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Just seems coach career mode in particular there has been no attention to detail to give it the attention it deserves to make sure things ran right in terms of simulating everything to do with list management, injuries, drafting and trading so they were realistic rather than just randomly thrown in there.
Know nothing about the gaming industry but embarrassing quality control for a product you produced as a company.. but i suspect is it what this industry is like. If they get fixed in time, in a timely manner, it would justify releasing early in terms of still allowing us to play with it before it professionally produced product., if this is not that uncommon for this industry.
It's the WW formula that they've exhibited since Live 2. Just throw a bunch of modes and features in the game so you can put it on the back of the box. Who gives a **** if any of them actually work properly?
 
It's the WW formula that they've exhibited since Live 2. Just throw a bunch of modes and features in the game so you can put it on the back of the box. Who gives a fu** if any of them actually work properly?

And it's Sebastian Giompaolo and Tru Blu who create the back of the box, so I wouldn't be surprised if there were some input there.

BigAntStudios I'm curious if there was pressure from Tru Blu with AFL or any of the Cricket games to add more features because it was thought it would sell well, even if underbaked? I remember BA being unapologetic that AFL Live 1 was pretty barebones features wise such that the gameplay would be refined, and I think that show.
 
And it's Sebastian Giompaolo and Tru Blu who create the back of the box, so I wouldn't be surprised if there were some input there.

BigAntStudios I'm curious if there was pressure from Tru Blu with AFL or any of the Cricket games to add more features because it was thought it would sell well, even if underbaked? I remember BA being unapologetic that AFL Live 1 was pretty barebones features wise such that the gameplay would be refined, and I think that show.

IMO We were pretty upfront with the feature set of AFL Live, we made sure that there was enough video/playtests at EB stores as we forecast that there would be disappointment about the lack of multi-season or career mode, and we wanted people to make an informed purchase decision. I still marvel at the UI in that game, it's the only time I've read UI get constantly called out in game reviews-it was very pretty for its time. People at the AFL knew that we knew AFL, they left us to make the game. It's not the AFL's fault that WW made the second game, indeed they we so worried about WW quality due to the Wii version that they contracted that WW were explicitly not allowed to make the game. Sebastian Giompaolo pulled a swifty and had WW developers make it as if they worked for Tru Blu - that's why AFL Live 2 does not have a WW credit. The rest is history. Note there is no WW logo on the box:
1587922702499.png

On RLL, Sebastian Giompaolo had a few local guys that he relied upon for their NRL knowledge, our first RL game wasn't great - entirely our fault - but after that they were pretty good improvements from version to version. IMO they had too much input, it stifled development.

On Cricket, we had control all the way from DBC14, we were able to resist all input from Tru Blu and make it our own as we only came to them for publishing when the game was done. As an aside, this was the first time in the world that there was native cross-platform content sharing (functionality that WW later tried to emulate with Fanhub). CA, ECB, etc. ensure there is substantial increase in quality/depth after each iteration.

On Tennis, we have a promise to improve the games with each iteration, we have a great relationship and they leave it to us. Check this out BTW, there will be a month of the Pro's playing each other from this May, there's a preview here https://ausopen.com/articles/news/aussie-young-guns-step-rod-laver-arena-esports-battle

On the flip-side, if you don't like our games, it's definitely all our fault and our doing.
 
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I like the title ;)

It's purely in support of the Club, it has nothing to do with making a video game, now is the time to step up and help, it's when the Clubs need us all the most. The Blues have had to stand down 80%, including assistant coaches, we have actually increased our commitment because of the times.

https://www.carltonfc.com.au/news/586855/big-ant-becomes-platinum-partner

PS: A much younger Carlton Cheer Squad Member version of me would never have believed this possible.... It's gone down well with HBK619 and others on BA HQ internal chat:

View attachment 864326 View attachment 864327
Why did you get that quality Eastender Mikey Merren involved in Carlton... He already had his woes with West Ham!

Another game should be on the cards... Competition brings out the best?
 
Sounds like as long as that bloke is calling the shots at tru blu, Big Ant wont be getting anywhere near making an AFL game again

I think from reading Ross's above post, one wouldn't want to be relying on Tru Blu for anything.

Maybe now that there is no footy on and everyone is off playing FIFA, Madden and NBA 2k and not an AFL the league will realize what a huge gap there is in the market.
 
IMO We were pretty upfront with the feature set of AFL Live, we made sure that there was enough video/playtests at EB stores as we forecast that there would be disappointment about the lack of multi-season or career mode, and we wanted people to make an informed purchase decision. I still marvel at the UI in that game, it's the only time I've read UI get constantly called out in game reviews-it was very pretty for its time. People at the AFL knew that we knew AFL, they left us to make the game. It's not the AFL's fault that WW made the second game, indeed they we so worried about WW quality due to the Wii version that they contracted that WW were explicitly not allowed to make the game. Sebastian Giompaolo pulled a swifty and had WW developers make it as if they worked for Tru Blu - that's why AFL Live 2 does not have a WW credit. The rest is history. Note there is no WW logo on the box:
View attachment 865596

On RLL, Sebastian Giompaolo had a few local guys that he relied upon for their NRL knowledge, our first RL game wasn't great - entirely our fault - but after that they were pretty good improvements from version to version. IMO they had too much input, it stifled development.

On Cricket, we had control all the way from DBC14, we were able to resist all input from Tru Blu and make it our own as we only came to them for publishing when the game was done. As an aside, this was the first time in the world that there was native cross-platform content sharing (functionality that WW later tried to emulate with Fanhub). CA, ECB, etc. ensure there is substantial increase in quality/depth after each iteration.

On Tennis, we have a promise to improve the games with each iteration, we have a great relationship and they leave it to us. Check this out BTW, there will be a month of the Pro's playing each other from this May, there's a preview here https://ausopen.com/articles/news/aussie-young-guns-step-rod-laver-arena-esports-battle

On the flip-side, if you don't like our games, it's definitely all our fault and our doing.

A very interesting perspective! Thanks very much for that insight.

My days making DBC 14 content, particularly old school players, made me very familiar with that. These days I just let the internet do the work for me :D (and some real licenses).

I wonder though how WW was given the go-ahead to make AFL Evolution though given AFL Live 2 was arguably more of a disaster than AFL Live Wii? (Given that the PS3 and 360 have a higher quality standard I'd say).

Those EB and JB Hi Fi playtests... those were the days. I still remember your son (Anthony? That's where "Big Ant" comes from?) schooling me in a game.
 
It's not the AFL's fault that WW made the second game, indeed they we so worried about WW quality due to the Wii version that they contracted that WW were explicitly not allowed to make the game. Sebastian Giompaolo pulled a swifty and had WW developers make it as if they worked for Tru Blu - that's why AFL Live 2 does not have a WW credit. The rest is history. Note there is no WW logo on the box:
View attachment 865596

Had no idea about that specific part. I always figured not mentioning WW and calling it Live 2 was just a sly tactic to mislead consumers into thinking it was still a Big Ant game.

I remember throughout the whole process TruBlu refused to say it was WW and just kept saying they were "developing it in house" and when questioned directly who was developing it, they just kept saying "we are!"

No one fell for it and it eventually came out that it was Wicked Witch guys doing it.
 
AFL couldn't have cared too much about who developed the game.

AFL: Don't do that!
Tru Blu: OK
*does it anyway*
AFL: Have Big Ant killed
Sebastian Giompaolo : Yes sir!
Wicked Witch: Sweet!
AFL, following the release of Live 2, Evolution and Evolution 2: Oh, this is much better than if Wicked Witch had developed it like that Wii game

I'm not sure if any dodginess in terms of announcing who developed what was necessary. Massive win for Tru Blu.
 
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Those EB and JB Hi Fi playtests... those were the days. I still remember your son (Anthony? That's where "Big Ant" comes from?) schooling me in a game.
It's not where Big Ant comes from, but that's a story for another day :)

We love doing the playtests as well, it's great to watch people play it, you don't get any more raw feedback than that, footy fans together will always let you know :)

Off topic: Poor Antony's is the same age as it is since Carlton won a flag, born in 1996 - up until he was born we'd had a flag on average 3.5 years of my life, and I'd seen 5 of them in person.
 
This is a dumb question and relates to pages of debate on here, but why weren’t their short socks in AFL live?

Not a criticism. Just a curiosity.

When "Sock-gate" became a thing, we knew the game was OK :)

It wasn't something that I wanted to spend resource on at the time relative to other things in the game.
 

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I have no idea about this stuff, but isn’t it a simple art thing?

Nothing's ever as simple as it seems, in this case there are multiples, one up, one down, left/right(?), both up/down, etc. then User Interface for it, storing it - you're right that it's not a huge task, but it's the little tasks that add up and take away from more important things like gameplay - and IMO gameplay is king, you can dress mutton as lamb, but when you eat it, it's still mutton.
 
Nothing's ever as simple as it seems, in this case there are multiples, one up, one down, left/right(?), both up/down, etc. then User Interface for it, storing it - you're right that it's not a huge task, but it's the little tasks that add up and take away from more important things like gameplay - and IMO gameplay is king, you can dress mutton as lamb, but when you eat it, it's still mutton.

Yep. When I ask someone in the games industry “isn’t it easy to just...” they always tell me how tricky these things are. I saw a Madden dev explain all the challenges of implementing a seemingly simple mechanic. Blew my mind.
 
Yep. When I ask someone in the games industry “isn’t it easy to just...” they always tell me how tricky these things are. I saw a Madden dev explain all the challenges of implementing a seemingly simple mechanic. Blew my mind.

I'm still trying to work out how to auto generate a randomised map for a dungeon crawler I've had in mind for ages. Sort of like Diablo. It seemed so much simpler at the start. The further I get the more game breaking edge cases I run into and I refuse to download a plugin or use someone else's code lol. It's bad enough I need to buy and flip assets because I suck at art.
 
I'm still trying to work out how to auto generate a randomised map for a dungeon crawler I've had in mind for ages. Sort of like Diablo. It seemed so much simpler at the start. The further I get the more game breaking edge cases I run into and I refuse to download a plugin or use someone else's code lol. It's bad enough I need to buy and flip assets because I suck at art.

Yep. I’m constantly amazed how devs get games into playable states at all. Programming 36 players seems mind boggingly difficult .
 

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Got the game today after it got lost by Australia Post.

In the two games I've played, there has been no commentary. Is there a patch I'm supposed to download?
Has your game finished installing?
 
Yep. When I ask someone in the games industry “isn’t it easy to just...” they always tell me how tricky these things are. I saw a Madden dev explain all the challenges of implementing a seemingly simple mechanic. Blew my mind.
Not just games but all software development. Something as simple as fixing a typo, you need to create a ticket, find where the issue is in code, fix the issue, check your code in, create a code review request and have a peer review it, have a QA test it and sign off on it, etc. All of a sudden, the simplest of changes takes 2-3 hours because of all the overhead that comes with it.
 
As an aside, this was the first time in the world that there was native cross-platform content sharing ...
The Golf Club's course sharing wasn't too far behind that year, if memory serves me correct. ;)
Vaguely recall the special permissions from first-party, but generally Sony/MS were pretty good about it (surprisingly). Kudos to BA on getting that through - no doubt paved the way for other devs looking to share user content x-platform.
 

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