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How will the Trick Remixer control change the way I play a basketball video game?

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How will the Trick Remixer control change the way I play a basketball video game?

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For the Trick Remixer, we had a few high-level goals as a design team. First, we wanted consumers to feel like the ball was actually in their hand when they were dribbling. To do this, we realized we needed the basic building-block animations of the system (various crossovers) to be highly responsive. And by highly responsive, we mean that every time the User presses a button they need to get an instantaneous reaction from their player. So when you play the game, you can do something like 5-10 crossovers per second. It really does feel and look incredible, and definitely makes it feel like you are controlling the ball. Secondly, we wanted to create a system that would allow a User to pick up a controller and be instantly rewarded, but that had depth enough for long-term replayability. If you analyze the move tree you will see that the combinations of tricks are endless, so it never feels like you are doing the same trick over and over again like it does when triggering canned animation

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