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Producer Matt Prior takes us through some of the new features in EA Sports' upcoming World Cup game.
With the Super Bowl finished up, and March Madness about to wrap up, the attention of the world's sports fans will soon shift to the World Cup this summer in South Africa. Thirty-two teams will face off for the ultimate in bragging rights when the tournament kicks off in June. If you can't wait that long, you'll be able to get a taste of what to expect with the upcoming 2010 FIFA World Cup South Africa from EA Sports. The game is coming for the Xbox 360, PlayStation 3, Wii, and PSP in April, and recently we got a chance to speak with the game's producer, Matt Prior, to learn about some of the newly announced features in the game.
Check out the new penalty kick system in 2010 FIFA World Cup South Africa.
Producer Matt Prior takes us through some of the new features in EA Sports' upcoming World Cup game.
With the Super Bowl finished up, and March Madness about to wrap up, the attention of the world's sports fans will soon shift to the World Cup this summer in South Africa. Thirty-two teams will face off for the ultimate in bragging rights when the tournament kicks off in June. If you can't wait that long, you'll be able to get a taste of what to expect with the upcoming 2010 FIFA World Cup South Africa from EA Sports. The game is coming for the Xbox 360, PlayStation 3, Wii, and PSP in April, and recently we got a chance to speak with the game's producer, Matt Prior, to learn about some of the newly announced features in the game.
Check out the new penalty kick system in 2010 FIFA World Cup South Africa.
GameSpot: What is Story of the Finals mode? 
Matt Prior: We have partnered with Coca-Cola Zero for an  ambitious feature called the Coca-Cola Zero Story of the Finals. We will  re-create moments from the real World Cup during the actual tournament  and will allow gamers to play them out in the game. From June 11 to July  11, as the actual World Cup is taking place in South Africa, we will  select the most interesting match scenarios each day, and gamers will be  able to download them for free and play them out in the game. For  example, if in the real World Cup England were losing to the US with 10  minutes to go but ended up winning with two late Rooney goals, we would  re-create that scenario and allow gamers to download it. It may take the  form of a scenario where the gamer plays as Rooney and joins the game  in the 80th minute in an attempt to re-create Rooney's real-life heroics  or alternatively we may choose to let the gamer take control of the US  team and try and prevent the loss. 
GS: Describe the process of how the team will create these  scenarios. How quickly will scenarios be available during the World Cup?  How many scenarios will you be creating? 
MP: As diehard football fans, we will all be watching every  single game during the World Cup. While watching, we'll be taking note  of the most exciting games and key incidents, and at the end of each day  we'll sit down and decide which ones we want to create. The scenarios  will go live within 24 hours after the actual games take place. We need  testing time for each, so we can't get them out any sooner than that  unfortunately. We are aiming to do a scenario for every game, but  nothing has been finalized yet. I think it will be a very popular  feature as it directly connects our game to the real World Cup on a  daily basis, which is something we have never done before. For those  disgruntled fans whose teams don't do too well, it also gives them the  opportunity to vent frustration by downloading the game and showing them  how things should have happened. 
GS: Beyond the obvious of downloading new scenarios, will there  be any online component to Story of the Finals mode, such as  leaderboards? 
MP: Not this time. If it proves popular, it's certainly something  we could look at in the future, but I think for a first-time outing it  will be enough for gamers just to have the ability to play alongside the  actual tournament taking place on their TV. 
GS: What scenarios will be part of the Story of Qualifying mode? 
MP: There are lots, as the actual qualifying process created a  lot of interesting opportunities. We actually had a tough time picking  them as there were so many we could have done. I don't want to spoil the  surprise completely, but there are over 50 to choose from, and they  include scenarios from all of the different confederations. One of the  great things about this mode is that it allows gamers to play with teams  that they may not ordinarily pick, so they'll get to see all the  different environments and stadiums in the game. Some of the more  memorable ones we have included are Argentina's visit to Bolivia and  having to deal with the issues of playing at high altitude; the historic  playoff between bitter rivals Egypt and Algeria (the first time in the  history of the World Cup a playoff of that kind has happened); the USA's  visit to the Azteca in Mexico in a must-win scenario for the home side;  and who can forget the game between France and Ireland in Paris and the  now infamous Thierry Henry handball incident.  
As an added bonus, completing each of the scenarios earns points which  go towards unlocking the extra scenarios. The unlockable bonus scenarios  are all from the 2006 FIFA World Cup Germany, and we all know how  memorable that was. Remember the incident in the final! 
GS: Elsewhere in the game, we've seen the composure meter that  will be used with penalty kicks. What kind of fan feedback have you seen  on this feature? Have there been any tweaks to the system based on this  feedback? 
MP: There was a lot of feedback and tweaks required on the new  penalty kick system, as it is such a step forward to what gamers are  used to. We actually ended up putting in a training mode, as we were  finding gamers were missing almost every kick because they were not used  to the added accuracy and control of the new system. The composure  meter was all part of that tuning and feedback and is one of the  features that help us emphasize the pressure of taking a penalty kick.  Each player has a different composure setting in the database, and in  addition to that, the composure meter will also be affected depending  upon the importance of the kick. If it's simply a kick to extend a big  lead in a friendly match, then there is not much pressure. If it's the  kick to win the World Cup, that's an entirely different matter, and the  composure meter will relay that to the user. The feedback on the new  system has been hugely positive so far.  
GS: What new features in FIFA 2010 will we recognize once FIFA 11  is released later this year? 
MP: We have a central gameplay team that continually refines and  improves the gameplay experience for all of our football titles. It's  all part of continuing the evolution of the EA football games so they  get better and better with each iteration. The gameplay improvements in  World Cup will certainly feature in FIFA, as they make the game that  much better. FIFA 2010 World Cup South Africa represent the best  football game EA has ever produced, so we are not going to throw all of  that effort away. Likewise, we put a lot of effort into the new penalty  kick system, so we will consider carrying this over as well. In terms of  modes, there are clearly a lot in World Cup that relate to just the  World Cup, so they won't feature, but everything we do to improve the  gameplay experience will be carried over.  
GS: Tell us about Captain Your Country mode. 
MP: Captain Your Country is a mode based around achieving the  ultimate goal of any professional footballer and that is captaining your  nation to World Cup glory and being the one who lifts the trophy at the  end of it all. You play as an individual player, which creates a unique  spin on gameplay. You can play as one of the real-world players, create  a new player, or even bring your virtual pro in from FIFA. If you  choose to create a player or bring in your virtual pro, you also have  the added bonus of being able to grow your player. As you play well and  move up the rankings from B team player all the way to the first team  squad, your player's attributes will improve. Most of the producers  chose to create a player, as we have also added thousands of new  commentary names that you can assign. There is nothing quite like  hearing the commentator shout your name as you score, so the created  players make it that much more special. The mode is a local multiplayer  mode for up to four players, and that also creates a unique spin on  gameplay. As a team, you are all competing for the same prize: to take  your team through the entire qualifying campaign and onto World Cup  glory. The subplot, however, is that you are all competing on an  individual level for the captaincy, so while you must all play as a  team, the other players are your direct rivals for the ultimate prize.  These competing goals create some very interesting and entertaining  games and a very different gameplay experience than many will be used  to. 
GS: Players can use either existing stars or created players in  Captain Your Country mode. We've seen this option in Be a Pro modes in  other games, but I'm wondering if you have any data that shows how often  people use one or the other? 
MP: We do track data surrounding these things, as it helps us  develop features that gamers want and ensures we focus our efforts in  the areas most people use. Making created players has become more  popular since we have put more features surrounding it. In FIFA 10,  there were 2.8 million virtual pros created, and 770,000 of these  players utilized the photo game face feature through  easportsfootballworld.com. 
You will always get users who want to play as their heroes, and that's  perfectly fine, but using a created player has its own unique personal  feel in my opinion. In Captain Your Country on World Cup, for example,  we have added another 6,000 player names that users can assign to their  player. If you are lucky enough to have a name that features in that  long list (and most people probably will), then you can give your  created player your own name and hear the commentator shout it as you  score. You'll also see your name feature in news headlines in the  Fifa.com screen we have incorporated in the game. It's just a couple of  the things that makes using a created player that much more satisfying.  Additionally, using a created player also allows you to grow his  attributes, which is something you can't do with an existing player, so  he'll develop as the game progresses.  
We'll always support both, but as we continue to develop the created  player and make the process much more user-friendly, with features like  game face and so on, I think you'll likely find more and more people  gravitating towards creating themselves. In Captain Your Country, if you  are good enough, you get to see yourself lift the World Cup surrounded  by the real-world team. How cool is that! 
GS: Thanks for your time, Matt.
Source: Gamespot
 


 
 
