All that matters is what they could derive from it with the same approach today. There is still another level that can be reached.
I disagree. Graphics and--more specifically--enhancements to them, are the first thing people notice; we're visual beings, and there is a reason EA leads with this sort of thing in their marketing of the game. Look at the discussions that have exploded over screenshots and how people feel like they haven't gone anywhere since last season. People would certainly notice if the graphics reached another level.
Because they haven't done that many times before?
Remember Madden 06 and 07's polygonal crowds (and 3D grass in 07) and the promises of a "Live stadium atmosphere"? Remember how that went away? Living Worlds from 25 and 15 are no different than that, with the exception that in 25 sideline players would sometimes catch you when you ran out of bounds, and in 15 players move out of the way in a bizarre manner.
A dev there admitted defeat on this. You say you disagree that it isn't worthwhile, but you haven't mentioned any actual points that make it worthwhile for the consumer. What are monotonous, non-broadcast adhering, zoomed out, sweeping shots of a polygonal crowd during playcall selection adding to the game? What is this doing live that couldn't be accomplished exactly in a cutscene in the exact same context?
During gameplay and switching cameras in Madden 15, you're never close enough to the fans where you'd see any changes like the ones you're cautioning. The fans look very far away, too far to see any real detail.
Besides, even if it were an actual issue it can be masked with some simple design tricks. Michael Young (Madden Art Director at the time) and I had a brief discussion about this back in 09. He explained to me how they were able to make crowds in the distance appear 3D by making the sprite switch angle and/or frame based on camera position, and it worked, the image was bad, but the approach worked. He said they couldn't make the image sharper and reduce the edge jaggedness that made it immediately noticeable that the images were 2D at certain angles due to limitations (which is why the crowd images looked bad up-close last gen), but that they could accomplish it on better hardware which wasn't available yet of course.
I offered up the idea to simply maintain the approach with distance shots, and handle the rest with cutscenes. He told me that this idea would solve the current problem, but that Tiburon had a long-term goal of doing away with cutscenes altogether and have everything live (that of course never came to fruition and we actually got more cutscenes).
Again, it's all about masking. You could have 3D for what's closest to the field, and the rest 2D for what the camera can't catch closely during gameplay and honestly the camera only catches a small percentage anyway, and the rest can be cutscened during playcall or fan emotion shots.
I'd feel totally different about this if the crowd was really a part of the
during gameplay experience, but they aren't. They're literally just treated like props off in the distance and you only see a deliberate detailed closeup during play selection, and even then it's hardly a closeup, it's sweeping and only lasts a second or two.