Should sports video games ditch "Overall" player ratings?

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  • Blzer
    Resident film pundit
    • Mar 2004
    • 42515

    #1

    Should sports video games ditch "Overall" player ratings?

    I made a blog about it, but then I realized that it might not get much attention there (I don't even know how we see new blog updates, for that matter). I figured I'd post it here to get more of a discussion, I just didn't want anybody to get turned off by the length of my post was all.

    Here's the blog: http://www.operationsports.com/Blzer...on-the-system/

    This is something that I've thought about for too many years, and with the recent discussion on Madden's ratings, I think it's time that it becomes a debate with the masses.

    Year in and year out, regardless of the sport or video game, there is always a select few gamers that are up in arms over what kind of distorted overall ratings some players have. In their defense, they often tend to be on the correct path. Although, sometimes it's an "opposite end of the spectrum" argument, where certain people will claim that Kobe should be the highest rated player, and LeBron should take second place. The debate is endless.

    Whichever way you spin it, I don't think anybody can ever win. I ask: why does it matter? The facts of the matter are:

    1) Overall ratings are nothing more than a mathematical formula derived from all of their other attributes. The formula is a creation of these attributes pulling certain weights, based on what the developers believe are the most important attributes in the game/sport. You know when IGN scores their games, and then gives their overall rating but they mention, "(not an average)"? These games aren't like that. No, these games aren't an average as well since they are a weighted distribution, but IGN's overall scores are an individually selected number, just like their subscores. There is zero mathematical calculation involved.

    2) Adding onto the first point, overall ratings are just a number. Even if Kobe was rated an 89 in the game, if his values for dunking, speed, and rebounding were all the same, that number would hold no weight for how he will play on the court. With that said, the number truly becomes meaningless. It might help you determine what overall value the player has on all levels, but again, it's really just a number generated from a formula, created by the development team.

    To add onto my own argument, overall ratings are simply too high in general. I remember when World Series Baseball 2K3 came out, a developer who was posting on OS claimed that there were 25 players rated over 100. This didn't really help the cause, as you can't tell which "100" players are rated better than others. Bonds was the highest rated player in the game at an invisible "147." What needed to happen, in this game (like other games probably do now), is take that "147" rated player, and re-proportionate the formula based on that, so that now Bonds can be rated, say, a 98, and now a normal 98 rated player will be rated a 65. How it currently is undervalues Bonds and overvalues the 98-rated player.

    This will bring me onto my next point about ratings being too high, because many people will complain that a 65 is too low for a "good" player. Ratings are so high, that a player who is rated a 65 on any sports video game won't ever be looked at or regarded as a player with skill. I will agree, those players aren't comparatively good to the great players in the game. But what does that leave us with? What would a player with a rating of 30 look like? I don't know about you, but I don't even see them being drafted, let alone being picked up by a local community college. These are stinkers. I say: why don't they spread out the rating system a little bit more? This way, it doesn't clump a bunch of players into the 90-range, and it truly allows you to appreciate the best players in the league. Those players rated in the 60s should spread out to the lower end of the 0-100 spectrum. The way I see it, a player with an overall rating of 2 simply says that they were good enough to be looked at by a professional organization. Anything below that, really, wouldn't even squeak this video game anyway. You might as well use the entire spectrum.

    That would then bring me to my next point: everybody is so adamant on numbers down to the very unit. What is the difference between a 92 and a 93? One unit, obviously... but what is the real difference? I still crack up over the fake letter to John Madden from Ethan Albright about his ratings, and I just think out loud for a moment, asking "Who honestly comes up with these individual units of measurement, especially for 'out of position' attributes such as punt ratings for a center?" The laughter ensues with the analogies in the letter, but the bottom line is that numbers tend to lead to arguments. I remember when MVP Baseball was using slider bars instead of numbers, and the OS community was in an outcry. I kind of like the idea of bars indicating ratings, because you can look at a general picture of where they're at, as opposed to nitpicking the 75 versus the 76 in the agility department. Yes, there will be a difference between the two players... but I don't think it should be judged incrementally. All Pro Football 2K8 was really good at changing up this system with the different skill calibers that players have. It was an interesting alteration.

    Now, how does this tie all back into the overall ratings? I think that cutting off overall ratings in sports games would help in many departments determining a player's true value to your team:

    1) It will allow the gamer to focus more on the player's individual ratings, and I think this is really important. When I played my Chargers franchise in ESPN NFL 2K5, I was in my seventh season with what I believed was the best team in the league, despite it saying that my offensive and defensive ratings were in the 60s and 70s, respectively. Why? Because I played to the players' strengths. I had a special WR as my kick returner, with top-valued speed, agility, and acceleration ratings, and a better-than-decent break tackle attribute. I have a feeling that, since he was my sixth WR on the team, his run-route, catch, and awareness attributes didn't need to be that high. I only controlled him on two specific occasions, and he didn't play otherwise. I didn't focus on my free safety pass-rushing ever, and he was mostly important for coverage, awareness, interceptions... you know the drill. They played to their specialties, and I deemed other attributes to be negligent. Yet, the overall ratings factored in their weaknesses, and they "appear" to be inferior as a result. I don't think general managers for sports teams say, "Well, he's a good overall player," as opposed to breaking down what things he's good at. Obviously you would want a player to be well-rounded with many tools, but they will note that in the breakdown. Break. Down. Not package.

    2) The video game itself would interpret each attribute as a whole, and could improve on AI trade logic. There isn't a video game in the world that would trade an 80 for a 60. But what if the team needed a powerful designated hitter (60), and was willing to trade a utility infielder (80) for it? The DH might have terrible glove, arm, steal, bunt, and fatigue ratings that will lower his overall score, but in the thick of things these aren't exactly what you need out of your DH anyway. He might even be a bit low on contact, but if you are the Seattle Mariners you will take him over what you currently have at DH anyway if he can provide the thunder on occasion. Or let's twist the trade logic another way: maybe your starting rotation is desperate for a strong left-handed pitcher. I know that the Milwaukee Brewers might be looking to ship Casey McGehee if they can balance out their rotation a bit. The "average against lefties," or whatever rating is in place, will be the one factor to look at in this trade. This is something that the developers can implement in their logic, seeing what kinds of balances they want to make their team better. "We want to get more speed in our lineup." Heck, maybe you just want somebody who can pinch run. These small things will allow for otherwise seemingly unbalanced trades, if they make sense for the team's demands.

    3) Most importantly, it will end the tireless forum debates. I don't know how else to put it, but what's just as bad as the arguments over the player's ratings is the demand for what the player ratings are beforehand. "Can you tell me what Tom Brady's rating is please?" If I told you a number, what high would that get you on for the next hour? How does that help explain his composure rating (which should be up there, by the way), or his scramble rating (which should be low)? It just becomes an annoyance, mostly because the number is very untelling. I would say this stems to Madden the most, because the biggest issue that comes out of that game is it goes to a lot of online gamers who are so adamant on the overall rating. They don't learn who players are as a whole, and gamers can be more educated on how these players are best utilized, outside of what overall score a developer gives them.

    4) I'll add this last one even though it's already been implied, but it takes pressure of the development team to decide what ratings are important for us and the game. I don't want the game to reject my trade just because a player's OVR is too low, and I don't want the game to tell me that my player is inferior because his slap shot ability is more important than his backwards skating. I'll decide that for myself, as I look into the player's abilities and what I deem to be most valuable for my team.

    In the end, I just think the system is broken. I am in favor of ditching "Overall" ratings, but if they don't, I also think there's a better way to go about it (going back to the bars for example, or at least putting them at the end of the column list so they don't signify overall importance). I know that this wouldn't ever happen because it seems to be such a fad to be able to rank players by their overall values, but I kid you not that it allows gamers to remain uneducated about the player's specialties, either in-game or in real life. I could help tie all of this into a completely new discussion involving the player progression, but let's save that for another blog.

    Oh, and one final thing: since player ratings affect team ratings, I have no idea why people complain about "Boston being the best ranked team in the game." The developers don't independently sort teams after doing their player rankings, they are direct effects of the player rankings. Again, it seems to be a numbers argument here. Don't just look at the overall ranking, see why they're ranked the best. Furthermore, just because they are the highest ranked, does not mean that they suit your needs the best They might not have the deepest rotation, they might not have enough bullpen specialists and they might not boast many ground ball pitchers. This just continues to be an endless cycle of arguments based on the "overall" look of how sports games affect us on the forums, and I think if we cut back on the overalls slightly in terms of their importance for the game and its gamers, it would mean a lot for the sports gaming industry.

    Of course, this is just one man's opinion. Let's look at the "overall" score of opinions to see if this argument is justifiable.
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  • DrJones
    All Star
    • Mar 2003
    • 9108

    #2
    Re: Should sports video games ditch "Overall" player ratings?

    Originally posted by Blzer
    This will bring me onto my next point about ratings being too high, because many people will complain that a 65 is too low for a "good" player. Ratings are so high, that a player who is rated a 65 on any sports video game won't ever be looked at or regarded as a player with skill. I will agree, those players aren't comparatively good to the great players in the game. But what does that leave us with? What would a player with a rating of 30 look like? I don't know about you, but I don't even see them being drafted, let alone being picked up by a local community college. These are stinkers. I say: why don't they spread out the rating system a little bit more? This way, it doesn't clump a bunch of players into the 90-range, and it truly allows you to appreciate the best players in the league. Those players rated in the 60s should spread out to the lower end of the 0-100 spectrum. The way I see it, a player with an overall rating of 2 simply says that they were good enough to be looked at by a professional organization. Anything below that, really, wouldn't even squeak this video game anyway. You might as well use the entire spectrum.
    I've been responsible for player ratings on a number of baseball & hockey titles over the years. Ratings need to be submitted to the MLBPA, NHLPA, etc. for approval. They don't want any of their league members to be portrayed as "below average", and therefore require that all overall ratings are 50+. When I was working on EA's NHL series, the NHLPA wouldn't allow ANY player ratings below 50. With the MLBPA, I was sometimes successful in getting them to allow sub-50 ratings in certain cases: hitting attributes for pitchers, speed attributes for 1B/DH types. Trust me, it was very frustrating at times.
    Originally posted by Thrash13
    Dr. Jones was right in stating that. We should have believed him.
    Originally posted by slickdtc
    DrJones brings the stinky cheese is what we've all learned from this debacle.
    Originally posted by Kipnis22
    yes your fantasy world when your proven wrong about 95% of your post

    Comment

    • Blzer
      Resident film pundit
      • Mar 2004
      • 42515

      #3
      Re: Should sports video games ditch "Overall" player ratings?

      Originally posted by DrJones
      I've been responsible for player ratings on a number of baseball & hockey titles over the years. Ratings need to be submitted to the MLBPA, NHLPA, etc. for approval. They don't want any of their league members to be portrayed as "below average", and therefore require that all overall ratings are 50+. When I was working on EA's NHL series, the NHLPA wouldn't allow ANY player ratings below 50. With the MLBPA, I was sometimes successful in getting them to allow sub-50 ratings in certain cases: hitting attributes for pitchers, speed attributes for 1B/DH types. Trust me, it was very frustrating at times.
      That's interesting that it's like that, thanks for the head's up. Nice to get some insight "from the inside."

      In a way, I understand it. Many people see a 0-100 scale and can kind of think on the same way as a grading system in school. So, 90-100 A, 80-89 B, 70-79 C, 60-69 D, < 60 F. If that's the way that it's thought out, then I can understand why people might not want to look at it this way.

      This would though, of course, be another good reason to go with the slider bars. Looking at players on a number level might disadvantage the lower ranked players quite significantly, but if they were bars they might be quite looked at as a "40" player.

      Then again, players that low will either be benchwarmers, or minor league/red shirt players. They wouldn't be the best of the best anyway. I just figured this would help really make said best of the best shine above the rest, and give the "low ranked players" a better chance merely because you would see it much more often in the game if it was distributed this way.

      Of course, this wouldn't be a problem at all if OVR ratings were axed anyway.
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      • Hooe
        Hall Of Fame
        • Aug 2002
        • 21554

        #4
        Re: Should sports video games ditch &quot;Overall&quot; player ratings?

        I think the OVR rating as a concept has to stay to allow for CPU teams to have proper personnel management.

        That said, there needs to be a way to change the OVR rating per-team or per-coach (the latter preferred) so that different teams value players with different skill sets more highly. For example, the Oakland Raiders probably wouldn't want anything to do with a linebacker such as Clint Session, who is a pretty good player in his own right but his skillset is for a Cover 2 defense vs the more aggressive man-to-man defense the Raiders currently play. Basically, think NFL Head Coach 09.

        I also think that the exact number of the rating should be masked somehow, presumably with a letter grade. NBA 2K already does this. Could even go one step further and just hide the rating outright from the user, or at least provide that option.

        Comment

        • Blzer
          Resident film pundit
          • Mar 2004
          • 42515

          #5
          Re: Should sports video games ditch &quot;Overall&quot; player ratings?

          Originally posted by CHooe
          I think the OVR rating as a concept has to stay to allow for CPU teams to have proper personnel management.
          This may be, but as I said, this can all be last resort/under the hood kind of stuff. I just don't like seeing it as a prominent figure in determining player value. I think we should have to look at the player as a whole for ourselves, and not just by the game's determination of it.

          That said, there needs to be a way to change the OVR rating per-team or per-coach (the latter preferred) so that different teams value players with different skill sets more highly. For example, the Oakland Raiders probably wouldn't want anything to do with a linebacker such as Clint Session, who is a pretty good player in his own right but his skillset is for a Cover 2 defense vs the more aggressive man-to-man defense the Raiders currently play. Basically, think NFL Head Coach 09.
          Good thought. That's kind of as I was saying with my Chargers team. Despite what the OVR rating said, my team played a solid 90/90/90 in offense/defense/special based on the way I used them.

          I also think that the exact number of the rating should be masked somehow, presumably with a letter grade. NBA 2K already does this. Could even go one step further and just hide the rating outright from the user, or at least provide that option.
          I suppose this really would tie in to what I wanted to speak about when it came to player progression, but I think the [visual] ratings kind of do need to make a change. They need to start showing "the range at how the player is performing," as opposed to "dictating how the player will perform."

          For instance, you'll always see a post somewhere about a guy complaining how his player hits 30 home runs in a season, yet his power numbers don't increase the next year. Well first of all, I don't see why you're complaining too much... the guy just hit 30 home runs for you with the attributes he had, he should be able to do it again. But really, what should happen is the player should have a good spectrum of how he can perform, and let those numbers run under the engine. The visual number that you should see should be an indication of how he is performing, and provides no basis on how good he actually is.

          I think the best way they can actually make that happen is you can get scouts for your team, and better scouts will have a better ability to make apparent how the player is actually playing, whereas other scouts will have to broaden that range (so one scout could say he's an 83 power, and another scout would say he's a 77 - 86 power or something). I think that would be pretty interesting.
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          • l3ulvl
            Hall Of Fame
            • Dec 2009
            • 17232

            #6
            Re: Should sports video games ditch &quot;Overall&quot; player ratings?

            This loosely reminds me of an idea I had floating around in my head for a high school football game. You would start out with a group of kids with only height and weight. No attributes. It would be your job through practice and training to determine which players excel in running, passing, blocking, tackling, etc. Actually now that I think of it, it's not very similar after all.

            It did however remind me of older Madden games with Vick on the Falcons. The overall team rating would be mediocre, but you could beat just about anyone if you used Vick as a scrambler. So while my buddy would come out as the Colts or Patriots every time, I could use lower rated teams (at the time) with Vick or McNabb and just play to the mobility strength.
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            • 12
              Banned
              • Feb 2010
              • 4458

              #7
              Re: Should sports video games ditch &quot;Overall&quot; player ratings?

              Well, I've grown to not like the overall rating but I understand why it has to be there.

              Comment

              • NDAlum
                ND
                • Jun 2010
                • 11453

                #8
                Re: Should sports video games ditch &quot;Overall&quot; player ratings?

                I would like them to:

                A: get rid of overalls completely
                B: use letter grades for attributes

                No more numbers
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                • Blzer
                  Resident film pundit
                  • Mar 2004
                  • 42515

                  #9
                  Re: Should sports video games ditch &quot;Overall&quot; player ratings?

                  Originally posted by NDAlum
                  I would like them to:

                  A: get rid of overalls completely
                  B: use letter grades for attributes

                  No more numbers
                  I think I'll have to agree with the letter grades, instead of seeing bar ratings. That would probably be the better approach to going about it, as it still has a gauge for the player, and people can still evaluate them. The good thing with this is it would be difficult for somebody to argue LeBron versus Kobe if they are both A+ overall ratings (if OVR is here to stay). The only way they can truly differentiate the players now would have to be by going into the separated attribute categories.

                  Though on that same token, I would still like the overall ratings to take a backseat somehow with this, as I said in my original post. Maybe what they should do is have it as the far right column, but stickied onto there. In other words, you get to look at all of the other individual attributes and scroll through them, but that OVR rating grade stays glued on the far right side of your screen (much like how the far left side will probably keep the names, or the very top will have the rating categories). At least that would lower its prominence as the first thing to look at, if you don't want to eliminate it completely.
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                  • Trevytrev11
                    MVP
                    • Nov 2006
                    • 3259

                    #10
                    Re: Should sports video games ditch &quot;Overall&quot; player ratings?

                    Originally posted by Blzer
                    I think the best way they can actually make that happen is you can get scouts for your team, and better scouts will have a better ability to make apparent how the player is actually playing, whereas other scouts will have to broaden that range (so one scout could say he's an 83 power, and another scout would say he's a 77 - 86 power or something). I think that would be pretty interesting.
                    I get all giddy thinking about this...I had a post very similar to this sometime a few years ago, but very similar in concept, but if I recall I think it had more to do with potential than actual rating.

                    I think my thought was that current stats would be a solid predictor of how the player currently is playing, but underneath that is a potential rating of how well that player could actually play.

                    As you alluded to, better scouts could get a more accurate read. A great scout only had a few points in his gap (90-95) and a crappy scout would have wide gaps (80-95).

                    I think it also went into the impact of coaches and a nature vs. nurture grade for each player (whether they were natually gifted or had to work harder to get to peak levels), but that may be getting off topic a bit.

                    I've always agree that overalls are kind of meaningless as far as comparing two players. Pujols and Jose Reyes (when healthy) could both arguably be mid 90's players, but in no way are their games comparable.

                    Here is the old thread:
                    http://www.operationsports.com/forum...post2039339289

                    And another:
                    http://www.operationsports.com/forum...ratings-2.html

                    I need a new hobby
                    Last edited by Trevytrev11; 08-12-2011, 06:03 PM.

                    Comment

                    • Blzer
                      Resident film pundit
                      • Mar 2004
                      • 42515

                      #11
                      Re: Should sports video games ditch &quot;Overall&quot; player ratings?

                      We've thought alike many times in the past, TrevyTrev. Even when we disagree, we still make compromises to come to the absolute best sounding schematics for baseball and baseball video games.

                      We should start up our own studio.
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                      • DrJones
                        All Star
                        • Mar 2003
                        • 9108

                        #12
                        Re: Should sports video games ditch &quot;Overall&quot; player ratings?

                        Originally posted by NDAlum
                        I would like them to:

                        A: get rid of overalls completely
                        B: use letter grades for attributes

                        No more numbers
                        Player unions tend to not like letter grades, FYI. The unions are extremely sensitive when it comes to how the abilities of their players are presented in games.
                        Originally posted by Thrash13
                        Dr. Jones was right in stating that. We should have believed him.
                        Originally posted by slickdtc
                        DrJones brings the stinky cheese is what we've all learned from this debacle.
                        Originally posted by Kipnis22
                        yes your fantasy world when your proven wrong about 95% of your post

                        Comment

                        • DrJones
                          All Star
                          • Mar 2003
                          • 9108

                          #13
                          Re: Should sports video games ditch &quot;Overall&quot; player ratings?

                          Originally posted by Trevytrev11
                          I get all giddy thinking about this...I had a post very similar to this sometime a few years ago, but very similar in concept, but if I recall I think it had more to do with potential than actual rating.

                          I think my thought was that current stats would be a solid predictor of how the player currently is playing, but underneath that is a potential rating of how well that player could actually play.

                          As you alluded to, better scouts could get a more accurate read. A great scout only had a few points in his gap (90-95) and a crappy scout would have wide gaps (80-95).

                          I think it also went into the impact of coaches and a nature vs. nurture grade for each player (whether they were natually gifted or had to work harder to get to peak levels), but that may be getting off topic a bit.
                          Something very similar to what you're describing was designed for the late, unlamented MLB 2K Front Office Manager. Alas, that was a project was doomed to fail (and did so).
                          Originally posted by Thrash13
                          Dr. Jones was right in stating that. We should have believed him.
                          Originally posted by slickdtc
                          DrJones brings the stinky cheese is what we've all learned from this debacle.
                          Originally posted by Kipnis22
                          yes your fantasy world when your proven wrong about 95% of your post

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