For many, UFL is a light at the end of the tunnel for the football genre, with players expecting the title to bring a breath of fresh air to the industry.
I had the chance to talk with UFL Publishing Director Alexander Bogomolskiy and ask him about the inspiration behind the title, the most significant challenges the games faced, how the ratings work, what are UFL's future goals, and much more.
So, let's dive into it.
How was the idea of UFL born?
How would you describe UFL?
What were some of the challenges you encountered while developing UFL?
Is Ronaldo actively involved in the game’s development, and if so, in what ways?
How does the player's rating process work, how did you get to the final ratings?
In a gaming industry where the pay-to-win method is now the norm, especially when it comes to sports games, why did you decide to go against the norm and create a fair-to-play game?
Are there any plans to introduce offline single-player modes such as manager career, or will UFL continue to be online-focused only?
In addition to players, will there be any licensed clubs, leagues, and stadiums available in the game at or post-launch?
What features can players expect to see in UFL at launch that weren't in the Beta?
Based on Beta feedback, what improvements are the developers now working on/prioritizing?
What are your hopes and ambitions for UFL moving forward? It's very early days, but is the long-term plan to rival EA FC and FIFA, for example?
What makes the UFL project so unique, especially compared to the other football games in the market?
How challenging is it to compete against video game juggernauts such as EA Sports, and potentially also 2K soon, and is this also something that motivates you and the team to deliver an even better game?
What are the next steps for UFL in the near future?
If you needed to convince someone to play UFL, what would you say to them?
I hope this interview was insightful and that you enjoyed reading it.