The wishlist thread

A career mode is the obvious addition for longevity. It is however a difficult one to implement in a game that clearly won't contain domestic leagues.

So with that in mind, a simple but potentially effective system could be something that allows a 10 year international career through a tour system. It sets you up in your national team of choice as a young 21 year old player and you play through the equivalent of calendar years. Further adding to this would be the option to specify whether your player is a test specialist/ODI/T20 or everything etc...

Essentially it would just be a continous mode of playing different nations but with the addition of a set of stats being tracked for the player to the point that at the end of the 10 year you end up with a fully fledged player with a full set of career stats.

Of course, gameplay is key, as without it being fun and able to provide a level of challenge, then it would grow tedious well before the end.

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... also Barmy.. and me :p

I still feel Lara 2005 did a fantastic job of making you feel you earnt a wicket... except of course for the fact they got the AI difficulties the wrong way around :lol
 
Well, my wish list is already been said from career mode to licenced players to review system. But 1 thing which i wish dat there shuld be real heights of the players in d game. by hving this feature we cud really get real models of our heroes. And other features which i wud like is the built of the players they look so slim in ( icc 2010) and bowlers run up is so bad.
2. Wish the pitch, weather conditions come into play, i mean they should effect the swing, bounce and duckworth lewis coming into action.
3. Hawk eye for bowlers and batsmen on demand.
4. Fake lbw calls for review should not b dere.
5. REPLAYS ON DEMAND not only on 4's, 6's, wicket or wen the ball fumbles from the fielder.
6. There shuld be new motion capture and new shots.
7. Bowl out option in t20 matches.
 
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I have a big wish, just show us few screen shots or a short trailer.
Then we can see if its a new engine or ic2010.:D
 
Just me and Zim I think. I always think of bowling in cricket games as something more suited to the intellectuals Brits rather than Big Bash Antipodeans ;)
Personally I don't give a rats hoot n toot about batting...

Haha, but for the masses and the kids, I doubt anyone's getting in line outside a games store thinking "Yes, I can't wait to set attacking fields and bowl in the new cricket game". That being said, there's a real opportunity to make bowling (and fielding, and "captaining" for that matter) far more interesting and exciting in a Cricket simulator.

...finding the way to do that to please everyone, and be creative, is the hard part. Not to harp on, but it's something Sidhe did well in Rugby Challenge making Kicking, Lineouts and Scrums really good fun and unique.
 
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Why don't they just get the TAOC stuff from lm, if he's still around. That early alpha that was released was pretty promising and the open-ended format meant that we could create as many teams and players as we wanted.

If not, perhaps they could look at how EA have 'creation centre' in FIFA, an online web app that allows you to create teams and players.

Also, and I don't know if this is possible, could we have a game that isn't so easy that you can hit a 6 every ball after learning the timing system in the game. Obviously it should be possible, but surely the probability of it could be limited until later in the innings. You could make it so that your timing bar didn't have a 'perfect' area until you were settled at the crease, forcing you to play more defensively early on.
 
Some physics that reflect actual cricket really shouldn't be that difficult to implement these days.
 
The main problem with people wanting DRS is that in order to effectively have a feature like that you need to build into the umpiring some degree of mistakes - then you'd also need to make sure that the game experience clearly shows things well enough the first time to make a decision whether you think it would have been out enough to appeal.

DRS is for getting rid of human error in umpiring, while mistakes are part of the game, I don't want the game deliberately making them just to build in DRS.
 
DRS should essentially be used as a benchmark for their umpiring decisions. By this I mean some things that are clipping should be given out/not out. Perhaps some slight variation in umpires likelihood to trigger or give not out.

However, this game really has to nail the core gameplay for any gimmicks like DRS to actually be remotely relevant.

As well as MLB: The Show, the success of the mid generation PES games shouldn't be ignored. In a market where the equivalent of a FIFA doesn't exist, sustainability and potential future profits (DLC through new tournaments/teams/kits etc) will only be possible if the game maintains people's interests long enough to still want to add more content into their games.

Furthermore, the current boom in indie titles and smaller budget games is more proof to highlight the importance of focussing on the mechanics. Make something that is both fun and challenging, and that in itself will create the desire for repeat play. I'm not really sure cricket based full retails games can really survive another flop.

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Oh... and let's potentially see the right analog stick in some kind of "flick" it form for batting. Just gentle nudging it in a direction would look to drop it in a gap for a single whilst a full pull-back and push would bring out more expansive shots. This could even be somewhat governed by a batsmans handspeed (ability to play the shot late but still generate power/how methodical the pull back and push must be).
 
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My Wish List

1. Improved AI that reflects on situation of the game. Batsmen play aggressive when chasing a big target and do not go into their shell for no reason. Bowling changes are logical. Subtle things like spinner bowling the first over are there to really give a genuine feel to the experience. Field setting are realistic.
2. Shot, fielding and Bowling actions are motion captured. Bowling actions and Shots should be player specific e.g. Helicopter shot for Dhoni. Slip Fielding and Keeper animations should at least not be comical as was the case in both previous games.
3. Game should not be region locked.
4. Career mode if implemented could be a big selling point for the game. State Tracking is an integral part of the game of cricket and should be implement in Ashes 2013.
5. Weather condition should have a say on things like swing of the ball.
6. Bowling has to be made fun part of the game. IC 2010 bowling mechanics need tweaking to be entertaining. Spinner especially were no fun to bowl in ic 2010. Swing and seam were not that prominent. You never got the feeling of out thinking the batsmen.
 
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Online that works
I'll add to this - it needs to be feasible to actually play an Ashes series online. I'd implement online saving, not just to make longer matches possible, but as a means of stopping people quitting matches - the server should just see a quit match as a match in progress, those who genuinely dropped a connection should be able to pick back up where they left off.
 
Picking up on Matt's point about online tests, some kind of save and pick and up later really is essential. Cricket is unique among sports games (as far as I know) in having games that can't be done and dusted in under 30 minutes. My experience of tests in IC10 is that they take about half of real time. Therefore a 5 day test is going to take 15 hours. I've never played a test online and that's why. Yet offline that's my favourite game mode. Online cricket (when it's worked) has always been who can exploit the advance and slog glitch best to hit the ball out the park.
I would love to play a session of test cricket, probably using Skype as well, sip a beer and then be able to save at the end of it. Computer AI is always going to struggle with test cricket tactics; humans can manage it. If we could actually play a live responsive human being without having to be online for 15 hours straight that would be immense.
 
This is a wonderful news for all cricket loving fans out there.:clap


I have a lot of expectations from a future cricket game which are based on my principle that a game is more interesting when it is very tough.The success of fifa can be credited for its very toughgameplay.

I would be grateful if a few of you guys read this out and comment.

What i expect from a cricket game are

BATTING :


The game shall provide a platform that can help us emulate the way a batsman bats in the real world.What I mean is the pitching position(landing spot or pitching spot) of the ball should not be visible before hand.Based on the batsman's skill the landing spot shall be made visible a little early or late.
For example Alaistatir Cook .When he is batting the landing spot is visible immediately when the ball leaves the bowler's hand .If the same line and length ball is bowled to Tremlett the spot becomes visible much later that is when the ball nears the end of its flight.( This example is just for comparison).The visibility varies with the awareness of batsman. Even skilled batsman are able to spot the landing spot when the ball swings or drifts( the small deviation from the original spot).
There is no meaning in knowing the landing spot before the bowler enters his run up.This does not happen in real life.



Even the concept of margin of error should be looked into like increased difficulty when playing the bowl just outside offstump.This can be achieved through making defending shots difficult to play compared to the ease with which one defended in the previous titles)


Preferable buttons
up arrow:defense
one button for front foot
one button for back foot
mixed button for advaced.
down,left,right arrows:combinations give directions to the shot

Gap hitting based on timing and skill of the batsman(instead of the arc shown in ashes 2009).

Edging increases with power of the shot. (Edge has to flow to any possible direction). Even wrong footed shots lead to increased edging and less power.



BOWLING :

Based on the above batting recommendation. The bowling to should be related to real life bowling . There are very few bowlers in the world who could pitch the ball wherever they like.But in all the previous cricket games even the bowler with the least skill could land the ball wherever he liked.

During the run up the pitching spot should not be visible.(BEcause in multiplayer the opposite batting guy could see the spot before hand which is not desired).

I will explain things using the landing spot which should become visible only when the ball is released.THe movement of this spot is only horizontal not vertical(only line selection not length ).The movement is less sensitive way outside off stump and the sensitivity of the spot increases in the lines from outside offstump to leg stump.Thus wides outside legstump would become very common if landing spot is not controlled properly.An execssive movement caused to the pitching spot can lead to a no ball.(one factor for no ball). Speed variation has to be looked into.

Length depends on the timing of the press of the button which controls the release of the ball from the final stride of the bowler.(press it early you will get a full length ball press it late you will get a shot ball.Inbetween somewhere lies the good length bowl).The distance for length demarcation must remain same but bounce varies depending on the pitch.


Swing(difficult deliveries) can be achieved using a mechanism similar to skill moves in fifa franchise.(extra buttons pressed for special variations(eg: flipper for leggie and lesser buttons for easier variations(eg: topspin for an offie)



General:
More stats and graphs.
Tutorials covering all aspects are a must.
Training nets.

Thank you for providing me a platform to express my views on what a future cricket game should play like and THANK YOU everybody who patiently read out my very big post as I had waited avery long time to express my views on a futurecricket game and I hope the above points are not fuzzy.

Comments are welcome
 
This is a copy of a post I posted in a different forum. It is long but that is only to compensate for the size of my penis..........

As a fan of cricket games and of cricket since Lord knows when the perfect game for me would encompass the following things. I have divided them into four categories; bowling, batting, fielding and general. As my little list shows I am not really concerned about visuals in a graphics sense, more in a "it feels like I am in a challenging game" sense that is absorbing and causing me to think a bit about what to do.


Bowling

a. The ball reacting to different atmospheric and physical conditions. If it is cloudy it is different than when the sun is shining. It is different under daylight or floodlights. It would be fantastic if weather was dynamic, changing a number of times over a day. That would add such drama to especially longer game formats.

b. Rather than just pressing a button to determine swing etcetra, why not a more subtle system of holding several buttons or the throttle switches in just the right way to hold the ball in the right grasp. Much in the line of how Fifa does this in its skilled moves mechanism. Sorry to keep saying Fifa, but it is the benchmark. Again the ball would react differently depending on bowlers skills and the things mentioned in a.

c. A much more varied pitch map which had different spots where it was good to bowl not just a fixed area like now. This would mean that you would have to find out each time where the right length and line was on this kind of pitch under these circumstances. Again this would vary according to circumstances and as conditions change as the game goes on.

d. The ball getting out of shape, scuffed, having to be looked after. A ball that is well looked after behaves differently than one that has been slogged to the fence over the last three overs. Some kind of interactive mechanism of looking after the ball as a bowling side.

e. For beginners and such you could have a kind of racing line, a ghost line showing you where to aim at in your delivery, to get the ball to follow that arc and that line. Would add a new real of interactivity to the proceedings, especially set in a net environment. This would radically change the whole approach to the bowling side of things for the emphasis would come on at which point do I release the ball rather than pointing to a point of the pitch to aim at. The whole timing of the arm movement and the release from the hand is what determines where the ball ends up. Instead of the ball being sucked towards a magnet in the pitch the ball will go in the direction, speed and length determined by how well I release and time the ball.

f. Bouncers that are really dangerous, balls beating the bat, bouncing off the gloves, the bat handle, thumping into the pads, the unpredictability that a ball offers when travelling at that speed, hitting a crack, a piece of moving wood, a motionless object.

g. No balls should not be determined by how late I release the ball, but by the point at which I place my foot down. This means as a bowler I have two main concerns, where do I start my final stride and when do I release the ball. These two things combined would make bowling much more challenging. Of course for more arcadey players there can be easier options. This is hardcore but so much more fun me thinks.


Batting

a. I loved the intuitive feel of batting in IC2010. That was a good platform. The one thing I would like to see worked on is more variation not only in shot choices but a more subtle mechanism that again took into account the angle of the bat, which part of the bat it hits etc, whether I play with soft or hard hands as it were, being able to twist the bat in the hand to nudge that ball down to fine leg or third man or nurdle it into a little gap, with all the risk involved. The twisting of the bat on its axis is what determines whether a ball will go along the ground or in the air. If I dont get it right it can end up anywhere. Essentially the difference between whether the ball goes in the air or not by say a pull or a hook shot, is in the angle of the bat lying on its axis as it were. Why not use one of the throttle switches (I am thinking PS 3 here) to twist the bat as the shot is played. This will make shot selection and playing so much more challenging and get rid of the horrible lofted shot syndrome that bugged IC 2010, especially online. Again you could have a scaled difficulty allowing easier mechanisms for different end users.

b. Certain players only being able to play certain shots. A top order batsman has a different arsenal at his disposal than a last man rabbit.

c. Solid, defensive play being rewarded as well as attacking play. If I am scraping my team home in a nerve jangling effort to hang onto the draw it should be just as fun and appreciated as a slog fest in a Twenty20 superover. But it needs to be hard. I need to be at my upmost concentration as the fastbowlers strain every muscle in knockng me out.


Fielding

a. This is the biggy as far as I am concerned and no game has captured it at all well. Think of those magnificent moments we watch at the ground or on the telly.....the mindboggling catches, the athletic leaps, the desperate lunges, the millisecond reactive catches, the rolling over the ropes, the fumbles, the misfields the incredible pick-up and throws. Why isnt that part of a cricket game. Surely there are ways to make fielding more enjoyable, exciting, interactive and above all gamechangingly effective. Remember the Ponting run out by Flintoff in the 2009 Ashes series. Out of the blue the whole dynamic changed by one simple moment of magic. That should be in a cricket game that says it is realistic.

b. Fielders who care about what they are doing and want to stop that ball.

c. Fielders working in pairs to stop and throw the ball in.

d. Tight, tight singles, scraping home by the skin of a gnats knicker elastic.

e. Intelligent, dynamic tactics, constantly changing,looking to put pressure on the batsman, exploit weaknesses, contain aggression, invite catches etcetera.


The Rest

a. Net practice and training and learning about the game.
b. High amount of editability allows users to fashion the game to their liking.
c. Interesting and varied challenges, competitions and series. I would love to see full scale tours in this game!
d. Solid and realistic online play that really works. Online Fifa games are breathtakingly absorbing so it can be done.
e. Stats, stats, stats, stats, baked beans, stats and stats!
f. The ability to configure the controller to my liking
g. Fresh, fun and absorbing commentary and punditry.
h. Stats and more stats.
i. Weather reports, pitch reports, player profiles.
j. Statistics.
k. Did I mention statistics yet, especially those that are carried over across series, seasons, careers!
l. Referals, including Snicko, Hotspot and the like.


Fifa is a brilliant game and succeeds in so many ways. Take the skilled moves. To able to do these moves effectively in a game I have to practice them to get the process and especially timing right. But the joy, utter joy and satisfaction when you start to get it. Why cannot this be done for a cricket game. Imagine a frontfoot drive. How much goes into that to get that right, to be on the right side of the fine line between absolute poetry and a disaster? Where do I place my foot, how do I hold my bat, when do I step forward, how high is my elbow, etc, etc. All these things go into creating the shot just like all the things going into dribbling around a defender in a tight corner. Surely there are possibilities here to adapt that kind of control and innovation to cricket?

There are many more things but my fingers are tired and I wonder if anyone will read it all anyway. Thanks for the opportunity to give my tuppence worth and I hope to get some feedback even if just to say "not possible". Then I will at least know that you guys are serious about listening to fans and I might add, players of the game.
 
This is a copy of a post I posted in a different forum. It is long but that is only to compensate for the size of my penis..........

As a fan of cricket games and of cricket since Lord knows when the perfect game for me would encompass the following things. I have divided them into four categories; bowling, batting, fielding and general. As my little list shows I am not really concerned about visuals in a graphics sense, more in a "it feels like I am in a challenging game" sense that is absorbing and causing me to think a bit about what to do.


Bowling

a. The ball reacting to different atmospheric and physical conditions. If it is cloudy it is different than when the sun is shining. It is different under daylight or floodlights. It would be fantastic if weather was dynamic, changing a number of times over a day. That would add such drama to especially longer game formats.

b. Rather than just pressing a button to determine swing etcetra, why not a more subtle system of holding several buttons or the throttle switches in just the right way to hold the ball in the right grasp. Much in the line of how Fifa does this in its skilled moves mechanism. Sorry to keep saying Fifa, but it is the benchmark. Again the ball would react differently depending on bowlers skills and the things mentioned in a.

c. A much more varied pitch map which had different spots where it was good to bowl not just a fixed area like now. This would mean that you would have to find out each time where the right length and line was on this kind of pitch under these circumstances. Again this would vary according to circumstances and as conditions change as the game goes on.

d. The ball getting out of shape, scuffed, having to be looked after. A ball that is well looked after behaves differently than one that has been slogged to the fence over the last three overs. Some kind of interactive mechanism of looking after the ball as a bowling side.

e. For beginners and such you could have a kind of racing line, a ghost line showing you where to aim at in your delivery, to get the ball to follow that arc and that line. Would add a new real of interactivity to the proceedings, especially set in a net environment. This would radically change the whole approach to the bowling side of things for the emphasis would come on at which point do I release the ball rather than pointing to a point of the pitch to aim at. The whole timing of the arm movement and the release from the hand is what determines where the ball ends up. Instead of the ball being sucked towards a magnet in the pitch the ball will go in the direction, speed and length determined by how well I release and time the ball.

f. Bouncers that are really dangerous, balls beating the bat, bouncing off the gloves, the bat handle, thumping into the pads, the unpredictability that a ball offers when travelling at that speed, hitting a crack, a piece of moving wood, a motionless object.

g. No balls should not be determined by how late I release the ball, but by the point at which I place my foot down. This means as a bowler I have two main concerns, where do I start my final stride and when do I release the ball. These two things combined would make bowling much more challenging. Of course for more arcadey players there can be easier options. This is hardcore but so much more fun me thinks.


Batting

a. I loved the intuitive feel of batting in IC2010. That was a good platform. The one thing I would like to see worked on is more variation not only in shot choices but a more subtle mechanism that again took into account the angle of the bat, which part of the bat it hits etc, whether I play with soft or hard hands as it were, being able to twist the bat in the hand to nudge that ball down to fine leg or third man or nurdle it into a little gap, with all the risk involved. The twisting of the bat on its axis is what determines whether a ball will go along the ground or in the air. If I dont get it right it can end up anywhere. Essentially the difference between whether the ball goes in the air or not by say a pull or a hook shot, is in the angle of the bat lying on its axis as it were. Why not use one of the throttle switches (I am thinking PS 3 here) to twist the bat as the shot is played. This will make shot selection and playing so much more challenging and get rid of the horrible lofted shot syndrome that bugged IC 2010, especially online. Again you could have a scaled difficulty allowing easier mechanisms for different end users.

b. Certain players only being able to play certain shots. A top order batsman has a different arsenal at his disposal than a last man rabbit.

c. Solid, defensive play being rewarded as well as attacking play. If I am scraping my team home in a nerve jangling effort to hang onto the draw it should be just as fun and appreciated as a slog fest in a Twenty20 superover. But it needs to be hard. I need to be at my upmost concentration as the fastbowlers strain every muscle in knockng me out.


Fielding

a. This is the biggy as far as I am concerned and no game has captured it at all well. Think of those magnificent moments we watch at the ground or on the telly.....the mindboggling catches, the athletic leaps, the desperate lunges, the millisecond reactive catches, the rolling over the ropes, the fumbles, the misfields the incredible pick-up and throws. Why isnt that part of a cricket game. Surely there are ways to make fielding more enjoyable, exciting, interactive and above all gamechangingly effective. Remember the Ponting run out by Flintoff in the 2009 Ashes series. Out of the blue the whole dynamic changed by one simple moment of magic. That should be in a cricket game that says it is realistic.

b. Fielders who care about what they are doing and want to stop that ball.

c. Fielders working in pairs to stop and throw the ball in.

d. Tight, tight singles, scraping home by the skin of a gnats knicker elastic.

e. Intelligent, dynamic tactics, constantly changing,looking to put pressure on the batsman, exploit weaknesses, contain aggression, invite catches etcetera.


The Rest

a. Net practice and training and learning about the game.
b. High amount of editability allows users to fashion the game to their liking.
c. Interesting and varied challenges, competitions and series. I would love to see full scale tours in this game!
d. Solid and realistic online play that really works. Online Fifa games are breathtakingly absorbing so it can be done.
e. Stats, stats, stats, stats, baked beans, stats and stats!
f. The ability to configure the controller to my liking
g. Fresh, fun and absorbing commentary and punditry.
h. Stats and more stats.
i. Weather reports, pitch reports, player profiles.
j. Statistics.
k. Did I mention statistics yet, especially those that are carried over across series, seasons, careers!
l. Referals, including Snicko, Hotspot and the like.


Fifa is a brilliant game and succeeds in so many ways. Take the skilled moves. To able to do these moves effectively in a game I have to practice them to get the process and especially timing right. But the joy, utter joy and satisfaction when you start to get it. Why cannot this be done for a cricket game. Imagine a frontfoot drive. How much goes into that to get that right, to be on the right side of the fine line between absolute poetry and a disaster? Where do I place my foot, how do I hold my bat, when do I step forward, how high is my elbow, etc, etc. All these things go into creating the shot just like all the things going into dribbling around a defender in a tight corner. Surely there are possibilities here to adapt that kind of control and innovation to cricket?

There are many more things but my fingers are tired and I wonder if anyone will read it all anyway. Thanks for the opportunity to give my tuppence worth and I hope to get some feedback even if just to say "not possible". Then I will at least know that you guys are serious about listening to fans and I might add, players of the game.

Are you the Ehtx28 in that different forum

IF you are Ehtx28 then you are really great for writing down such a good piece of expectations .:clap:cheers

I even thanked you and praised you in the same forum .

The only things I took from yours were points b and g in bowling

The rest are my ideas

Please check my post for once in the forum you are talking about.I did it with the same name.

You were my inspiration for writing this big post.But there are even ideas which differ from yours like visibility of pitching spot.

Comments are welcome
 

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