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Interview - Joe Stallings

Interview: Rollntider talks with Football.net developer Joe Stallings

by rollntider -rollntider@pcfootball.net

3-12-03

Has Fbpro returned? 

Special thanks to Joe Stallings for taking the time to interview with us. From what I understand the game will be very similar to football pro. I am looking very much to this game. 

Q. Why do you see a need for yet another text based sim? The PC market has a few text based games for football, but there is only one Arcade game right now. Why the text sim route? 

A: I think there has been a real void left in the PC football market since Sierra pulled the plug on the FB Pro franchise a few years ago.  There have been some solid titles; the Madden series has come along, and there are some really good arcade-oriented games available on the consoles.   

But in terms of a career-based football simulation with online league play, I don’t think there has been a real successor to FBPro.  We aren’t really going to be able to compete with the graphics-oriented games, and that isn’t our style or interest (in terms of development anyway; we *do* play the games on the PS2 though ;).  But we do think we can offer something special for football fans looking to run a franchise, coach a team and participate in an online, perpetual career-based league.      

Q. After seeing the other text sims (and the famous arcade one) out there there doesn't seem to be interest in a play editor. But i see fans asking for that. Will your game have one? 

A: Incorporating a play editor is difficult.  Inevitably, some one will figure out a way to create plays which are impossible to defend.  This was a problem real problem with the FBPro series, as some of the default plays that shipped with the game would yield unrealistic results.  I remember a league I played in where a certain halfback toss play was a near-automatic 80 yard gain. 

Since football.NET is a first-generation product, we are trying to keep the scope manageable.  I don’t think we will have a play editor in the first release, but we will definitely have a generous set of core plays, and allow for highly-customizable playbooks and game plans.  A play editor, though, is something we definitely will want to work into the game at some point.   

Q. I currently have a fbpro league that I run and it is a aging sim. Will you be able to have an online franchise with this game similar to fbpro? (roster updates, coaches sending in plays and plans and computer sim) 

A: Absolutely.  The heart of this game will be to provide a game engine and tools for football fans who have been waiting since 1999 for a game that allows career-based online play similar to what FBPro offered.  The multiplayer format will be comparable to .400 Software Studios’ other games like Out of the Park Baseball and Tournament Dreams College Basketball.  In other words, as a player, you will have complete control over franchise; from financial management to college and pro scouting, stadium setup, and of course, total control over players and your plan of attack as a coach and coordinator. 

Q: Will you be able to play head to head? And can your franchise mode (if there is one) can you play (coach) head to head? 

A: We are hoping to incorporate a limited head-to-head online coaching mode.  If that doesn’t make it in this fall’s release however, we will fall back to letting the home team coach scheduled games versus the AI, again, similar to the FBPro model.

Q. Will this game allow you leagues of any size? (If i want to re create the XFL I could)

A: There will be considerable flexibility in the setup of leagues.  The default league will be an NFL-style league alignment, but we want to accommodate those who want to create custom leagues, or, simulate a current or historical pro football league that have/had a different alignment (USFL, XFL, NFL Europe, etc.). 

We want the game to accurately reflect the NFL.  But at the same time, we are making the engine highly customizable so that gamers can tailor the game in a way that makes it the most enjoyable for them.  In addition to league size, players will be able to toggle on and off a number of features, and we may also allow for some limited control over the game engine.  

Q. Will you be able to select the number of playoff teams and set how many divisions and conferences?

A: Yes. 

Q. Will there be a player editor? 

Yes.  One of the hallmarks of any 400 Software Studios game is the ability to completely customize the gameplay experience.  You will be able to configure leagues, edit teams and logos, edit player attributes and player photos, customize rules and maybe even have a few INI parameters to affect certain parts of the core game engine. 

Q. Will the players have attribute points similar to FBpro and STF, or will you do it a different way?

A: Currently, each player in the game has ratings in 51 athletic/skill attribute categories, with scores ranging from 1 to 100.  There are an additional 15 or so “soft” items for each player, things like current salary, contract length, height, weight, injury status, depth chart position and so on.  Of course, not all of the ratings will be exposed in the game (some will be hidden).   

The real challenge for a sports game developer is to strike a balance between not making players seem like nothing more than a composite of numbers, while at the same time providing enough information for coaches to adequately evaluate talent.  This is particularly important for a sports sim (versus a sports arcade game), where you want to feel like you are playing a game and not just processing numbers.    

Something that we have done with our other games to strike that balance is to give each player some personality, and we are doing that with football.NET.  So not only will you need to analyze players’ raw athletic skills, you also have to evaluate their attitude and personality, and how well they will (or won’t) “fit” on your team. 

Q: When is your ETA on the games arrival?

A: If all goes according to plan, we hope to start beta testing in August, and have an early October 2003 release.

Q. Approx. how much will this game cost?

A: Like Out of the Park Baseball and Tournament Dreams College Basketball, football.NET will cost $34.95 and will be available for both online download and Windows CD-ROM.  At this point, all purchases are handled online at the .400 Software Studios CyberStore, but if we find a retail distributor before the fall, we will definitely let the good folks at pcfootball.net know about it.

And in closing, let me say that 400 Software Studios is really a “by the gamers, for the gamers” kind of company.  We encourage, and in fact depend on, feedback and suggestions from the gaming community.  I hope all the readers at pcfootball.net will visit our football.net message forums and give us some really great ideas.  In fact, most of the game’s historical football data, and play design, is coming from our community, so please do come over to www.400softwarestudios.com and join in the fun. - JMS 

Editor's Note: The staff at pcfootball.net wishes to extend our sincere thanks to Mr. Stallings at .400 software studios for taking the time out of his busy schedule to answer our questions about this forthcoming game. I think I speak for all of us when I say we are excited, and highly anticipating the release of this game. Below are some screenshots that Mr. Stallings shared with us to whet our appetite for this game. It looks good so far!

     

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