home *** CD-ROM | disk | FTP | other *** search
- DESIGNER'S NOTES
- Andy Dolphin
- September 1996
- rev. July 1999
-
-
- HISTORY
-
- The idea for Coach came to me some years ago, when I was watching a pro
- football game on TV. I had an urge to play a computer football game on my
- PC, but it seemed somehow unsatisfying. What I REALLY wanted was to build
- my own team, and coach them for years. The computer games around really
- only let you grab a joystick and run your little men around on the field,
- which was fun of course, but not what I was looking for at that time. Thus
- was planted the seed for these games.
-
- So I sat down at my computer and started writing. Version 1.0 of Coach was
- almost entirely written in a single evening, with only a few bookkeeping
- routines that needed to be left for the following day. Compared with the
- amount of work that I have now put into Coach and its offspring games, that
- was pretty impressive.
-
- Of course the original version of Coach was not anything like the current
- version. The first thing to be improved was the user interface, which
- forced you to go through your whole team every game and was prone to
- crashing when you entered an incorrect choice. The current look, with the
- blue screen and the full-screen menus, is probably the oldest part of the
- program that has survived reasonably intact.
-
- Most of the major changes in the game have been on the GM side, only
- recently have I made major improvements to the coaching aspects. In Coach
- 1.0, the only way you could get a new player was to draft him. So the
- first large addition to Coach was to add trading. Making the computer a
- smart trader turned out to be one of the most challenging aspects of the
- game, far more so than, say, coaching a team. In fact I am still making
- modifications to it occasionally.
-
- The next addition was primitive economics. Something to balance out the
- game a bit. The first economic rules had only player salaries, contract
- lengths, and a salary cap. Added at the same time was free agency (can you
- imagine Coach without free agents now?). Making the computer a smart
- bidder has probably been the #2 challenge in the game, and that is also
- being revised once in a while as well.
-
- Very little changed in the game for a while, as I spent most of my effort
- putting together the other five games of the series: Manager, Basket,
- Hockey, College Coach, and College Basket. At first the development of all
- six games was basically independent, but when I ported everything over to
- C/C++ I started using shared code, so that a change in one game will affect
- all games that use the changed code. This has made the series more
- playable, as they basically all look the same. The last game to get
- converted to C was Hockey, which came out in 1996.
-
- Most recently, there have been a large number of minor changes. The one
- major change has been finishing the economic rules. Instead of merely
- having a salary cap and a payroll, you now have a team-by-team budget based
- on the amount of anticipated revenue and savings before the season. The
- coaching options of all the games have been largely overhauled frequently,
- which was necessary with the economics. The problem was that the
- economics rules would tend to destabilize the game as the good teams could
- afford a higher payroll. So the redone coaching rules allow for a well-
- coached team to make up some of the difference.
-
- The College Manager game, written in 1997, was the first new game in three
- years (the other college games came out in 1994), and was also the first of
- my games to be written more for e-mail play than for play on a home
- computer. Finally, the first new sport simulation since 1993 was the
- soccer game, completed in early 1999. The soccer game was a change of pace
- for a couple reasons. First, it was the first game to make its premier as
- an e-mail league (the home game didn't come out until after one full season
- had been played by the e-mail league). Second, it was the first game not
- based on American sports. The typical American division of the league in
- half (east and west in basketball and hockey, for example) was done away
- with in favor of a European system (all teams together, playing each other
- team twice). The cup matches also happen during the season, leaving the
- "real" championship (the team with the best record) to be possibly decided
- in the last game of the season. It has also been enjoyable, as the online
- sports leagues have attracted a much different group of people than the
- American football/baseball/basketball crowd.
-
-
- THE PRO GM
-
- I will start with talking about the general manager options, largely
- because they have been the most important part of the games throughout the
- development. The basic purpose of the GM functions in Coach (and the rest
- of the pro games of course) is to allow you to build your team in whatever
- ways are available to pro teams, and to make the game as playable as
- possible.
-
- One tough case to balance is the free agent signings before the draft.
- Obviously the fairest way to run the whole thing would be to have every
- team, one at a time, choose the player it wanted to bid on and run a set
- of bids for that player. Then continue this until either no free agents
- were left, or more likely, no team wanted to make a bid.
-
- Doing free agents in this manner would definitely be the fairest way of
- running it, but did not work out in practice, since the person in front of
- the computer would be wading through screen after screen of unwanted
- players to bid on before getting his chance. So out of that came the
- current method of free agency, where all the human teams get to choose
- players for bids first, and the computer teams sign right before the draft.
-
-
- THE COLLEGE GM
-
- This aspect of the college game was basically nonexistent for a few years.
- All you did was decide what positions you wanted new players in, and your
- roster was randomly filled with players of those positions. So recruitment
- was added to spice things up a bit. But how precisely to do it was tough,
- and the main reason I waited so long to do it.
-
- In the "real world", recruiting of high schoolers is quite a complex
- process. For starters, all players have some sort of innate preference for
- most of the schools. It has to do with where a school is, what conference
- they are in, where the kid grew up, where his folks went to school, how
- good the school's football team is, and how long before he'd start, among
- other considerations. There's really nothing that can be changed about
- that. So what the recruiters try to do is either overcome this preference
- or build on it. The colleges, for their part, can show varying degrees of
- interest in an athlete, from a mere letter to a visit to the school and
- getting the pitch from the head coach.
-
- In putting this in the college games, I didn't feel that making it that
- complex would be very useful. The basic recruiting scheme of having a pool
- of athletes that the schools try to recruit was easy to come up with. The
- hard part was the mechanics. I finally decided to not give the players any
- preference up front, but instead to have them rank each team that was
- interested in them on a basis of the school's ranking and the quality of
- the conference. To make it fair for human coaches, the conference only
- matters for computer teams. The remainder of a player's preference was put
- in the form of a random number added to each team rating, and the player
- would go to the school with the highest overall rating.
-
- The other choice was how to quantify recruiting. Here the choice was made
- entirely along the lines of playability. Since a football team can only
- have 50 players max, why not allow them to recruit the number of players
- needed to fill the roster?
-
-
- OWNERSHIP
-
- The aspect of "owner" of a team is quite new in the games. It used to be
- that the salary cap was the only thing preventing infinite payrolls. The
- game played OK that way, but was definitely lacking a dimension. So the
- full-scale economics rules were added, and later simplified for ease of
- play.
-
- They are definitely simpler than the real-life ownership. There is only
- one ticket price for the whole stadium, for example, and no luxury suites.
- The TV revenue is a constant amount, no matter how good or bad your team is
- or how large or small a market you are in. In the way the rules ended up,
- the TV revenue is basically a force to equalize the teams, and the gate
- revenue is based on how good your team is.
-
- Of primary importance, though, was forcing real-life considerations and
- common sense to rule. For starters, a winning team can afford a larger
- payroll. A team with a newer and larger stadium will bring in more money,
- but only if you fill it. A team that plays in an empty stadium loses much
- of its home field advantage. And if you start losing money, you need to
- cut your payroll.
-
- A lot of fuss was made over the economic rules in the email leagues when I
- first introduced them. The claim was that I had forever ruined any hope of
- the worse teams rebuilding, as the better teams would have more money to
- throw around. Fortunately, that claim is completely false, as has been
- demonstrated by plenty of capable coaches in the e-mail leagues.
-
-
- COACHING
-
- The rules on owners and general managers are basically the same for all
- sports, especially in these games where I have generalized the rules for
- my own sanity. So making each sport simulation really "feel" like the
- sport was quite a challenge. The obvious feature of all sports is that you
- decide who plays and who doesn't. The real question is what to do next, to
- give each game some character
-
- In basketball there isn't really much I added. The problem is that doing
- detailed coaching, such as designing plays and such, would be beyond the
- scope of the game. Besides, plays in basketball are harder to work out
- than those in football, and it would have likely turned a simple, elegant
- game into a coaching nightmare for people who didn't want to spend too much
- time.
-
- So I basically left it at choosing your starters, giving the players
- preferences when on the floor, and so on. While I'm on the subject of
- basketball, one of my favorite aspects is that there is very little
- difference between the positions in the program. Each is equally likely to
- get a rebound, take a shot if open, or make a pass. The only real
- difference is that the guards inbound the ball and that the center tends to
- be closest to the hoop on defense, then the forwards, then the guards. All
- other statistical differences come from who plays where and how you use
- them.
-
- Why this is important is that a coach or GM has a lot of flexibility in
- building a team. Do you want to build around passing the ball to a big guy
- inside? Or do you want to have a small forward or shooting guard take the
- shots while your inside guys mainly do defense? Ideally, you would like
- every player at every position to be great shooters, passers, AND
- rebounders. But reality gets in the way, and one must choose what
- character team you want.
-
- The game of football revolves around offensive plays to a large degree.
- The job of the offense is to get a play and formation sent from the coach
- and try to execute it as well as possible. Coach comes with many built-in
- plays, and you can design up to 255 additional plays. The plays are then
- put into five playbooks for different situations (normal, short yardage,
- long yardage, red zone, and goal line), and you can decide what plays are
- available in each and how often they are to be used.
-
- The defense has a basic formation that it uses, but its real job is to try
- to handle whatever the offense sends at it. So I chose to leave out
- defensive strategies, and basically leave it at choosing starters, a
- formation, and how much man or zone coverage to use, and how often to blitz.
-
- Baseball is probably about the simplest sport around. What makes designing
- a baseball game so hard is the number of little details that usually won't
- make a difference in one game (or in ten games for that matter), but will
- give you a couple more wins in 162. When writing the coaching routines for
- Manager, I again chose to take a middle road between simplicity and detail.
- So I left out choices like what pitch to throw when the count is 2-1 and
- the bases are empty. Instead, the basic choices are in there. How much do
- you want to bunt? Hit and run? Steal? Pinch hit? etc. In fact, Manager
- has far more preferences than any of the other games, so you really do get
- to decide how your team will play.
-
- As far as the lineups, Manager is far more complex than either Coach or
- Basket, because you set your defense, batting order, and pinch hitters both
- for playing RH pitchers and LH pitchers.
-
- One of the "fun" aspects of baseball, though, is that there's not really
- much you can do to help your team out. In football, you can switch between
- a rushing and passing attack or try a new formation. In basketball, you
- can change defense to double someone who's scoring too much. But it's hard
- to make a certain batter or pitcher perform better. So this is why I have
- put so many preferences and player options that you can tweak to get the
- best performance out of your team.
-
- Next is hockey. On the surface, hockey was basically a port of much of the
- basketball code with major revisions. The game is, like basketball,
- essentially passing until you can get a good shot or lose the puck. But
- below the surface, there are major differences. The critical aspect to
- coaching hockey is managing your lines well. This is certainly an art and
- not a science, similar to putting the perfect batting order together in
- baseball. There are many jobs that need to be done on the ice, and at
- least one player must be capable of each of them. The obvious things are
- shooting, passing, checking, rebounds, and faceoffs. Like in basketball,
- in a perfect world every player could do everything. But like in
- basketball, this isn't a perfect world...
-
- Finally is soccer, the "baby" of the family. Like basketball, the soccer
- game turned out to be a very flexible game, where you can assign your
- players various tasks on offense. The trick here is to come up with a
- game plan that will make the best use of your players. You can set how
- hard you want to press attacks, how much defense you want to play, your
- formations, and numerous other options.
-
-
- INTERNET LEAGUES
-
- If you have ever attempted to write artificial intelligence routines for
- something other than chess or checkers, you probably quickly came to the
- realization that it's quite difficult. I think I have done a pretty good
- job with the computer coaching and GMing, and it doesn't make stupid trades
- with anything near the frequency of, say, FPS baseball '96. Even so, a
- good player can routinely beat up on the computer. And beside, wouldn't it
- be more fun to be playing against a real person? So a few years back I
- proposed starting an email league based on the Coach game. That league has
- been quite successful, and in fact there are leagues based on all seven of
- my games. And yes, it is much more fun beating up on teams belonging to
- real people than it is playing the computer...
-
- Really, though, league play is quite involved, and a much different
- character than sitting in front of your PC and playing a season of Coach.
- League newsletters have come up, the college leagues have coaches' polls,
- and you get to deal with real people when making trades.
-
- One side effect of the leagues is that the ability of the computer teams
- has really been stretched to its limit. The quality of a person's coaching
- and GMing is much higher when there are only two games per week, and all
- the stats are available on the WWW.
-
-
- TO THE FUTURE
-
- Where to from here? This is always the question I ask myself after a major
- update of some type. And numerous times I have decided that the games had
- arrived to their final state, only to add something new because of a comment
- from someone or a brainstorm on my part. So the final answer may be that
- the games will never be "finished". But I do believe that the period of
- frequent major change is over, and that future upgrades, while not
- insignificant, will not be major reworkings either.
-
- One thing that has kept the games progressing to a better and better
- product is feedback from users, who often have different ideas of what they
- would like to see in a game, and often those are things I have never thought
- about. I do hope that will continue in the future, as this feedback is
- responsible for nearly half of the major improvements in the games so far.
-
- Andy Dolphin
- email: andy@dolphinsim.com
- www: http://www.dolphinsim.com/
-
-
- copyright (c) 1996-1999 Andy Dolphin
-