Why Line Play Will Never Be Realistic in Football Games
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Double C, a French football fan. Please excuse my broken English.
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When I play football games, I generally keep a 3 second internal clock in my head anyway. I don't think the problem people have with the game is the time in the pocket; I think the problem stems from the fact that the CPU QB and line blocking is always giving more time than the user. If they made line play equal (relative to player attributes of course) for both the CPU and the human, I doubt you have anyone (looking for a sim experience that is) upset that they only have 2 to 3 seconds to get the ball off. From my experiences, the CPU gets all day to throw, which is frustrating.According to my old marketing professor, satisfaction is when product performance meets or exceeds consumer expectation.Comment
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As I analyze this story while watching the videos posted on here, i realized a couple of things! Any team that passes the ball as much as the Patriots did in the superbowl against the Giants would have suffered the same as Tom Brady; he had no run game. Another thing is to take the best pass rushers on each team and make them effective in certain game situations, like 3rd down and Three. I actually enjoy the Backbreaker Cam because you cant see the sack coming. The game allows the player to feel the rush. Pre snap is very important. The run game is very challenging and can get very frustrating when you cant generate yards every play. The god cam on M***** allows the user to pick the perfect play everytime down while the computer makes every defensive play. Without QB pressure Football would suck....Do something EA, 2K, Euphoria, somebody.....leggo!Comment
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Re: Why Line Play Will Never Be Realistic in Football Games
Despite its flaws (many of which have been mentioned in this thread), I really loved Backbreaker before the patch.
Unfortunately, if you want to play against someone online in Backbreaker, you have to have the patch downloaded.
The Backbreaker patch basically killed the 2 to 3 second pass rush and restored the normal 5-second pocket that video game football has always had.
That said, even though the games are the same high scoring pass-fests that we see in ****** and 2K football, I still prefer Backbreaker to all the other football games right now because of how good it feels to be on the field with the over-the-shoulder camera.Last edited by jyoung; 04-01-2011, 01:52 PM.Comment
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Unfortunately, "realistic line play" isn't as simple as just forcing "3 second rule" to be in effect on pass rush. Even assuming that most gamers could accurately read a defense and take action in that time frame, a gamer will take longer to release the ball than any NFL QB, even if they make the read in the same amount of time, because the gamer requires an extra step. A real QB makes his read and then reacts by beginning his throwing motion; the timer ends when he releases the ball. A gamer makes the read, then reacts by pressing the appropriate receiver button, to which the game reacts by beginning the QB's throwing animation, and the timer ends when the ball is released. The extra "action step" required for the gamer will add at least another few tenths of a second to the process.
Also, I'd bet that the throwing animations in video games actually take longer to complete than a real QB's throwing motion does. Add to that the fact that receivers run and develop their routes much slower in video games than in real life, and it becomes clear that line play adhering to the time limits in this article would result in even the best gamers being unable to generate a decent passing game. I'm all for realism, but it doesn't make sense if it doesn't fit in with the balance and mechanics of the game.Comment
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2K has done it most effectively on this generation of consoles. It can be done; question is...will we ever see it again.Comment
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APF 2k8 has there pass rush down pretty good, the average time i throw a ball in that game is about 2.5-3 seconds I would say, now in my league right now, i have 38 sacks thru 11 gms, Reggie white 15.5, Art Donovan 10, Jerome Brown 8.5, Jack Youngblood 3 and 1 sack for another player, Reggie White can easily get in there in 1.5 seconds, now that doesnt happen everytime but that line forces the QB to get rid of it in 3 seconds or your getting sacked if white doesnt explode thru the line. Steelers in 2010 posted 48 sacks, I have 38 with 5 games to go I will probably get about 10-15 or more sacks in those 5 games, That looks pretty real to me.Comment
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People would complain because they want to be like Charlie Sheen: WinningJames Naismith visited an Indiana basketball state finals game along with 15,000 screaming fans and later wrote, that while it was invented in Massachusetts, "basketball really had its origin in Indiana, which remains the center of the sport."Comment
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I also didnt account for all the bad throws that where forced and balls that were throwin in the dirt form getting hit and hits on QB, there were quite a few probably in 15-20'sComment
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I have not read everyone's comments...
That being said I just want to express my opinion...
How can a editor ever say that something is not possible in a game??? The reason why I feel this way is because He/She is not a game designer nor developer and if they were I'm sure they would rather be doing it still or if not didn't love doing it and is not good at. NO DISRESPECT! This is not a jab.
So know I have to ask whats your definition of realistic or realism. A game can be realistic but not real. Take a look at ******. "any year" To me its "Arcade". But it can be seen as realistic, so you take that into account there are ways to have a realistic O/D line without it being over pathetic like in ****** or too over powering like in BB. The all mighty 2k wasn't perfect but the O/Dline was the best and the most realistic, hell BB was/is realistic and can be tweaked to be more balanced. To me BB has the most potential when it comes to realism BECAUSE BB HAS REAL TIME PHYSICS!!!!!!! Natural Motion just needs to tweak the gameplay
Football is not a finesse or graceful sport. It's organized chaos when seen up close or played!
How a game could easily play out dline pass rush is to make sure the player knows that its coming and they have to make a good decision or else.. The "or else" should not kill the gameplay or be u***lanced like always fumbling or throwing ints. Simple as that.
(Of course it will be compli***ed when it comes to code and what not)
Realistic Football should not be compared to ****** because its not realistic, period. I would show you video but we all know what would happen.Comment
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For those of you claiming White, Jones, and the other sack masters in APF can't get consistent sacks - or more importantly PRESSURE - hit me up for a game. I'm sure my DL will wreak havoc in your backfield.Comment
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Re: Why Line Play Will Never Be Realistic in Football Games
Did Reggie White go against generic lineman every game in the NFL ? No,he didn't, but he did, at times, go against average offensive lineman in the NFL. An average lineman in the NFL, and a generic lineman in APF are basically the same difference.
Reggie White went up against average olineman, and he didn't average 15 sacks a game. There were some games where he had no sacks where he didn't go up against a future HOFer.Comment
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Not going to read all comments if this is in there, but while reading just the title I had a clue and thought of this. I couldn't get through the article if this was near the end due to the ridiculous nature. The WRs do not run as fast as in real life, so you can't drop back and throw immediately. I have always crossed my fingers that each year the speed of players would get closer to real life. I drop back and automatically know who I'm gonna throw to, but can't because the WR still hasn't made a break or anything close to have the appearance of beating the DB. With the speed of players (WRs/BD) and that interaction as it is, you couldn't have the realistic blocking, but increase the speed of the entire game and people will get it.Comment
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