Hard code capping the player potential ceiling is what Madden used to have but people hated it. Basically, guys would find a low rated young guy like a running back who they could use to rush for 2000 yards a season. Typically, his tool would be great but "awareness" would be low, but the intelligence bit would be nullified by user control. And his overall potential would still be capped out exceedingly low, no matter what stats he put up.
Guys felt that killed realism. "If I want to take a raw guy and build him up, why should his overall attributes be capped artificially if he's performing like a star? Why should the CPU let me keep re signing him like a scrub when he's performing like a star?" And it was a legitimate gripe.
Not that everyone loves the more dynamic model Madden uses now, with a "development" rating that can be increased by points the player earns through performance, while those points can also by spent by the player for straight up attribute increases. But it's generally considered better than the old way by most.

Comment