, was a former member of the Jamaican national teamâs youth squad, while Kantcho Doskov, an animator, is one of the best âtrickstersâ (think juggling, balancing, etc) in the world, having been a finalist at the Red Bull Freestyle Championships.
For everyone else â the teamâs Sunday league superstars â EA Canada have built the developers their own football pitch on the site, so they can pop out and do some âresearchâ whenever the urge takes them.
THE GAME PLAN
In order for the game to play like a realistic game of football, the actual players on-screen needed to do a decent job of mirroring their real-life counterpartâs abilities and performance. After all, itâs no good to anybody if Wayne Rooney canât shoot, Lionel Messi canât dribble or David James suddenly learns how to keep something out of his net.
To make sure FIFAâs players act like real players, then, EA have gone Roman, managing their âscoutsâ in multiples of ten. So, there are ten core database managers at EA Canada. Those ten then supervise another 100 âfootball expertsâ, who are the ones actually inputting each playerâs individual attributes into the game. Then, below those 100, there are another 1000 or so hardcore fans from all over the world, who go over each stat with a fine-tooth comb and provide feedback.
And if thatâs not enough, Rutter also says the development team are constantly receiving âfeedbackâ from Premier League stars themselves, satisfied (or dissatisfied!) with their numbers.
With the attributes in the database, itâs then over to the animators, who have an equally important task ahead of them; just as it would stand out if Wayne Rooney wasnât scoring, so too would it stand out if he ran around all legs and arms like Peter Crouch, instead of all shoulders and potato head like he should.
Every year, professional players are invited into the studio to perform motion capture work on every aspect of the game. Dribbling, free kicks, shooting, tackling, throw-ins, penalties, slide tackles, you name it, it has to be captured. Sometimes, these are âprofessionalâ in the sense theyâre local players. Other times, theyâre âprofessionalâ in the sense that theyâve captured moves performed in the studio by the likes of Ronaldinho, Miroslav Klose and Sergio Ramos.
KICK OFF
During FIFA 10âs initial marketing push, much was made of the introduction of 360-degree dribbling, something that sounded minor but actually promised to revolutionize the way the game controlled. Once the game was released, however, things turned out a little differently. Sure, the 360-degree movement was a big improvement over previous years, but it wasnât the best part of the gameâs controls.
No, that went to something intangible. Something you couldnât really put on the back of the box. It was like the Force, all around you, binding everything together.
âI do think a lot of the fluidity of 10 came, not just from 360, but from improvements to our trapping system which is the system that controls how the player moves and controls the ballâ, says Gary Paterson, the gameâs creative director. âThis system was improved in lots of different ways to ensure that it was as fluid as possible and this I think made a big difference to the feeling of fluidity.â
The other key aspect of gameplay is the ball physics, which determines how the ball reacts to things like player contact and weather. For a game built entirely around the movement and collision of a round ball, itâs obviously very, very important.
âThe process we go through is like thisâ, says Kaz Makita, executive producer on the game. âWe will build a foundation of how we want the ball to behave in different situations, then test the different situations in game. We focus our testing on how we want the ball to behave and we go through a process where we refine it until looks, feels and plays authentically.
âThe big challenge is how the ball interacts with a player because these interactions are limited by the number and variety of animations, something we are constantly updating each year. We make huge improvements each year with ball and player interactions but sometimes the variety of animations do not enable us to satisfy realism. We built a new animation engine so we could create a much deeper library of player behaviours, which enables us to create deeper, more authentic ball movement, but the challenge remains to build animations to fit with ball physics that look and feel authentic.â
Patterson adds: âI guess the ball physics has two components: the physics formulae and the variable constants that we pass into those formulae⊠We have some very smart guys here who have been able to provide us with accurate ball physics formulae, but getting the constants for how a football passes through the air is very tricky. So much so in fact that we contacted a Physics Grad at a local university to help us define them. Iâm pretty happy with the results but I think we will continue to tweak and tune.â
Realism, however, only goes so far. âOnce you have the ball physics, you have to use it authentically, and this part is just as trickyâ, Paterson says. âFor example how much spin should be on a cross, what does a shot look like when the player miss-kicks it? All these things obviously affect the authenticity of our game and this is perhaps where we bend the rules a little to try and ensure we get a fun game. For example, in real life, crossing the ball is very inaccurate, many crosses go too far, or out of play, but in FIFA this would be very frustrating and upset the balance of the game (as you would be discouraged from crossing), so yeah, we have to bend reality a little bit.â
NEXT WEEK
While FIFA 10 is currently king of the sports games, both in terms of sales and critical approval, the â10â after its name and the fact itâs from EA Sports means it will only remain so for another ten months or so. Once FIFA 11 rolls around, changes have to be made. After all, just because itâs the most realistic sports game on the market doesnât mean itâs perfect.
So, what can we expect from next yearâs game, as the developers continue to strive towards presenting us with the perfect game of football? âWe have been having a lot of conversations this year around game speed and game difficulty, as some of our gamers want slower and harder gameplay, more simulationâ says Paterson. âThis is a tricky one as it would mean we would have to alter one of the core gameplay concepts that we have built the game on thus farâŠâ