However, just because the process of defining a fighter's skillset is more efficient doesn't mean the cosmetic side has been pared down. Now, you simply go in, choose the fighter's type, enter their vital information, and craft what they look like. No longer do you have to go in and tweak every last attribute for each fighter you create. Check out the full list below.Īnother positive side effect from the archetype system is it makes the fighter-creation process much more streamlined. First, you choose a primary style, then within each style, you select the sub-style archetype you want to use. So we're going to bump these archetypes up, we're going to turn these other archetypes down so that those 12 archetypes still have great variability, but competitive balance, which is a positive for people using created fighters against licensed fighters or against other created fighters online." The ArchetypesĮA Sports UFC 4 brings 12 distinct archetypes into the mix for its Create-a-Fighter suite. Well then we have the ability to go in and tune those things like we would with a licensed fighter. We could still end up in a situation where the game comes out and we find out week one or week two that these two or three archetypes are a little bit O.P. It's not the same as having 100 OVR created fighters everywhere, but you still end up with basically every created fighter being just one thing. "What you end up having is people will find a way to min-max the system and find the way that is the most slightly O.P., so everybody will go do that. "We had considered doing other things like a development-point limiting system," Hayes says. That's why we came up with the archetypes."Įarly on, the studio toyed with the idea of a point-allocation system, where the higher you raised attributes, the more costly they would be, but the team figured out that a system like that is highly exploitable. We needed to find a system that makes these fighters fair, competitively balanced against other licensed fighters in the game. "We're taking an approach where we want to make sure people can use their created fighter in as many modes as possible because it's a very popular fighter for people to use. "Previously, we had a system where most people would just create a fighter and give them 100 everything and level five everything, and they'd all be very O.P.," he says. According to creative director Brian Hayes, this is less about restricting player choice and more about ensuring that the online experience is balanced. The big change this time around is that rather than going in and tweaking every single aspect of the fighter's attributes and skills, you now choose from 12 distinct archetypes. We caught up with EA Vancouver one last time ahead of launch to chat about what changes were made in the Create-a-Fighter space. That's been the talking point used by developer EA Vancouver as the team members discussed why they've scrapped modes like Ultimate Team and doubled down on innovating and evolving gameplay, career mode, and Create-a-Fighter. Just as career mode is the most popular mode in the EA Sports UFC franchise, created fighters are far and away the most popular characters in the game.
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