10-05-2010, 02:45 PM
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#3
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MVP
OVR: 10
Join Date: Feb 2005
Location: University of Miiiizoooou-rah!
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Re: Is the wildcat cheesy?
Let me start off by telling you what I think cheese is really supposed to represent in sports video games. Actually, let me start off by telling you what I don't think it is. This is going to be long, so you have been warned.
For starters, "cheese" doesn't mean you run a style of play (be it play-calling or situational decision-making) that the real team doesn't run. For instance, if you had said "USC doesn't run Wildcat this much, therefore he is cheesing!" I would have definitely disagreed with that assessment and suggested that it doesn't matter what the "real" team does, since one of the major appeals of these games is to run a football team the way WE want to run it. But you didn't go that route so it doesn't apply much here.
I also don't think "cheese" means you are really good at the game and understand how to be extremely successful against the CPU or even ill-equipped Users. This goes to the "stat cheese" that calbears mentioned. I don't believe you should punish someone for having exaggerated numbers based on the existence of those numbers alone. It is very easy to know how to beat the CPU. After a while, you know what plays work and what plays don't. You become able to recognize what the CPU is doing and when they are doing it. Unless the difficulty or sliders are very heavily weighed against you, it's very easy to pummel the lesser or equal teams. To punish someone for this because their stats seem too high is to put an unfair restraint on them, and encourages people to play the game in a way that makes them less effective.
This brings me to what I think "cheese" is. Cheese is an inherent flaw in some part of the design that rests just below a glitch, but essentially renders a part of the game too strong or too weak. Let me give you an example. In an Old Gen Madden (maybe '04 or '05), there was a pass play out of trips that left the inside guy of the Trips WRs open every time in the flat. Basically, he would run directly to the sideline while the outside two receivers would run quick slants inside. That inside receiver was always open enough for a good 8+ yards because: if you had a CB out in Cover 2, he would immediately engage the far outside receiver and ignore the inside one; if you had cover three your flat defender would not get there in time; if you had a DB in man on that receiver, the DB would always back up first (even if you had man under) before he pursued, leaving the WR open for a catch and several yards.
I consider this cheese because the only way to stop it was to manually control a defender and move him over before the snap (b/c if you wanted until the snap, the CPU would take him back a bit before you moved the stick over). The problem with this is that it left you too vulnerable to a throw over the middle, obviously. In other words, doing nothing left me too vulnerable, and doing the only thing I could think of left me too vulnerable. This was a cheese play because it took advantage of poor programming logic and exploited it.
In conclusion, I don't think this guy's use of Wildcat is cheese unless you determine he runs plays which are impossible to defend unless the User manipulates his D in such an unusual way that it makes him too vulnerable to other plays that can easily be audibled into. The plays have to make him nearly unstoppable, not just hard to stop. I'd say the fact that he lost the User game makes that a hard description to fit here just on the face of it. But if it still bothers you and your users, I'd say investigate his play style yourself and see the plays he runs and how they get their success.
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