INTERVIEW: Talking UFL With Strikerz CEO Eugene Nashilov

INTERVIEW: Talking UFL With Strikerz CEO Eugene Nashilov

As a seasoned game developer with over two decades of experience under my belt, I must admit that reading through this interview has been both enlightening and nostalgic for me. The journey of creating a game from scratch, facing numerous obstacles along the way, and finally seeing it come to life is a story that resonates deeply with me.


Another soccer, also known as football, match is being organized with an innovative approach to enhance spectator’s experience. This unique gaming experience comes from Strikerz Inc., the developers of UFL (Ultimate Football League). The game offers a free-play model, emphasizing team composition and online interactions while setting itself apart from competitors through its distinctive gameplay mechanics.

Over the past three decades, EA Sports has largely ruled the soccer video game world, leaving Konami’s eFootball (formerly known as Pro Evolution Soccer) playing catch-up. However, a new contender named UFL aspires to seize that second position in the market and even aim for greater heights.

In this game, you’ll find players who are officially licensed, as well as teams whose emblems, uniforms, and equipment will be replicated authentically. Among these teams are Celtic, Rangers, Sporting CP, West Ham United, and several others.

Lately, I had a conversation with Eugene Nashilov, the head of Strikerz, where we discussed various aspects of the game’s development, featuring Cristiano Ronaldo as an ambassador, the choice to make it free-to-play, monetization strategies, potential future projects, and much more.

The exciting news is that Universal Football League (UFL) will debut on December 5, available for both PlayStation 5 (PS5) and Xbox Series X/S users. A PC version of the game is also in the pipeline, but the exact release date remains undisclosed at this time.

You can read the full interview below.

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When you observe varied feedback following numerous play tests for UFL, regardless if it’s positive, negative, or somewhere in between concerning gameplay and overall feel, what thoughts come to mind?

We’ve always looked forward to feedback since we’re strongly rooted in our community. From the get-go, this has been a fundamental aspect of who we are because, let me remind you, we used to be part of this very same community. You know, we’re all about football games! I started playing somewhere around 96 or 98, and honestly, I can’t recall the exact year.

Additionally, we recognized the importance of keeping up with the players who enjoy these games and seeking their feedback regarding whether they find it appealing or not. After all, in football games, there’s no such thing as a universally agreed-upon perfect game; everyone has their unique opinions about what works well and what doesn’t.

We’ve had these two games available for quite some time now, with a significant number of users who have varying opinions about them. From our point of view, we approached this analysis with a critical eye. What mattered most to us was ensuring that the assessment wasn’t biased, as everyone should have had the opportunity to try and form an opinion, not just dismiss them casually.

Constructive criticism is valuable as it allows us to improve. It’s great to receive overwhelmingly positive feedback too, but remember that constructive criticism serves a purpose – it’s something we analyze and reflect upon. The worst-case scenario would be if everyone tried their best, yet found little merit in what they did. They might say, “Eh, I’m not sure. It’s not particularly captivating or innovative.

Has the delay-prone progression of UFL raised any doubts about its eventual release, given the announcements of these setbacks?

On multiple occasions, we’ve experienced doubt due to your persistent pursuit of a particular standard, which at times seems unattainable. We go through the cycle of trying, adjusting our approach, and then repeating the process. There have been instances where we questioned whether we could meet your expectations.

To put it simply and clearly, I believe we’re being completely straightforward about this. Moreover, it was deeply personal for quite a number of us within the studio. One individual seemed to think they would reach their goal before others. Another gained confidence only recently.

The situation is rather intricate due to the vast size of the studio, which currently employs around 350 individuals. It’s a constant dance because when we receive positive feedback, we think we’re on track and people are satisfied. However, releasing another build often leads to negative feedback, making us realize that we may have made things even more challenging than they were initially.

In truth, there comes a time when doubts about whether we’re taking the right path surface, and this is one of those moments for us. However, I believe our key strategy has been perseverance, as we recognized that we needed to refine our approach until we began seeing impressive results from the public on a large scale.

To clarify, we conducted numerous surveys involving thousands of participants worldwide, collecting their feedback from one version to another. We observed a consistent improvement in the positive response towards various features we were focusing on. Now that the game has been uploaded to the platform, no further changes are being made.

Recently, I had a conversation with our Discord community about similar matters, and we plan to continue enhancing it. We’ll consistently add fresh features, new game modes. As expected, there may be some bugs when the massive number of users (over 2.5 million on PS5 and Xbox Series) log in on day one, but we will diligently work to resolve any issues that arise.

This will essentially be an ongoing task. At present, our primary concern is whether what we offer is adequate to keep the audience engaged for a prolonged period since we’re not an annual product and we don’t have the requirement to sell it only once, as our competitors do.

What was the inspiration, if any, from competing games like EA Sports FC and Konami’s eFootball?

It’s clear that we drew inspiration from both sets of games, and our team members within the studio share a passion for either Electronic Arts’ games or Konami’s games.

Despite our best efforts, we aim to eventually challenge Electronic Arts (EA) in the gaming market. Currently, EA significantly outshines its competitors in terms of audience and features, as well as content. Interestingly, Konami’s game performs better on mobile devices than it does on consoles. However, our focus at this time is primarily on console games.

As a gamer, I’ve got high spirits and here’s why: I truly believe we’ll climb up the ranks quickly to become the second-largest console gaming brand. Our initial aim is to establish this stronghold, laying a solid foundation for future growth. On top of our console gameplay, we’re currently developing the PC version, with our Steam page now public and an announcement on its release date coming soon. We’ve also got a mobile edition in the works, ready to join the fray. And let’s not forget about the Steam Deck version for PC gaming enthusiasts like myself!

Absolutely! We’re thrilled to say that our game is playable not just on a handy handheld device, but also on other exciting platforms soon. Our ultimate goal? To make ourselves a familiar name in football gaming, resonating in households worldwide.

INTERVIEW: Talking UFL With Strikerz CEO Eugene Nashilov

What impact did it have on your game to secure Cristiano Ronaldo, the most renowned football player globally, as your brand ambassador?

As a die-hard fan of Cristiano Ronaldo, who’s been rooting for him since his move from Sporting CP to Manchester United, I can honestly say that the achievement we recently made ranks among the most significant milestones in our journey before its release.

He has been an inspiration for me when I was young, when I was playing. He has always been the guy whom I really loved. I loved his passion, the way he plays. I think he is just an example of sportsmanship. The best one you can have in football right now.

It wasn’t an easy feat, but the first agreement, known as the ambassador deal, took us somewhere between 9 months to a year to finalize, roughly. We presented it to him and his team on multiple occasions, engaging in numerous discussions. Eventually, he agreed, which left me doubting at first if it was real. Once it became reality, we spent some time together and realized that when we were preparing for another round of investment with Strikerz, there seemed to be a synergy that could potentially interest him. So, we decided to extend the offer to him.

It’s quite surprising, but I found the investment process simpler than our initial agreement. That’s because during that first deal, we were essentially unknown entities, a brand new face in the market, aspiring to make a significant impact on the world. Therefore, I consider it a major achievement for us, and I am incredibly content and happy that we’re embarking on this journey together.

Why make UFL Free-To-Play?

It appears that our team and I, along with many others, have spent considerable time developing free-to-play games in the past. We’ve noticed a trend where games from various genres, such as MOBA games like League of Legends or action shooters like Fortnite, have adopted this business model.

We’ve come to realize that this action will broaden our reach, making it simpler for potential users to consider us instead of just purchasing us and encountering a paywall. Additionally, there’s a more philosophical aspect to consider – we strongly feel that football should be accessible because, in essence, it’s like playing in the street, where you can engage anytime without any barriers.

Instead of relying on traditional methods, let’s explore the possibility of digital solutions since they exist. Therefore, our aim is to develop a model that can facilitate this transition. Soon enough, we’ll understand how effective it will be.

How do you find the fine line with monetization to avoid alienating the player base?

In my viewpoint, the reason it’s straightforward for me is due to the intense rivalry among competitors, which can be quite challenging for viewers. Furthermore, all items are obtained via a loot box system, an approach I’m not particularly fond of given that it requires building a cooperative team of players.

It became quite straightforward once we realized that by simply removing the initial hurdle, and discarding the notion that you must purchase loot boxes to obtain players – as it’s always frustrating because you can’t specifically select the player you desire. For instance, I want Cristiano Ronaldo for my team, not wasting time opening boxes in the hopes of getting him or amassing unwanted players and selling them off to acquire him.

This method they’re using seems quite unusual, but it’s important to remember that markets and businesses can often operate in unexpected ways. Remarkably, it’s working well for them.

By removing these two elements from our equation, the result is significantly more appealing for our viewers. Moreover, realizing we’re working on a free-to-play game means no yearly reset, allowing players to retain their items indefinitely. This includes not only character progress but also vanity items and partnership merchandise.

INTERVIEW: Talking UFL With Strikerz CEO Eugene Nashilov

Will there be situations where you need to purchase items with actual money, or can all the items be earned through regular gameplay?

In certain aspects of the game, you won’t be able to acquire some items using the currency you typically earn within the game. Some elements of the game are quite familiar, such as the battle pass system. This system offers both a free tier and a premium one – the latter being accessible with an additional payment.

Specific specialty items, distinct from regular ones, can be purchased using real money exclusively; however, these items do not confer any edge in competition against other players.

So, all real-money purchases are cosmetic? There are no pay-to-win mechanics at all?

Absolutely, aesthetic and visual customization is a key aspect here. Players can acquire various skins using in-game currency earned through play, though challenges may arise requiring adjustments along the way. Our ultimate goal remains to ensure the game is user-friendly and approachable for all.

We might introduce new features that will require payment. One of these could be an offline career mode, which we’ll offer as a downloadable content (DLC) for the free UFL base game you already have. Essentially, our goal is to make the core mode consistently available while offering additional modes for purchase or occasional updates to keep things fresh and engaging, given that content is key in today’s gaming landscape.

As a gamer, I’ve been hooked on the Ultimate Football League (UFL) for its authentic gameplay experience. What sets it apart is the way it truly delivers an alternative to real football action. From the realistic player movements and strategic depth to the immersive stadium atmospheres, UFL really nails the essence of football in a digital format. It’s like being on the field myself!

From a gameplay perspective, UFL appears to be positioned between EA’s and Konami’s titles. The former seems excessively arcade-like, while the latter is admirable for its animations and technology, which are truly remarkable. However, I find that UFL leans towards an unrealistic portrayal of movement speed; a pace that would likely result in broken legs if applied to real life.

On the other hand, there’s a game that moves at a more leisurely pace. In this game, players often wait for the ball before they can act upon it, which mirrors real-life situations but might not be ideal for online competitions where quick reactions are crucial.

It seems like we’re finding common ground here, and the emotion that these games evoke is quite special, something that all three share. This unique sensation while playing is a significant accomplishment, although it can be challenging to articulate precisely what makes it so special. What I mean is, each game offers its own unique style of ball control, fancy moves, or impressive passes – whatever the standout feature might be.

INTERVIEW: Talking UFL With Strikerz CEO Eugene Nashilov

In simpler terms, could you share your strategies for dealing with the concern of a highly competitive market or potential failure?

As a gamer, I can’t predict our success just yet, not until we hit the launch. I’ve been part of Disney Interactive for quite some time now, and I’ve witnessed movies like Pirates of the Caribbean, huge hits, and then there were attempts with different settings, like westerns, featuring actors like Johnny Depp, who are fantastic and beloved by many, but those didn’t do as well. So, you never truly know what will resonate with the audience until it’s out in the open.

As a passionate supporter, I believe in taking calculated risks whenever launching new products. However, our unique strategy involves sharing our works-in-progress with end users at an early stage. This way, we can collaborate with them to refine and perfect the product, thereby significantly reducing the chance that when it’s finally revealed, it may not resonate with everyone as intended.

We’ve been collaborating closely with the community, taking their feedback into account, and adjusting our goals accordingly as we receive input from our audience. This seems to be our approach so far.

Will the Universal Football League (UFL) on PlayStation 5, Xbox Series, and later PC versions allow for complete cross-platform play across all devices?

Currently, our game is compatible across Xbox and PlayStation platforms. Regarding expanding cross-play to include PC, we’ve decided against it due to concerns about cheaters, which unfortunately do exist. While we’re actively working on integrating various anti-cheat measures within the game, we’re hesitant because similar issues have been problematic for other games and we’ve noticed a lot of negative reactions from players.

We anticipate offering a console-like, PC-like, and mobile-like experience as individual interfaces. However, it’s important to note that the PC experience will share some similarities with consoles, but it will be nested within its own environment.

Is there any worry of limiting or alienating the audience with that decision?

It’s crucial to consider the number of players on PC, as a large player base would help prevent feelings of being neglected. As a live service game, we plan to provide frequent content updates, new features, modes, and these enhancements will be applicable across all platforms, such as PC.

As a gamer, I’m excited to share that this game won’t fade from our memories anytime soon! We’ve got plans to release annual updates for it, ensuring that both console and PC players get to enjoy the game just as much.

Is online play a peer-to-peer connection or connection to dedicated servers?

In our gaming setup, we offer two types of connections: the centralized dedicated server and the peer-to-peer network. You can enjoy your gameplay using either option, as we continuously manage them by a separate team to ensure updates and improvements over time. Our primary concern is cost efficiency, as running dedicated servers comes at a high price, but we’re constantly optimizing our system for the best possible experience.

Perhaps in the future, this could become a standalone server. Let’s wait and see how it unfolds.

As the launch approaches, could you share one feature you’re most eager for everyone to experience, and perhaps one aspect that makes you a bit apprehensive?

deep collaborations with brands that provide exclusive football-related content from well-known football figures. These collaborations serve as authentic endorsements for you to enjoy.

On December 5th, we’ll kick off by closely examining the response from the audience as they encounter our team passes. You see, in our test version, only a select few have access to these team passes. However, on December 5th, we’re launching the real deal – something we’ve never revealed to anyone before. It remains a mystery what this will entail.

How do you determine which player feedback points require attention and which ones might be postponed or ignored?

It appears we’ve thoroughly grasped this task due to our consistent data collection during the tests conducted from 2023 to 2024. Now, we possess the tools to reach out to a vast audience, enabling us to gather feedback on a large scale. By analyzing the overwhelming amount of responses, such as “this is good,” “this is also good,” “this doesn’t work well,” we can identify trends and potential problems. If we find any extreme responses indicating an issue, we delve deeper into understanding what might be causing it within our system.

Occasionally, we’ve encountered instances where a feature appeared to be functioning correctly according to our assumptions. However, upon examining the data from users, it became apparent that there were indeed problems lurking beneath the surface. Our developers and quality assurance team then delved deeper into these issues, ultimately uncovering bugs, flaws in design, or other complications. This has led us to a continuous cycle of addressing these issues.

What is the overall feeling now that release is here?

It’s incredibly unbelievable, given that we’ve been traveling on this journey for eight long years. Just eight years back, our team consisted of only four individuals. If we manage to succeed, I believe there will be many more tales shared about how we got here and the hurdles we overcame along the way.

It was a very, very complicated path, I would say. So, totally surreal.

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2024-11-27 17:19