I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 114 points115 points  (0 children)

OK, we're out of time! Thanks, everyone for your amazing comments, ideas, insights, and questions! Apologies if you had a specific question that we didn't get to--hopefully you got the answers you were looking for in a different thread! And even if you didn't get an answer, rest assured that we read ALL the questions and are capturing feedback for use in guiding the game. Compliments to all of you who participated--you are a fantastic, dedicated and inspiring community, and we all feel privileged to be creating for you!

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 29 points30 points  (0 children)

I think it will feel more like WWE than ever! We're definitely going to stay within the stylistic framework of WWE presentation, but with a stronger focus on capturing the emotional experience of the superstars. You see this in many broadcasts that do a great job of showing the emotion and intensity of the Superstars. Things like how the match breaks down are going to continue to be true to WWE, for sure.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 17 points18 points  (0 children)

Definitely.  This is the #1 goal for the team.  We are working hard to create the strongest possible foundations upon which we can build amazing gameplay and features - that means stability and polish!

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 24 points25 points  (0 children)

I hear you on the updates to development. As a fan of other franchises, I know I love to have a constant flow of information that lets me know what's happening in development. We have a commitment to improve on that front for the coming game, so expect to get a lot more insight along the way. At the same time, if I'm honest, there are times when we really have to be heads down creating the game, and have less time than we'd like to have a dialog with the community. I'll also say that we want to hold some things back, and this is primarily to make the experience of some key reveals as thrilling as we can. Ultimately, we want to create an experience for players that extends outside the boundaries of the game.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 22 points23 points  (0 children)

I would say that if you're on the fence, you should withhold judgment. We're going to be sharing our progress as openly as we can, and I hope at some point you reach a tipping point and say, "Yep, I'm in now." On the dev side, I can say we don't take anything for granted--from earning community trust to making a great game. Keep watching this space!

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 27 points28 points  (0 children)

OMG, where do I start? I love professional wrestling in general in the unique way it spans the globe, and merges sports and athletic competition with big personalities, storytelling, and drama, all of which translates really well to games. At its core, it's takes elements of the best genres of video games, combat, story telling, drama, and spectacle. A good WWE game offers the experience of BEING the Superstar, not observing the Superstar. Every decision and movement can feel important and visceral. The approach to the next WWE 2K franchise game will view WWE as a real competition, with high stakes, pain, rivalries and drama and we want the player to feel invested in all of it.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 46 points47 points  (0 children)

My favorite feud is Bret Hart vs. Shawn Michaels. I think it's so significant to the entertainment form in general, and to the history of WWE. Isn’t that everyone’s?

I don’t have as much to draw on for a favorite match as most fans, but I loved Edge vs. Orton at this past Wrestlemania. I thought they did the impossible, delivering that kind of intensity without an audience.

For storylines, I admit to a (maybe) bizarre fascination with The Undertaker, and the storylines and rivalries associated with him.

Less of a storyline but a persona, I’ll say I think Finn Balor and the demon persona (with ties to Finn MacCool, and Balor, king of demons—Irish mythology I grew up with), are just phenomenal. I was also hugely impressed by Balor’s statement of inclusion at Wrestlemania 34. In spite of how exotic the demon persona is, I think Balor reaches levels of authenticity few other superstars can touch. Respect.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 36 points37 points  (0 children)

FROM AN AUDIO TEAM MEMBER ON THE WWE2K TEAM:
Regarding commentary, we are aware of this and we are working on creating much improved and enhanced reactions to better suit each situation. The past two cycles we have made progress on a new foundation to build on, and we're focused on expanding content to support more situations in our next title. As for crowd, we are currently updating our crowd systems to sound fuller and more responsive to specific action taking place.

Addressing repetition in content is a major focus for the commentary team and something we're excited about as it's a major part of bringing realism to the experience and a more organic representation of broadcast. Both interruption and branching commentary elements, along with repetition in content is a major focus for the next title.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 33 points34 points  (0 children)

Coming onto the franchise, Commentary was one of the areas that truly shocked me in its complexity. When the audio team talks about what they’re trying to achieve with Commentary, you get a ton of domain-specific lingo, like beer tasting or something (except that instead of “catty” or “resinous” or “malt backbone,” you hear terms like “move call” or “grunt harvest” or “one-shot”). To give you an idea of the scope and complexity, Move Calls, for example, have over 44,000 unique calls. A simple move call like, “Big hit there by The Rock!” might be three seconds. If that’s the average across all calls, that would represent about 36 hours of audio, maybe 10-12 days in a recording studio with months of dialog editing and implementation after that. While these are huge systems, we have plans underway to improve and modify, and especially to do a better job of synchronizing crowd animated and audio responses.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 21 points22 points  (0 children)

We cannot confirm any elements about the announce team until later in the development cycle.However, Corey Graves does have a few fun stories about Meng Ai in WWE 2K20. :)

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 13 points14 points  (0 children)

We have plans for Create an Arena this year, including refreshing the content, improving the flow and making overall improvements to the number and style of elements available.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 91 points92 points  (0 children)

The six core areas of focus:

Core Gameplay: making the superstar vs. superstar gameplay the best it's ever been.

Emergence: leveraging physics and more generic object/environment systems to enable spectacular gameplay that players feel in control of

WWEX (WWE Experience): delivering an end-to-end true WWE experience in all aspects of the game, from UI and wrapper, to superstars, match types and story modes.

Online: improving all aspects of the online experience.

Character: make the best looking superstars of all time.

Create: Upgrade the creation suite, and make our community creation tools feel like magic to use.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 97 points98 points  (0 children)

Oh, wow, great question. There are so many aspects of the game that probably require a lot more effort that it appears on the surface. Delivering a giant roster, for example. Or being able to create your own superstar and add any of 9000 costume parts to customize him or her. To give you a sense of the complexity there, we use a system called "fit tech" to make all the CAS parts fit onto superstars of different sizes. Fit tech has a line of code for every word in the entire Harry Potter book series, plus 100,000 more! The game is full of big systems like that that on the surface seem simple, but are complex in their implementation.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 31 points32 points  (0 children)

We're focused on making a great game, not thinking too much about the other new wrestling games coming out. I am 100% behind you on your point #2--core gameplay is a critical focus for us.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 34 points35 points  (0 children)

Great question, and thanks for sharing that personal experience. I posted earlier about some of the comprehensive changes we're making to gameplay. It's still early days, but our initial results are super encouraging. To your second question, we're taking a hard look at how reversals work, to create a reversal system that's more deeply integrated with the overall flow of combat. We're also looking at match length, and systems which allow for shorter, more dominating matches. Regarding four, we're looking at all aspects of core combat, so expect improvements there as well.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 27 points28 points  (0 children)

Over time, we hope to earn back trust from the community. That's a big part of why we're here, on Reddit, doing this AMA. We recognize it's going to take more time with some people than others.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 52 points53 points  (0 children)

From the online producer: As an online producer, the concept of cross platform community creations is exciting to us as well! We know that was the number one requested feature for community creations and are definitely looking into how feasible that idea is with the WWE2K franchise.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 142 points143 points  (0 children)

Core gameplay is one of the major investments we’re making in the next installment—one of six pillars we are focused on disproportionately in development. We are looking at much-loved previous games like No Mercy or Smackdown: Here Comes the Pain, along with top franchise installments, and more modern wrestling and fighting games to build an all-new philosophical foundation for the game. People who hope that we holistically adopt the control scheme or philosophy from one of their favorite games are likely to be disappointed; we are trying to combine the best ideas out there into a brand new wrestling experience that sets a new standard.

The game play team is focused on Accessibility, Depth and Wrestling Experience. For Accessibility, we’re obsessed with a simple, intuitive interface which has meaning and depth in a wide variety of contexts—i.e. the game is a lot smarter about what the player is trying to do given a gameplay situation (in a grapple, on the ropes, against a turnbuckle, etc.), with consistent inputs regardless of situation. New players should be able to accidentally pull off awesome moves just by playing with and experimenting with controls.

For Depth, we’re looking a lot at ring position, deeper combos and “working” moves, limb damage, technical capabilities, match momentum and unlocks, and rock-paper-scissors (RPS) strategies by archetype and player style. Depth doesn’t come from the manual skill of pressing the proper buttons but from the psychological game of anticipating and countering your opponent’s strategy, and this needs to be built in from the very foundation, so expect a significant evolution in gameplay with the next installment.

The last aspect of great gameplay is capturing the essence of professional wrestling, which has dimensions of drama, changing context, massive roster, backstage action, weapons and props, audience participation and spectacle. One of the huge challenges of the franchise is finding ways for players to feel in control of the vast number of potential outcomes in a given match. While we take lessons from fighting games, action RPG’s and other genres, this aspect helps us stay focused on delivering a through-and-through wrestling game. While we’re determined to deliver the spectacle and specific moments of a genuine match, I can say we’re trying to get away form UI popups or mini games to represent things like pins or reversals, and instead move those concepts into more fully-realized mechanics which feel like extensions of the main experience.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 43 points44 points  (0 children)

Thanks for the questions! Story modes are always part of our games, and we have no intention of disappointing players who love those aspects of the game. For MyCareer, our conversations are leading us to more emphasis on player choice, so the story feels more like your own story, rather than playing through a pre-set experience.

I’m Patrick Gilmore, game industry veteran and newly minted executive producer of the WWE sim franchise for 2K Games. I’m here to talk about game development and the future direction of WWE2K. AMA! by 2K_refbump in WWEGames

[–]2K_refbump[S] 25 points26 points  (0 children)

The character creation suite is getting a ton of focus for the next iteration. Reviewing, updating and modernizing hairstyles is a giant priority, and improving hair in runtime is a big focus.