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Madden NFL 11: Ian Cummings Interview
OS recently had the chance to speak with Madden NFL 11’s creative director Ian Cummings during a conference call. Check out the interview below.

Operation Sports: How does the "shoulders squared locomotion" feature function? Can you comment on the philosophy behind it? It would appear that players naturally want to turn it up field -- when was this idea brought to the table?

Ian Cummings: The locomotion system for us was about really getting back to the core of the game, you know? We just had so many problems that we couldn’t really solve with the old system, and so one of the big facets of locomotion is actually layered animation. And, typically a run cycle is a small clip of animation, but what we have been able to do with layers (we implemented a little bit of it in Madden NFL 10 with quarterbacks being able to throw out of sacks early) is really the ability to separate the parts of upper body from the lower body.

So what you see with locomotion is that [ball carriers] have the ability to still stay in control –- still be able to run left and right. You know you’re always in control. You’re always in control of the same animation set, but his upper body can be kind of split off and turn to up field -- the illusion of cutting left and right to hit holes without turning your entire body. Along with that was the kind of dual-stick control of that with the right stick where you can lean your guy forward or twist his torso left or right. Those types of things were all done with layers. So the lower body is still fully in your control. It’s all on the left stick but the upper body is now totally kind of separate, and you can turn and twist and do all kind of cool things there that we just really didn’t have the technology to do that before.

OS: I did the review for Skate 3, and I don’t know if you’ve played that, but the controls are amazing in that game. It’s very similar where you are controlling your board left and right with the left stick and you are controlling your weight and balance on the right stick. And you have the right bumper and left bumper as right arm and left arm. Have you guys looked into that type of control for future types of gameplay features and animations? Last week I was saying on our radio show maybe as a defensive back when you go to swat a ball use the left bumper with left hand and right bumper to swat with the right hand. Are these things that come to mind or have you looked into other controls of other games like this?

Ian: Yeah we definitely… I play a ton of games, you know? I try to play everything. I am just a huge gameplay purist, too. I love kind of digging into the details of the way [developers] do stuff. We definitely talked about using triggers and bumpers, but this year we felt like we couldn’t do anything new in that respect because we think we had to take a year to train -- a year to get rid of the sprint button. And so we knew if we added like, say as a ball carrier, say if we added right and left arms on the triggers. Every single person would be doing stiff arms all game because they are so used to holding the sprint button. So we wanted to take a year and basically keep all those buttons kind of free, at least the triggers -- the ones that people are used to -- and we will do some more separate arm stuff.

On defense we’ve actually prototyped some things with the right stick for your different arms doing different things. It’s really tough because of the direction your player is facing and how the screen is tilted. It’s really tough in that split second to decide if I need to use my left arm or right arm or things of that nature. And so it’s a really hardcore control that most people wouldn’t be able to use. I mean what we’re looking at right now [with] the dual stick -- the torso twisting part not many people are using at all. People are using the truck stick and the one-to-one juking but it’s so tough. The game is so fast that people don’t get the ability turn their body away from contact in that fraction of a second. So you always just try to keep it simpler with a good layer of depth underneath it.

OS: I want to know how the auto turbo kicks in for the prioritized running lanes? Is the game programmed to know what lane you are supposed to be going to and does it kick in when you find that lane? How does that function exactly?

Ian: No, basically the way the locomotion works now is that [the ball carrier] just accelerates to top speed as long as you are running straight ahead. Any time you veer off of that path, [you] have to re-accelerate. We definitely have talked about that concept,of like, you know, if you hit the holes you get a burst of speed or things like that. When you take a pitch, you're always at full speed. But we just felt that once we got that core locomotion in there we didn’t need any of that because it’s up to you. If you hit the hole straight ahead, you hit the hole faster because you haven’t had to turn your body. If you cut it back, you got to slow down and now there’s a whole three or four [defensive backs] running at full speed and are able to track you down. It all kind of evened out when we just sort of started obeying the real laws of momentum -- everything kind of worked itself out.

OS: The new player interest meter and interest list for top free agents in Franchise mode would appear to follow the path of NCAA Football 11’s recruiting interests. Do you plan to implement pitches, phone calls and a point system to recruit free agents in the future?

Ian: ...I don’t know. The current franchise system we definitely are looking to revamp. I don’t know if college’s approach is the right approach to take but, I think we all know that the current free-agent system is lacking and we want to do something cool there. I mean NFL Head Coach’s was pretty cool and the bidding war you would get into on a player -- we’ve got a lot of options there. We know that the current way is not good and we are looking to improve it.

OS: NCAA Football 11 offers slider adjustments for online dynasties. Is this something you plan on making available for Madden NFL 12 online franchises?

Ian: I can never comment on when anything goes into a given year because I never know until the game ships [laughs] if it’s going to make it or not. That’s something [sliders] that we like a lot. I think sliders at this juncture have gained so much discussion and momentum -- so many people are so obsessed with tuning them to their liking that we need to find a way for people to share them across all modes. We need to have official ones. I think it is something you see a lot of in communities like Operation Sports or other places that will tune and tune and tune and tune and get these kind of officially approved sliders only for offline games.

It would be great if we could pull those up and we could make lobbies where people could play online games with those or drop them into online franchises or anything like that. I don’t know when that will happen. I cannot comment on that. We are definitely seeing that sliders are a major deal. At this point, they have gained so much popularity I think we want to do something so people have an easier time sharing them and, you know, discussing them. That’s part of the fun -- everyone debating which ones are the best ones.

OS: I don’t know if you noticed, but personally every time I run a play-action pass the fullback is running around in circles blocking nobody [laughs]. Have you used the different play-action plays and is this something your team is looking into?

Ian: [Laughs] I’ve played our game, yeah. I use the play-action plays. I mean it’s something we’re looking at. You know a lot of people are complaining about it. I think it’s always kind of a balancing act in blocking, especially in locomotion -- we are trying to get everything solid. You know it’s something we’ll look at. Typically when I run play action, I run just a couple play-action plays that I like a lot and most of them have the fullback running out to the flat. I get rid of it really quickly. But yeah, play action is dangerous right now. I mean there’s no doubt about it -- you got to keep an extra guy in if you want to have a little extra time. We’re definitely looking at it. It’s something that people are complaining about. Same with the kick return blocking.

OS: Yeah, a lot of people are complaining there are no wedges set up. So those are things you are looking at also?

Ian: There’s no wedges in real life, too [laughs]. It’s funny, a lot of us on the team were actually complaining in the final weeks of the game that kick returns were too hard. So we all sat down and did 100 in a row -- each of us. And our average was about three yards above the NFL average on kick returns. So I think what’s happening is obviously people [are] not liking it -- having the same reaction that we did. But to be honest, the actual numbers are pretty close to realistic stats. It’s just that you are used to playing Madden and getting to the 25-yard line when you start five yards deep in the end zone. Everyone is used to doing that so now it feels like it’s broken when it’s actually a little more accurate. Regardless, I don’t ever want to use that as kind of a cop-out. If people don’t like it, then we want to try and fix it.

OS: Is anything being done to combat online quitters? People aren’t being penalized as much.

Ian: That’s one of our top issues we are looking at right now. Just so people know -- kind of like a back story. We had to switch our entire server architecture on the back end this year to get aligned. All the major EA Sports games had to incur some pretty major costs. So we had to re-implement a lot of our existing features. And so that’s why the whole "continue vs. CPU" was actually removed because we felt like this was the point where we could get rid of it. People typically just hated playing against the computer. But apparently it’s some kind of weird bug going on in the server where people are quitting and they are not getting penalized, so we are going to make sure we get that addressed as soon as we can.

OS: Okay, in terms of the defensive AI I noticed that if defenders are in a zone, typically in a yellow zone, they are slower to react to the ball -- they are kind of at a standstill. This happens on All-Madden. But when you play man-to-man coverage, defenders are very quick to react to the ball, but in the yellow zones they are reacting slower. Is this something that is involved with the locomotion system? Do you have any comments on this?

Ian: It’s definitely the locomotion. I mean, defenders right now typically have lower acceleration ratings, especially linebackers. So if they drop back into zone and they happen to get to a standstill, then it’s going to take a little bit longer to get them going again. Again, this is something that we are looking at. All-Madden they’ve got a little bit of a juice there to kind of help them speed up and get going faster. They have more awareness, they have better play recognition. Those get boosted. So we are looking to see if we can maybe fix that with code, or whether we can maybe just change ratings in a roster update or something along those lines. We want to get a balance.

A lot of feedback I am hearing for the most part is that the game is pretty offensive oriented, and I am seeing that, too. Especially we are looking at the stats that are coming in from the games and most of them are pretty high scoring. It’s something we want to address. Obviously you’ve got to balance that. You want guys to have fun when they play the game and offense is typically more fun, but you don’t want to balance it where you cannot stop anyone. Obviously, that’s another big problem. A lot of people look back to Madden 04 as like their favorite version of Madden. In that game, typically every game was about 75-70 in the final score. But we don’t want to get to that again. We want it to be really fun to run the ball and have a successful running game and passing game, but be able to stop someone if you know how to stop them -- if you know how to use the strategy.

OS: Yeah, I noticed in the open field that guys are breaking tackles and wide receivers are breaking tackles more often than not. And not only that, they are breaking them to the house after they wiggle free.

Ian: Yeah, a lot of that comes from the ratings differentiation that we have. We make our guys spread out a lot more so that defensive backs tackling ratings are pretty low. They are not good tacklers for the most part so you’ve got to kind of try and swarm around the ball. Again, that is something we are trying to tune and see if we can make it any better -- if it warrants it. We are just always listening to the community and the hot-button issues, and we go from there.

OS: Any chance something is done so that the AI doesn't snap the ball so quickly? Basically, some people want to have more time to make pre-play adjustments when playing against the computer.

Ian: Yeah, we are looking at that one, too. The one thing to do -- and I am not sure if a lot of people know this -- but as a workaround, if you turn off the accelerated clock, they will actually take a lot longer. So if people are extremely perturbed about that right now, there’s a workaround. Obviously, It’s not ideal, but it helps to not have that problem. A majority of the time, me personally, if I have to make five adjustments against the computer I’m asking do I really need to do that. Typically, I can figure out what the computer is doing and I don’t have to be a super, hardcore crazy guy against them. And I think what you see is if we boost the CPU time that they wait, that frustrates way more people. The majority of people don’t want to wait seven seconds and wait while the computer stands still. So that’s kind of a tough balance we have to figure out. We always talk about making a slider but that seems sort of like overkill [laughs].

OS: Thanks for the time, Ian.

Ian: Okay, thanks Steve
Madden NFL 11 Videos
Member Comments
# 41 roadman @ 08/19/10 05:32 PM
Quote:
Originally Posted by DaSmerg

I really wish that Ian would simply take ownership of some of the pretty blatantly obvious build decisions that the team has made for Madden in the past 3 years. This current team seems more inclined to make a more watered down game for the masses. I am not implying some sort of wrongedness or a gotcha type thing. If that's what they want to do, and they can make money doing it, awesome! But at least some folks out here can just worry about looking elsewhere.

Thanks for the interview OS. It's nice that Tiburon has opened up on what used to be the black box of Madden development.
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I agree up to that point.

I think 10 was a huge leap from 9, but I don't think that 11 was as much of a leap as 10.

Also, I don't know if you can put the whole thing on Ian's head and shoulders. There is also upper management to contend with plus marketing.

I'll take the direction that 10 and 11 appear to be headed vs 06-09 any day of the week.

It has a ways to go, yet, though.

Plus, Tibouran is build in a different studio than FIFA. Budgets might be tighter than anyone thinks, Tibouran laid off a good chunk of their work force a year ago.
 
# 42 Tengo Juego @ 08/19/10 05:37 PM
Quote:
Originally Posted by dannyr326
Does anybody know when they will re-implement the old pre-play adjustments back instead of being forced to use the strategy pad?

I really hope they bring back the old PS2 pre-play controls with the ability to shade an individual WR, bump an individual WR/ Double Cover. What happened to "spotlighting" a WR from last years game?? Why do they keep trashing the great pre-play controls?
It's supposed to be included as DLC around the start of the NFL season. So, early September.
 
# 43 DJ @ 08/19/10 06:23 PM
Would've liked to have seen a question about if the CPU QBs throwing out of sacks will be addressed. I do get sacks but still most of the time you get close to the QB, they throw it away (and it's a perfect spiral, too, not a wobbler) just before they get hit.
 
# 44 DaSmerg @ 08/19/10 06:32 PM
Quote:
Originally Posted by roadman
I agree up to that point.

I think 10 was a huge leap from 9, but I don't think that 11 was as much of a leap as 10.

...I'll take the direction that 10 and 11 appear to be headed vs 06-09 any day of the week.

It has a ways to go, yet, though.
I'm just going to have to very strongly disagree with you on what you have perceived to be the evolution of Madden.

Quote:
Originally Posted by roadman
Also, I don't know if you can put the whole thing on Ian's head and shoulders. There is also upper management to contend with plus marketing.

...Plus, Tibouran is build in a different studio than FIFA. Budgets might be tighter than anyone thinks, Tibouran laid off a good chunk of their work force a year ago.
Ian directly said EA Sports titles. 90% of my beef wouldn't be with Ian if this was a decision from above.

I'm afraid I would end up totally derailing this thread by going into more details plus I'd prefer to read what others are thinking. That is the nature of a lurker shall we say . It sounds like we might agree more than disagree though.
 
# 45 Benicio10 @ 08/19/10 06:50 PM
The biggest problem is that Madden is in an identity crisis phase. Ian mentioned tuning the game towards offense to keep the fun. But he doesn't realize that that isn't fun for us. It's frustrating because you can't play D.

Realism = fun.
 
# 46 xylocaine @ 08/19/10 06:57 PM
The Online quitter part confused me... is he saying it's a "bug"

it seems to me then the same bug is in NCAA 11?
 
# 47 gabs485 @ 08/19/10 07:26 PM
Quote:
Originally Posted by TreyIM2
Many of the issues I posted about on the feedback site are touched on here, and even two I forgot to include which was CPU QB quick snaps(btw, I ONLY play with accel. clock OFF and that doesn't make a diff) and kick return blocking but I did mention blocking, overall, because as a point of reference, NCAA 11 is not AS bad since the blocking in that game feels much better than in Madden 11, overall. I've taken it to the house on kickoffs AND punts in NCAA 11. Not at all in Madden 11.

Ian - If you are reading, CPU QB quick snaps not only affects pre-snap adjustments but the realism the game. QBs IRL don't always quick snap. We just need varying snap times. Many times, teams are trying to milk the play clock before snapping, unless, of course, they are in hurry up O. It would be easier to accept that I couldn't complete my adjustments if I the CPU QB suddenly goes quick snap on a given play than if he were doing it all the time, which is the case in Madden 11, still. Remember how for Madden 09, u guys patched that?

As for kick return blocking, we just ask that our blockers do their job. I stated in my post on the feedback site that I believe that the locomotion is now affecting some things such as blocking with slow, over-animating turns by blockers and the coverage deally where guys are just standing and watching the plays unfold instead of just reacting, at times. Kick return blocking has always been an issue, though. We need that fixed, mayne


I do agree about the twisty-turny deally. I usually don't do it because the heat of the moment and if I do remember to twist, I usually do it the wrong way because of the "inverseness" of which way the players' back turns in relation to the right joystick motion. Doesn't seem intuitive to me...Actually, I don't think I've done it in Madden 11; only in NCAA 11. Eh.

PA DEFINITELY needs to be fixed. Feels like too many jail breaks going on there. Lol. I'll be lucky to hit my FB out in the flat many a time. Plus, I think Sanchize should be faster than many of these D-linemen who seem to be able to chase me down when I have to turbo-ize the situation. I play with auto-turbo but, of course, u have to use turbo to scramble past the LOS as the QB. Maybe that's making some weird difference but then again, in NCAA, my QB(s) outrun(s) the linemen.

Anyway, I'm getting used to Madden 11. Still frustrating aspects of the game that make me wanna throw ish but if things can be patched, I'll be more than happy.
That is what really makes me angry at Madden developers, I dont like EA that much but this is entirely on the developers. Every time that there's an issue with the game, they just make corrections. Instead of eliminating the root cause of the problem that guarantees that it wont happen again. These developers have not knowledge in quality control whatsoever.

They are unable to meet our requirements, they do not have the competences to guarantee their customer satisfaction. Recurring issues are not EA directors faults, its the Developers that do not take the correctives/preventive actions when issues afloat. EA needs to form their developers with quality control knowledge, who are process oriented and think about improving continually.

For me it is unacceptable that Madden 11 have some of the same issues Madden 06 had. Even more, issues that were fixed in between version, reappear in the latest.

That is just shameful.

P.S. Im not judging the developers competence to design or create video games, I recognize that they are more than capable. But there are certain areas (Quality Control, Process Standardization) in which they have not knowledge of.
 
# 48 PantherBeast_OS @ 08/19/10 07:28 PM
This is a good interview with Ian. Good read aswell. But my concern has to be on the front 4 lineman getting pushed around and pushed the groud be the AI olineman way to much on all pro setting on running plays alot of times. I know Ian and madden crew vision this year was to make the run blocking better. But it seems to me the oline are way to strong and smart in the running Game. I'm seeing Viking front 4 getting pushed around like rag dolls by the AI olinemanwhile the AI gets big chucks of yards on run every down most of the time. I understand some teams might not have that good of a front 4 to stop the run. But the Vikings front 4 is one of the best in league at stopping the run. But yet it seems the AI oline always overpowers them wheather good or not. The D is concerning me the most about madden 11. But overall the game is good and I can't complain that it ain't. But the glaring issue to me is mainly the D in getting to the AI for sacks and having trouble stopping the run because the AI olineman is way to powerful on the run blocking.
 
# 49 dat boi Q @ 08/19/10 08:11 PM
i really think these interviews come off real pointless when you cant or wont go at these guys.
After 3 or 4 years of interviews with ian you can almost know whats he going to say.Whats really funny its that his answers for a problem is another problem
swarm the ball but players just fall down or flop
turn off accel clock but it doesnt make a difference
by now their should be no excuses
how is it that nba elite can start all over in one year but madden cant seem to build off of what they all ready have stop adding and complete and fine tune all the other stuff that they praise about the year before
 
# 50 Acedeck @ 08/20/10 01:07 PM
I'm horrified that Ian actually thinks kick returns are "more accurate" this year. They are absolutely horrible. Maybe the average return is closer to reality, statistically, but they don't play out the way they should whatsoever. Kick return blocking, as well as pursuit, is just pitiful in Madden 11. That's not the only problem with the game obviously, but I do find it disturbing that they don't think there's much wrong with it. Techmo Bowl had better kick off gameplay.
 
# 51 z4ckdabeast @ 08/20/10 09:02 PM
Quote:
Originally Posted by Benicio10
The biggest problem is that Madden is in an identity crisis phase. Ian mentioned tuning the game towards offense to keep the fun. But he doesn't realize that that isn't fun for us. It's frustrating because you can't play D.

Realism = fun.
So you loved the QB vision cone? That was realistic.
 
# 52 mr_president @ 08/20/10 10:18 PM
Quote:
Originally Posted by z4ckdabeast
So you loved the QB vision cone? That was realistic.

the idea of vision cone was good , the execution of vision cone was terrible.
 
# 53 angrynewyorker @ 08/21/10 06:32 AM
If you're gonna revamp Franchise Mode, for the love of god at 80 man rosters for the offseason, let us plan training camp, have an IR list that actually works like it should, have progression stats like in The Show so you can actually see if Vernon Gholston is worth holding onto. Oh, and differentiate between restricted and unrestricted free agency. But then you'd have a perfect Franchise Mode, so I dunno if you'd wanna do that.
 
# 54 xX CASCABEL Xx @ 08/21/10 12:02 PM
same thing every year, uh, were going to patch it, why not test the game before it goes out, what if they built cars or or planes, CRASH!!!
 
# 55 PumaAura @ 08/21/10 12:09 PM
The game went gold how long ago and they knew the defense was terrible, the game was choppy/laggy. I guess they sat on their hands for a month and used us to tell them what's wrong.
 
# 56 jhogan3132 @ 08/25/10 07:58 AM
I heard that there was a patch coming that would remove the strategy pad. Anyone hear anything about that?
 
# 57 roadman @ 08/25/10 09:09 AM
^^^^They aren't removing it, they are adding the old way back in a patch.
 
# 58 StormJH1 @ 08/26/10 04:54 PM
I don't think he "danced" around the questions much - he admitted time and time again that there were things people were unhappy with. If the Madden dev team meant for something to be a certain way, and it turns out that people don't like it, Ian has the right to explain WHY the game is the way it is and offer their perspective (such as punt returns being 5 yards instead of 40 everytime).

I have the game and I like it, there's just something about it that feels more "arcadey" to me, even amongst additions like locomotion that are meant to address core gameplay. It was a revealing interview in that he seems very aware of "things that are popular with Madden gamers" (high scoring, offense-all-the-time gameplay like Madden 2004) vs. "things that make a good football simulation". I feel like Ian would prefer to make the latter game, but perhaps there's pressure on him due to the low sales numbers from last year and again this year. I don't think that's really fair to blame on the devs, though, since Madden 10 & 11 are the 5th and 6th iterations of the same game on the 360...at some point, the hardware limitations are what they are, and people aren't going to buy the same game 10 years in a row.
 
# 59 StormJH1 @ 08/26/10 04:58 PM
Quote:
Originally Posted by angrynewyorker
If you're gonna revamp Franchise Mode, for the love of god at 80 man rosters for the offseason, let us plan training camp, have an IR list that actually works like it should, have progression stats like in The Show so you can actually see if Vernon Gholston is worth holding onto. Oh, and differentiate between restricted and unrestricted free agency. But then you'd have a perfect Franchise Mode, so I dunno if you'd wanna do that.
Agreed on that. And this is where the "financial realities" aspect sets in, since I think they truly believe that 10% of the Madden community would even notice something like an 80-man roster or UFA vs. RFA. Their attitude is that most of that 10% is hardcore enough that they're going to buy the game anyway.

Which is kinda sad b/c the history of Madden is that people LEARNED about NFL playbooks and strategy from playing this game back in the day. That tells me that if you put features like that in a game, you can "educate" your consumer base over time, and everyone will benefit from a deeper product.
 
# 60 HuRRiiCaNe22 @ 08/26/10 05:39 PM
They make all these tweaks to the game and fiddle with every little thing to make it appeal to the general audience. Yet, I don't see people coming on here ever praising the fact that they love unrealistic high scoring Arena Football games. (because they don't) If they want to appeal to an audience, it should be NFL fans that play video games. I don't think as many people would complain about a realsitic experience. (if done correctly) But sadly, as Madden is an annual game, that doesn't prodive much time to scrap and start from scratch, as a physics based game style would revamp the Madden world more than an over exaggerated version of Madden 10's Beginner playcalling system.
 


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