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| Issue 53 - November 11, 1999
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Feature
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| LMA Manager Interview page 2 of 4 |
How have you tried to liven up the game so that you're not wading through endless statistics?
Wherever possible we tried to give as much instant feedback as we could. A few examples: when you view or change your tactics, it's illustrated by animated chalk diagrams on a blackboard; each of your players' current training assignments is shown using animations; the players' stats are represented by bars which can easily be compared against those of other players; you can see how a new stand would look as part of your stadium before committing to buying it, and so on.
What makes your game different from the rest of the management games on the market?
The two main features of LMA Manager are its ease of use and atmosphere. This is the first football management game I would term easy to use. This is because of its unique control system that uses the shoulder buttons to navigate between all the main screens in the game. Combine that with a match section that makes you feel like you're really there, making all the decisions, and you have a game which for the first time captures the excitement of football management. There's no other game on any of the platforms that has the ability to generate so much emotion from people playing. I've lost count of the number of people I've introduced begrudgingly to the game, only to return an hour later to find them screaming at their players and pleading with me to let them carry on playing. After playing LMA Manager, nobody wants to go back to manipulating stats in a spreadsheet (the basis of other games). They want the real thing.
What pitfalls did you experience while programming the game?
The two main areas which took a lot of work were the motion capture animation system and the match AI, because we saw these as really important aspects of the game, bearing in mind that we wanted to drag people into the real football atmosphere. I'm sure you'll agree that all the extra effort paid off.
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