A Chat with NBA Live Producer Sean O'Brien

EA SPORTS: With a year under your belt for the PlayStation®2, what elements were you able to add to the game (both graphically and gameplay-wise) that you couldn't include last year?

Sean O'Brien: We feel that we have made a huge jump in product quality with NBA Live 2002. With a better understanding of the hardware and more development time, we have been able to really focus on improving both the visual quality and the overall presentation of the game. We're really concentrating on providing numerous dramatic and memorable moments to the consumer. Our player models look outstanding -- the detail is scary! You'll see every hairstyle imaginable, along with tattoos, head bands, licensed shoes, knee braces and true-to-life facial animation.

Gameplay has really opened up, making it easier to execute one of the 60-plus new dunks and layups (mostly performed by Stromile Swift of the Memphis Grizzlies, participant in the 2001 Slam Dunk competition at All-Star Weekend), along with blocked shots and three-point shots. We've also improved the user's control in the low post by expanding the shot selection with new motion-captured moves and improving both offensive and defensive rebouding and our post defense.

EA: In creating the game for the XBox, do you feel like you did last year when you were making it for the new PlayStation2, or were you able to learn from your experiences with that system?

SO: I think that both the development team and the company did learn a lot last year with the PlayStation2. As a result, I do feel that we have put ourselves in a great position to deliver an excellent title for the XBox. We're really excited with the XBox title and with a very focussed effort throughout the finalling process, it should be a hit.

EA: NBA players have tons of moves. How are you able to map so many onto a console controller?

SO: We have quite a complicated system within the artificial intelligence that allows us to use numerous crossover dribbles, layups, dunks, passes, blocked shots, rebounds, steals and shots that are all mapped to the controller in an intelligent manner, that allows the user to control what is going on throughout all parts of the game. We have an extensive ratings system in our database that gives players ratings, which allows them to perform like they would in the NBA -- you won't see John Stockton performing too many 360-degree dunks in NBA Live.

EA: How do you decide which Legendary Players to include in the game?

SO: We are given a list of retired NBA Players from the NBA and we select some of those players and put them on decade all-star teams from the 50's, 60's, 70's, 80's and 90's. This allows consumers to compete with and against some of the greatest players of all time.

EA: Does the Franchise Mode include the NBA's arcane salary cap and all the attendant difficulties that go along with making blockbuster trades and signing players to huge contracts?

SO: Franchise mode will be new to NBA LIVE 2002 on the console. Live will now grant PlayStation 2 and XBox users the opportunity to manage a NBA franchise for up to 10 years. Acting as the General Manager, users will be able to view scouting reports on upcoming rookies and draft new rookies as well. General Managers will also have to abide by various salary cap rules that will come into play when trading, signing and releasing players.

EA: Where do you expect the NBA LIVE franchise to be in the next five years? Realistically, how much more can be added to these games?

SO: I expect the NBA Live franchise, along with all EA SPORTS franchises, to lead the industry in publishing entertaining sports software. We are moving away from the typical network broadcast style of presentation and looking to entertain and reward consumers that purchase EA SPORTS titles. Cinematics are becoming such an important part of the way that the game is presented, and I think we will see more of that in the next few years. The real challenge is to create and maintain a level of quality where both the gameplay and the presentation are the best in the industry. I expect that the level of detail in the games are comparable to what you would see on a television and the artificial intelligence has player movements and decision-making that are, in some respects, better than in real life.

EA: Any cheats, hidden tricks or unlocked goodies you can tell us about?

SO: Unfortunately, I can't get into detail in this area just yet -- we're still in development and trying to implement as many surprises as possible for the consumer.

EA: Anything else you want to add about NBA LIVE 2002?

SO: I am extremely excited about NBA Live 2002. The level of detail that we have provided in the visuals and presentation this year is a huge step forward from NBA Live 2001. We have listened to what our loyal consumers and focus groups have said and addressed some gameplay issues along with focussing on making Live the best basketball gaming experience on any platform. With countless new motion captured animations, the game looks and plays completely different. I can't wait to see what the final product is like -- I think consumers will love it!

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