I don't know if this is the right thread to get these ideas noticed but I think they are pretty good.
I think in terms of appealing to both mass market and hardcore cricket gaming fans, the thing that must be done is concentrating firstly on gameplay and secondly on everything else. If you have really good gameplay, then you have automatic longevity through repeated two-player and one-player gaming. Things like player physiques, UDRS, they won't earn you more buys.
The main things that all cricket games have been missing with gameplay is a variety of shots and other batting animations (ducking, getting hit) for batsmen to play that keeps gameplay realistic and varied. Things get tedious only because in order to beat the field, you have to play the game stupid looking on drive (a shot which no one plays like that in real life) and a bizarre cut over the slips or heaven forbid, the absurd looking advance slog shots.
The reason games like FIFA are so good is that no two football matches are even slightly alike. With a massive array of shots and other batting animations, correctly implemented, you can make this true about the cricket games.
How to make bowling fun
I think BLIC2005 was a pretty fun bowling system with the way you could swing the ball after release by pressing the L2 and R2 buttons. I think it is the best system available to have the marker move at a late stage and makes two player really fun. It was one of the reasons that BLIC2005 sold so well, imo.
The only issue with it is that every bowler had the ability to swing the ball both ways, massively and extremely late. A very high percentage of bowlers swing the ball in one direction and not that much. Someone like Hilfenhaus swings the ball away from the right hander but often he swings it 'from the hand' - so make it that you can only swing the ball early, or it isn't available. Spinners tend to get drift very early on and it only tends to be in the opposite direction to the one they spin the ball in. It is rare and worth putting in as impossible that a spin bowler gets late drift.
How to make fielding realistic
I think its important to remove the catching system. I only found it tedious and unrealistic to have time slow down and trajectories ridiculous with behind the wicket catches.
I think ground fielding is about being bug free and realistic. I think here, an aspect of minimalism would be okay. No one is buying a game or enjoying a game based on the number of ground fielding animations. The thing that people care about within fielding is catching animations. A small variety of realistic catching animations for different types of catches would be ideal. Slip catching (and close fielder catching, if that is in the game), should be programmed totally different to regular fielding because its all about reactions and you pretty much never have the time to run forward or backward like in International Cricket 10.
I think wicket keeping is again about minimalism but getting what you do animate right. Keepers should go with two hands (unless diving), be able to take balls on the bounce, balls at their shins and balls high. If you have a variety of cool edging animations, then no one will care if what the keeper does is not varied, imo.
EDIT: I've read a number of things about pitches playing differently, rain intervals and players having individual statistics but once you have the good gameplay, these things will not take too long and people will come back time and time again for little tweaks. Rebuilding from scratch will not need to be done again for a long time if batting, bowling and fielding are done right with variety and simplicity in the correct places.
I think in terms of appealing to both mass market and hardcore cricket gaming fans, the thing that must be done is concentrating firstly on gameplay and secondly on everything else. If you have really good gameplay, then you have automatic longevity through repeated two-player and one-player gaming. Things like player physiques, UDRS, they won't earn you more buys.
The main things that all cricket games have been missing with gameplay is a variety of shots and other batting animations (ducking, getting hit) for batsmen to play that keeps gameplay realistic and varied. Things get tedious only because in order to beat the field, you have to play the game stupid looking on drive (a shot which no one plays like that in real life) and a bizarre cut over the slips or heaven forbid, the absurd looking advance slog shots.
- These shots are seldom if ever played in real life.
- The lifeblood of good batsmen is a variety of subtly different defensive shots, cut shots, leg glances and straight/cover drives.
- Batting against spin, medium pace (part timers) and genuine pace requires substantially different shots. A paddle sweep along the ground off a 90mph bowler is just ridiculous. Similarly the pull shot played off a pace bowler or a spinner will be totally different hits.
The reason games like FIFA are so good is that no two football matches are even slightly alike. With a massive array of shots and other batting animations, correctly implemented, you can make this true about the cricket games.
How to make bowling fun
I think BLIC2005 was a pretty fun bowling system with the way you could swing the ball after release by pressing the L2 and R2 buttons. I think it is the best system available to have the marker move at a late stage and makes two player really fun. It was one of the reasons that BLIC2005 sold so well, imo.
The only issue with it is that every bowler had the ability to swing the ball both ways, massively and extremely late. A very high percentage of bowlers swing the ball in one direction and not that much. Someone like Hilfenhaus swings the ball away from the right hander but often he swings it 'from the hand' - so make it that you can only swing the ball early, or it isn't available. Spinners tend to get drift very early on and it only tends to be in the opposite direction to the one they spin the ball in. It is rare and worth putting in as impossible that a spin bowler gets late drift.
- Bowler speed has to be fixed from last versions. Pretty sure EA Cricket had the actual speed of the ball in m/s, programmed into the code to make sure it was realistic and it actually felt real.
- Old balls swing less than new balls.
- Worth noting again that only a handful of bowlers swing it both ways and it is not necessarily just 'the best' who do this.
- A simple system where the ball starts swinging 'in reverse' gradually starting from over 60 could be a nice addition.
- With slower balls...it should be such that if most bowlers can only select it at the early stage and so a batsman can tell it is a slower ball. A settled batsman can pretty much pick any slower ball and most bowlers do not have a deceptive one. The way it was focal to bowling as in the last four games, is unrealistic. Slower balls play next to no role in Test cricket because they're mainly effective only when a batsman is hitting.
- Two player just becomes a contest of who can bowl the most yorkers. This is not how cricket is played. The simple fact is that an anticipated yorker is not too hard to play in real life if it doesn't swing. Moreover, if you miss the length of a yorker either way, it will go for runs. This is something that all cricket games to date have missed.
How to make fielding realistic
I think its important to remove the catching system. I only found it tedious and unrealistic to have time slow down and trajectories ridiculous with behind the wicket catches.
I think ground fielding is about being bug free and realistic. I think here, an aspect of minimalism would be okay. No one is buying a game or enjoying a game based on the number of ground fielding animations. The thing that people care about within fielding is catching animations. A small variety of realistic catching animations for different types of catches would be ideal. Slip catching (and close fielder catching, if that is in the game), should be programmed totally different to regular fielding because its all about reactions and you pretty much never have the time to run forward or backward like in International Cricket 10.
I think wicket keeping is again about minimalism but getting what you do animate right. Keepers should go with two hands (unless diving), be able to take balls on the bounce, balls at their shins and balls high. If you have a variety of cool edging animations, then no one will care if what the keeper does is not varied, imo.
EDIT: I've read a number of things about pitches playing differently, rain intervals and players having individual statistics but once you have the good gameplay, these things will not take too long and people will come back time and time again for little tweaks. Rebuilding from scratch will not need to be done again for a long time if batting, bowling and fielding are done right with variety and simplicity in the correct places.
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