Following on from the previous entry, the selection of angles has also been given an upgrade to increase user-friendliness.
When selecting an angle, you will now see two sets of boxes, Content and Rated On.
The Content box contains ten terms that describe the angles, ranging from Action and Alliance to Turn and Video. Using the right and left mouse buttons you can scroll backwards of forwards through three states - Contains, Doesn't Contain, or Neutral. Crucially, multiple terms can be in multiple states. So, for example, with two clicks you could search for all the angles that ARE to do with alliances but ARE NOT videos. Because of the flexibility of the system, you can easily narrow down your potential list of angles very quickly.
The Rated On box contains the six things that a person can be rated on, ranging from Overness to Menace. Again, you can use the right and left mouse buttons to scroll between Contains, Doesn't Contain or Neutral, and have multiple states on multiple terms. When applied, it looks at everyone involved in the angle. So if Menace was set to Contains, you would find every angle that contains at least one worker who was being rated on that. As a further example, you could search for any angle that contains at least one worker rated on Overness, one worker rated on Menace, but nobody on Microphone skills - this would allow you to find the 'Monster Unleashed' angles from TEW2010 very easily.
The user still has access to the traditional filters too.
This method allows for a huge amount of flexibility and for the user to narrow down the choice of angles extremely quickly and efficiently. This therefore will make finding the right angle - even if the mod you are using has an enormous amount - a breeze.
To increase the user friendliness of the game, the house show system is now automated in TEW2013.
The interesting \ useful bit - being able to book specific matches that you'd like to happen in order to test out chemistry - remains under the player control.
The dull bit - setting up and occasionally updating which regions to visit, setting the order of the visits, setting which days it should happen on - is now handled automatically by the AI. The AI does this 'smartly', automatically running a schedule that doesn't interfere with your events or TV shows and hitting the regions that are either necessary to maintain your popularity (a priority) or you can get good revenue from. It also automatically updates itself as you go along, so if you suddenly change to a completely different schedule of events or rise in size, the AI will make appropriate changes to the house shows instantly.
This therefore removes one of the duller, admin-type parts of the game from the player's radar and allows him to concentrate on the more interesting stuff, without losing any of the benefits of having house shows.
Every worker whose role in an angle involved talking or acting can now be set to either follow the script or be allowed room to improvise. Scripted is automatically the default. There are pros and cons to both.
A worker who is scripted is much less likely to go disastrously wrong but, as a result, also does not have the capacity to interact with the crowd as naturally or 'go with the flow' and so loses the ability to overperform.
A worker who is left to improvise around a few basic points has the opposite pros and cons - with no 'safety net', there's always the chance he could go completely wrong and end up bombing, but equally he could work with the crowd's reactions to create something special.
Workers who improvise will naturally improve faster at Microphone Skills, Charisma and Acting than a worker who is tied to a script.
On top of that, the breakdown of the angle will also affect things. For example, if six people in an angle are following a script but one is improvising wildly, the six may end up struggling or being completely thrown off because of the improv work. Similarly, if everyone is improvising then it can get really messy.
On top of that, some workers have preferences to scripted or improvisation, and some may even demand - or use their creative control - to make sure they get their way.
This system is therefore simple for the player to use - it's simply a matter of ticking check boxes - but adds a whole new strategic dimension to the use of angles.
In order to improve the strategic element, the user now has a cap on how many user talent points he can accumulate over the course of the game. This therefore means that your initial selection is more important, and sacrificing a weak area in order to gain a strong one is more likely to have a long-term impact.
#141: Backstage Influence By Seniority
In previous games, a person who was a positive backstage influence would cancel out someone who was a negative backstage influence. To make it more realistic, the seniority \ importance of the worker is now taken into account; i.e. a main event star who is an egomaniacal jerk might take six or seven midcarders who are nice people to balance out his effect on the backstage harmony rating.
#142: Hall Of Immortals Redesign
The Hall Of Immortals has been redesigned. Instead of a gallery that is fairly cumbersome to navigate, the inductees are all in a list down one side of the screen. Clicking one brings up previous accomplishments so that you can get a sense of why they are in the HOI.
Gimmicks and FRIDAY WE WILL GET THE RELEASE DATES!!!
#143: Worker Input To Gimmicks
When setting up a worker to debut a new gimmick, the user now has the option of deciding how much input the worker will have in the process. This can range from having everything be tightly scripted by the creative team all the way through to letting the worker have complete control and be allowed to improvise as he sees fit.
The choices bring up a risk vs reward scenario; the more natural and improvised a gimmick, the higher the chance it has of being better than normal as the worker's personality and preferences give it a boost...but equally, there's more of a chance that it could bomb badly as the worker makes errors of judgement. On the flip side, tightly controlling what happens eliminates both extremes, so you neither have the 'good' chance of an awesome gimmick happening nor the 'bad' chance of a disaster.
Developer's Note: Next week will be the final set of journal entries. On Friday we will be announcing the release dates for the traditional public beta that we always do and the full retail version of the game.
A new addition to the game is Recent Fortunes; this exists for every wrestler under contract, and is a measure of how strongly they have been booked recently in kayfabe terms (that means in terms of what the audience sees as being "real", i.e. losses, humiliations or setbacks in angles, etc). It is closely associated with Momentum, with the different being that Momentum shifts by segments ratings, Recent Fortunes shifts by the actual content.
For example, if a wrestler gets hit with too many bad things in a row - losses in matches, coming out of angles looking weak - then he will gradually build up a negative value ("a stigma") for Recent Fortunes. As the fans are therefore seeing him as being weak, he will find it harder to build popularity until the stigma has been removed through stronger booking. The opposite of course applies for a string of good things happening to him.
Recent Fortunes can be set via the editor.
It should be noted that Recent Fortunes doesn't apply to everyone; as enhancement talents and other low-level workers are expected to lose quite a lot anyway, their Recent Fortunes have little or no effect on them.
This feature therefore brings more reality to the game as instead of being fixated on just the final ratings, you must also balance the content of what is happening to each wrestler. It also punishes lazy, cheap booking - never bothering to come up with any real direction for Midcarder X and simply using him whenever you need an easy victory for a main eventer or rising star will soon land you in trouble, as you're going to end up with a wrestler who has been made to look so weak that he'll stop gaining popularity and will require effort to get 'back on track'.
TEW2013 keeps track of how often announcers work call shows together, creating an Announcing Team Experience value. The higher the experience a team (whether two or three people) scores, the more bonuses they will get.
These values can be preset in the editor.
This feature therefore helps stop the user from simply hiring the best announcer available and best colour available and then getting rid of them when you can afford someone better - instead, it encourages developing a team over time and actually crafting a duo (or trio) to represent your company.
A concept taken from the WMMA series, TEW2013 will feature a Size Limiter; this means that an upper limit to the size rating of a company can be set.
For example, you might set it so that your promotion is limited to Cult size, meaning that even if you increase your popularity to levels that would make you a National company, you stay at Cult. This can be very useful if you think that the jump to National would be too much for you, and you want extra time to bring on board more star wrestlers, get yourself a TV deal, etc, etc.
Size Limits can be set via the editor before the game starts (this can be useful for scenarios or historical mods too). AI promotions will stick to what they are assigned. User companies can turn their Size Limit on or off, or alter it, whenever they like.
#147: Steroid Effects
In previous games, steroid usage has been almost exclusively bad - primarily increasing the chance of early death. In TEW2013 it will be more balanced; although negatives still remain (early death, increased injury risk, roid rage, etc), there are also now positives (quicker skill increases in certain categories, slower skill decreases in certain categories, faster recovery from injury, etc).