Multiplat AFL 23 - PS/Steam Releasing May 4, Xbox TBC

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WHEN CAN I PLAY? READ BELOW:
  • PlayStation (Physical): Thursday 4 May
  • PlayStation (Digital): 8:01am AEST Thursday 4 May
  • Steam: Currently 8:01am AEST Thursday 4 May, may be moved to 12:01am AEST
  • Xbox (Digital or Physical): TO BE CONFIRMED, unlikely to be 4 May

Those that pre-ordered PS versions will be able to play on Thursday, disks will have already been mailed by retailers, they will also be available in-store.

Steam will also be available Thursday.

Stating the obvious, we are still having issues with XBox.

Seriously, anyone that looks hard knows there’s issues - why do you think there are so many exclusives for a particular platform that are not marked as exclusive, but are only on that platform.

If I took that road, life would have been a lot easier.

Xbox digital and retail will release at the same time - that is not a decision we get to make.

It applies now and I will no doubt pay a price.


Re: commentary team
Hamish is still there, Daisy didn't make it into the final version of the game.

We added Gary and increased the workload of Harf.

Re: game availability/release dates
I can never give 100% guarantee about anything in the future, but as it stands today, the statement I am prepared to make it that all stock that is at retailers on 4 May will be available for sale.

As to the amount that will be there for sale, and whether it is enough, that is a question I cannot answer.

It will be made digitally available on the various platform holder electronic stores.

Clarifying, the game will not release prior to 4 May 2023.

I am vague as there is one platform that has had sufficient stock at retailers and the other has not, and I cannot name them (contractual reasons).

The game will not be further delayed because of the numbers of units in stock.

Re: Steam listing
I've already put in a request for the screenshots to be replaced with current ones, they'll probably only be there for a day.

As much as the feedback has generally been positive, these are old, meant to be placeholder only and were not meant to go live.

Re: playing lists
All playing lists are accurate for the 2023 season.

Re: content creator footage
This is all prior to day one patch (as some have noted updates like numbers etc are apparent)

Re: Career mode
A head's up on Career mode.

At the AFL 23 Launch night I mentioned the non-team based Individual Career Mode in an interview with Dean (Twistie3). As alluded to at that same event, we were working with the AFL and AFLPA to include as many past legends in the game as possible.


The great news is that we have received approval for far more AFL legends than were previously envisaged, but this has meant that we had to make the tough decision to divert resources away from the Individual Career mode development. The individual Career Mode function will not make it into AFL 23, Career Mode will be entirely team based. I expect this mode to be include in future iterations of the game.

Re: microtransactions
You do not have to make purchases, things can be earned.

Re: general development
So fundamentally flawed, in so many ways, it’s bananas.

We are doing AFL as it’s a passion project, without us doing it there would not be one being made.

So much more upside with making games that are played internationally, let alone one that will not even be played in every state in this country.
 
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It is a core pillar of the games we make that they are to be a "highlights reel" of the sport being depicted. We will obviously have the tight contests, but as much as it is what happens in the real game, I don't think anyone wants to see three or four ball-ups in a row in the same spot.
I think I speak for a lot of people here when I say we want a realistic, tough game that can be hard but is rewarding when you finally become good enough. We don't want rubberbanding opposition who are unstoppable if we get a bit of a lead, or become useless if we are being beaten.
Players skill should be noticeable. Players strength and speed should be noticeable. Too often games like this end up with all the players rated 80 overall and above and as such everyone can do everything and there is no nuance in say a ruckman contesting with a small forward. Or the best player in the comp outshining a first game rookie.
A goal should feel rewarding, defence should feel rewarding. Not just kick long to contest after contest.
 
I must say one of my biggest concerns in all AFL games I've played in the past is the severe lack of any atmosphere.
The commentary is always dull and disjointed. The crowd noise is quiet, save for a half decent cheer once a goal has been kicked. The crowd needs to build as the play does, as the home team gets closer to goal. Maybe throw in a Bronx cheer for those situations. Boos and holding the ball calls. I mean the crowd should be LOUD! We should be able to feel it!

The other main feeling with a lack of atmosphere in AFL games is the size of the field. I know we play on massive ovals but for a video game I feel like the field sizes should be reduced just a bit to make the action feel a bit closer and get rid of some of that dead space on screen. The crowd should feel closer, the players have less space to work in etc etc.

Not sure if this has ever been requested but just an idea I came up with while thinking about the atmosphere and feel of the game. But we are playing the game as the players, not as a spectator. So maybe make it feel less like a game on TV and more like we are actually part of the team. The camera should be zoomed in considerably so we don't have a whole field view and instead of listening to commentary, we hear our team mates, calling for it, or telling us what to do. Kick long or short, handball back or left, hit up a lead, whatever. Embrace the chaos and really make things interesting.
 
It is a core pillar of the games we make that they are to be a "highlights reel" of the sport being depicted. We will obviously have the tight contests, but as much as it is what happens in the real game, I don't think anyone wants to see three or four ball-ups in a row in the same spot.
I see your point. Me personally though, that would be great to have multiple ball ups or throw ins and it's my job to figure out how to break free from the contest. I think multiple ball ups would help it to feel like a proper contest.

Obviously, you guys know what you are doing and I trust the game will be even better than live 1 was which is my all time favourite AFL game.

One of the big things in my wishlist for the new one is for the AI to utilise handballs a lot more. So they game doesn't become a kick fest.
 

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Would be awesome where, somewhat like Fifa, passing between players is fairly easy (particularly uncontested). And the "game" is trying to create plays or pick holes in the defensive structure - again, much like playing Fifa is. AFL games to date have been very manual in skill execution. Often it's quite hard to hit a lead (AFL Live did this pretty well), but even when you do apart from the distance of the kick you don't gain much of an advantage.

In Fifa, the accuracy of the pass is largely determined by the skill of the player being controlled and an RGN component, with power also a factor. And your focus when attacking is largely trying to find a route to goal, rather than worrying about executing the easy uncontested sideways pass accurately. Feel like this feature could be implemented in AFL, where hitting your short targets is fairly routine but hitting a decent target or a "through ball" type play takes skill and timing.

Obviously AFL is a very hard game to programme, but I think an attitudinal shift away from what AFL games have historically been in terms of mechanics could be what AFL games need to refresh the template. I have a lot of mates who love a game of FIFA, but have never enjoyed AFL games (even Live 1 which was the closest mechanically). I know FIFA can never be matched on scale, but in terms of raw gameplay mechanics a lot of it could be copied over, particularly around cleanliness and ease of pick up and play.

In short - if you pick up a controller to play FIFA having never played, you are able to pass and hit targets fairly easily. In AFL games this hasn't been the case. If this were changed and the focus shifted to strategically picking apart defences rather than mechanically being stressed about whether you can hit that 20m target or whether the kick will go out in front of the player or the player will turn and lead in the opposite direction midway, the series will be in a much better place. I wouldn't worry about marking contests which are done well enough or tackling or the rest - I think the easy of transition and the level of thought needed when attacking are what's been lacking in these games.

I personally like the idea that it is making the right decisions with the ball and how you match up around the ground that are paramount, with the level of dexterity (the ability to handle a controller) coming in second to that.

Everyone should be able to pass, handball, kick with relative ease, and all things being equal tactically, then the ability with a controller then wins out.
 
Hey All,

I've been doing some reading around on Live 1 PC mods, it seems that there was never much of a push to update names and stats like with the brilliant PS3 patching that happened (my thanks to the guys that did this if you are still here). And those folks who did try, it appears it was fiddly and high effort. Obviously being good with compiling and blob files and the rest would help.

BigAntStudios is there anything you can say about the effort required to create a small patching tool to update Live 1 names and stats? If it's a couple of days work, would you consider a small kickstarter or even just as a gift to the fans considering we're looking at 12 - 16 months for AFL Live 2 The Good One?

ps also pls consider AFL ALIVE!; Return of the AFL; AFL Course Correction; AFL Proper Evolution. I have names call me.
 
Hey All,

I've been doing some reading around on Live 1 PC mods, it seems that there was never much of a push to update names and stats like with the brilliant PS3 patching that happened (my thanks to the guys that did this if you are still here). And those folks who did try, it appears it was fiddly and high effort. Obviously being good with compiling and blob files and the rest would help.

BigAntStudios is there anything you can say about the effort required to create a small patching tool to update Live 1 names and stats? If it's a couple of days work, would you consider a small kickstarter or even just as a gift to the fans considering we're looking at 12 - 16 months for AFL Live 2 The Good One?

ps also pls consider AFL ALIVE!; Return of the AFL; AFL Course Correction; AFL Proper Evolution. I have names call me.

I'm pretty sure the guys that did AFL Live could actually do it for PC, due to rights issues, we certainly could not be involved.
 
I'm pretty sure the guys that did AFL Live could actually do it for PC, due to rights issues, we certainly could not be involved.
Hey Ross thanks for replying.

The PS3 guys aren't interested which is fair enough, not their community etc.

Forgive me if the hands are tied, I didn't realise it could still be like that. I guess my angle was if it was super low effort and ideally just a decision to share a widget or a recommendation to use x or y tool because it's easier etc. But understand, thanks.
 
Would be awesome where, somewhat like Fifa, passing between players is fairly easy (particularly uncontested). And the "game" is trying to create plays or pick holes in the defensive structure - again, much like playing Fifa is. AFL games to date have been very manual in skill execution. Often it's quite hard to hit a lead (AFL Live did this pretty well), but even when you do apart from the distance of the kick you don't gain much of an advantage.

One of my biggest peeves about Evo 2. Stringing together simple uncontested kick to kick plays is very difficult.
 
Would be awesome where, somewhat like Fifa, passing between players is fairly easy (particularly uncontested). And the "game" is trying to create plays or pick holes in the defensive structure - again, much like playing Fifa is. AFL games to date have been very manual in skill execution. Often it's quite hard to hit a lead (AFL Live did this pretty well), but even when you do apart from the distance of the kick you don't gain much of an advantage.

In Fifa, the accuracy of the pass is largely determined by the skill of the player being controlled and an RGN component, with power also a factor. And your focus when attacking is largely trying to find a route to goal, rather than worrying about executing the easy uncontested sideways pass accurately. Feel like this feature could be implemented in AFL, where hitting your short targets is fairly routine but hitting a decent target or a "through ball" type play takes skill and timing.

Obviously AFL is a very hard game to programme, but I think an attitudinal shift away from what AFL games have historically been in terms of mechanics could be what AFL games need to refresh the template. I have a lot of mates who love a game of FIFA, but have never enjoyed AFL games (even Live 1 which was the closest mechanically). I know FIFA can never be matched on scale, but in terms of raw gameplay mechanics a lot of it could be copied over, particularly around cleanliness and ease of pick up and play.

In short - if you pick up a controller to play FIFA having never played, you are able to pass and hit targets fairly easily. In AFL games this hasn't been the case. If this were changed and the focus shifted to strategically picking apart defences rather than mechanically being stressed about whether you can hit that 20m target or whether the kick will go out in front of the player or the player will turn and lead in the opposite direction midway, the series will be in a much better place. I wouldn't worry about marking contests which are done well enough or tackling or the rest - I think the easy of transition and the level of thought needed when attacking are what's been lacking in these games.
PES is the better Soccer series to learn from. FIFA is a bit too arcade like and scripted with its passing, by comparison. Also, I love the contested play and one on one battles in PES.
 
I see your point. Me personally though, that would be great to have multiple ball ups or throw ins and it's my job to figure out how to break free from the contest. I think multiple ball ups would help it to feel like a proper contest.

Obviously, you guys know what you are doing and I trust the game will be even better than live 1 was which is my all time favourite AFL game.

One of the big things in my wishlist for the new one is for the AI to utilise handballs a lot more. So they game doesn't become a kick fest.
How is your footy game still going? I think you said you took my advice and implemented the bounce to be R3, which I'd like to see in Big Ant's next AFL game. Was not a fan of ending sprints in order to bounce.
 
I’ve actually found that Evo 2 is the best at being able to hit short passes and play a kick-mark style game

It's better, but still too tricky, particularly if going side to side.

It should be like NHL games. In real life, making tape to tape passes in ice hockey ain't super easy, but in the game it's pretty magnetic. They need a footy game to be like that. Again, highlights real, given it's a significantly condensed clock.
 
Hey All,

I've been doing some reading around on Live 1 PC mods, it seems that there was never much of a push to update names and stats like with the brilliant PS3 patching that happened (my thanks to the guys that did this if you are still here). And those folks who did try, it appears it was fiddly and high effort. Obviously being good with compiling and blob files and the rest would help.

BigAntStudios is there anything you can say about the effort required to create a small patching tool to update Live 1 names and stats? If it's a couple of days work, would you consider a small kickstarter or even just as a gift to the fans considering we're looking at 12 - 16 months for AFL Live 2 The Good One?

ps also pls consider AFL ALIVE!; Return of the AFL; AFL Course Correction; AFL Proper Evolution. I have names call me.
AFL Gaming Hub on Facebook were who made the old updates. I am in that group as an admin and have made the 2022 Lists for PS3 which will be released over the next week. I'm not sure if we could convert it from PS3 to PC however?

I used the 2017 Hub Update and then made all the changes from there - it is about a 30 hour task. Live 1 is worth the effort however
 

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Something pretty basic I wouldn't mind seeing would be adjustable crowd size.
Me too some differences in crowds and atmosphere.

Example could be a top 4 side gets a bigger home crowd compared to a bottom 4 side etc. and some rival/blockbuster matches having big/ loud crowds
 
AFL Gaming Hub on Facebook were who made the old updates. I am in that group as an admin and have made the 2022 Lists for PS3 which will be released over the next week. I'm not sure if we could convert it from PS3 to PC however?

I used the 2017 Hub Update and then made all the changes from there - it is about a 30 hour task. Live 1 is worth the effort however
What an absolute legend jdobs95.

Let's say we're going to do this for real - point of confusion no.1 is why can PS3 lists be updated with a save file, and in the PC discussion it's about modifying actual game files?

I am curious to investigate but likelihood of me getting somewhere is low. There is no single thread I can see that doesn't say things like 'it should work', 'maybe try this' and the rest. I'm not tecchy so just being real.

But please hold that thought. If it really is easy and we really do somehow get this to work, that data table is worth it's weight in gold for the conversion. Great work getting it done.
 
How is your footy game still going? I think you said you took my advice and implemented the bounce to be R3, which I'd like to see in Big Ant's next AFL game. Was not a fan of ending sprints in order to bounce.
Still going abliet at a slower pace then I would like. R3 for bounce was a great idea and I have definitely implemented it.
 
What an absolute legend jdobs95.

Let's say we're going to do this for real - point of confusion no.1 is why can PS3 lists be updated with a save file, and in the PC discussion it's about modifying actual game files?

I am curious to investigate but likelihood of me getting somewhere is low. There is no single thread I can see that doesn't say things like 'it should work', 'maybe try this' and the rest. I'm not tecchy so just being real.

But please hold that thought. If it really is easy and we really do somehow get this to work, that data table is worth it's weight in gold for the conversion. Great work getting it done.
Hi mate, I was one of the original crew who worked on the save file updates and the patching/conversion/distribution of the file when finished. I’ll be helping jdobs95 patch and distribute the 2022 file when it’s done too.
We tried extremely hard to get the save converted so it would work with the PC version but just didn’t have any luck I’m afraid. The genius who helped with the conversion software came to the conclusion that -

It will be way to much work converting to a pc save and back to consoles because of the different Endianness, the pc save is in little endian and the two console saves are in big endian.
The only real way to update the squads in the PC version would be to do it through the Footy Factory in game, probably 100+ hours of work given the lists would now be 10 years old.

Cheers
 
Hi mate, I was one of the original crew who worked on the save file updates and the patching/conversion/distribution of the file when finished. I’ll be helping jdobs95 patch and distribute the 2022 file when it’s done too.
We tried extremely hard to get the save converted so it would work with the PC version but just didn’t have any luck I’m afraid. The genius who helped with the conversion software came to the conclusion that -


The only real way to update the squads in the PC version would be to do it through the Footy Factory in game, probably 100+ hours of work given the lists would now be 10 years old.

Cheers

Presumably the 2022 lists are like 90% create a players these days? I'll grab a copy when it's done, there must be an amazing amount of work behind it to add the draftees each year and then amend each players' ratings as the years go by.
 
Presumably the 2022 lists are like 90% create a players these days? I'll grab a copy when it's done, there must be an amazing amount of work behind it to add the draftees each year and then amend each players' ratings as the years go by.
Thankfully I don’t do any of the list updating these days, it’s definitely a labour of love! Once jdobs has it complete, I’ll be more than happy to patch and send you a copy!
 
Hi mate, I was one of the original crew who worked on the save file updates and the patching/conversion/distribution of the file when finished. I’ll be helping jdobs95 patch and distribute the 2022 file when it’s done too.
We tried extremely hard to get the save converted so it would work with the PC version but just didn’t have any luck I’m afraid. The genius who helped with the conversion software came to the conclusion that -


The only real way to update the squads in the PC version would be to do it through the Footy Factory in game, probably 100+ hours of work given the lists would now be 10 years old.

Cheers
Thanks AFLsquads for the helpful reply.

You're right, even if there was a way, the size of work intimidates. There's a lot of talk online about how to convert bw the two but it goes without saying your friend knows 1000 times more than me here. Maybe if there's a 12 month delay or something.

Can I ask - what is footy factory? I've heard the name but never thought there was something that worked for the BA games. Or is it just a database and it's up to you to do the rest?
 
Thanks AFLsquads for the helpful reply.

You're right, even if there was a way, the size of work intimidates. There's a lot of talk online about how to convert bw the two but it goes without saying your friend knows 1000 times more than me here. Maybe if there's a 12 month delay or something.

Can I ask - what is footy factory? I've heard the name but never thought there was something that worked for the BA games. Or is it just a database and it's up to you to do the rest?
Footy Factory was the section within the game where you created custom players. This is how the updates are made!
 
Footy Factory was the section within the game where you created custom players. This is how the updates are made!

Oh wow I had completely forgot about that. Geez. Thanks.

A lot to think about. I don't have the time to do the job but I had assumed it required fiddling around in a database. At least one small part of it is there.
 
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I personally like the idea that it is making the right decisions with the ball and how you match up around the ground that are paramount, with the level of dexterity (the ability to handle a controller) coming in second to that.

Everyone should be able to pass, handball, kick with relative ease, and all things being equal tactically, then the ability with a controller then wins out.

Awesome that you're on the same page!

Another thought, has been touched on a bit but so important that player differences are noticeable. Basically if I'm playing as North in 2022 against Melbourne, and Petracca is 1 on 1 vs Bonar or someone in defence, if the kick is anywhere near Petracca's advantage I basically don't want to be able to win that contest. As it is now, in Evo 2 for example which I've just been playing and think is actually quite close to a good game, there are some noticeable differences in player levels sometimes, but you rarely get that feeling of "oh shit, 1 v 1 with Dusty in the square, I'm ****ed". You're maybe 40-60, but not 20-80 or worse like you should be.

I guess this has come from devs not wanting games to feel cheaty, but if you've ever played Fifa or NBA 2k with a team of duds vs a team of guns, you feel like you're playing against the Harlem Globetrotters. And this adds to the game, especially career mode, where you can actually trade for a reason, or use tactics to fill gaps etc. Playing AFL games now there's no point trading because players make very little difference to what happens, it's all the person controlling them. I'd rather it be 90% positioning and player rating, with maybe 10% human element of timing etc to finish it off. NBA 2k equivalent of finding the open 3, but still needing to time it right to nail it. How shit would that game be if a centre was just as good at shooting 3s as a point guard?

And with defending, an ability to corral the guy with the ball where a lunge tackle will likely fail, and for the guy with the ball, being corralled effectively greatly reducing your kick accuracy would add heaps to the game. Pretty much the Fifa model, can't see a lot of reason why it wouldn't work in an AFL game. Would make properly executing a tackle feel great too as opposed to button mashing the tackle/clearance buttons until the ball comes free. And then you could have small 1 on 1 elements between the ball carrier and the defender. Corralling more reliable but allows him to dispose of the ball (inaccurately). He can try get past you but if he fails it's holding the ball. If he succeeds he's away and clear and will very likely hit a target. And you can try to execute the tackle once corralled, but if the distance is still too great or he dodges when you lunge, he's also away and clear.

Lot of thoughts there haha, take it or leave it! Guess like most I'm just keen for a great AFL game!
 
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