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Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Old 05-30-2015, 08:38 PM   #57
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by IndyColts2
Having dynamic goals doesn't do anything but apply a new mini-game for 12 year olds to have fun with.
Why is this comment necessary? You make some points here and there and then... that.
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Old 05-30-2015, 08:43 PM   #58
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by IndyColts2
Having dynamic goals doesn't do anything but apply a new mini-game for 12 year olds to have fun with.
So EA isn't suppose to (and I disagree that this addition just a "mini game" and for 12 year olds)
market their game to appeal to all demographics?
Of course they are...

Quote:
Originally Posted by mestevo
Why is this comment necessary? You make some points here and there and then... that.
Yep... agree.
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Old 05-30-2015, 08:50 PM   #59
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

So EA isn't supposed to make the game for mature people who want to play the game of football the way it is played in real life either? If you guys want an arcade game of football go play NFL Street. But don't come on here saying that dynamic drive goals are a realistic way of simulating the game of football. You people really amuse me
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Old 05-30-2015, 08:53 PM   #60
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

I ask all of you this question.

Do you want to see a realistic representation of the NFL and the game of football or do you want a game that is accessible and fun to play?

Before you answer, this is a trick question in case none of you can comprehend what I asked. I said "and fun to play?" on purpose because the game of football in my opinion as well as millions in the USA is already fun to play, so making a video game "fun to play" should already come with the territory unless the person playing simply does not like the game of football.

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Old 05-30-2015, 09:07 PM   #61
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Indy, I agree with you that stat driven goals, and player progression/confidence based on stats is a slippery slope and really not that "sim," in my opinion. I wish I could turn that stuff off and just play football.

That being said, I'm sure no one in here wants "NFL street." I just think we all have different perceptions on EAs approach to hopefully delivering us a quality product with sim gameplay. I'm sure all of us would rather have insanely good gameplay all around than the "mini-games," but EA has decided they want to add RPG elements to their game and we are stuck with it for better or worse.
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Old 05-30-2015, 09:12 PM   #62
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by The JareBear
Indy, I agree with you that stat driven goals, and player progression/confidence based on stats is a slippery slope and really not that "sim," in my opinion. I wish I could turn that stuff and just play football.

That being said, I'm sure no one in here wants "NFL street." I just think we all have different perceptions on EAs approach to hopefully delivering us a quality product with sim gameplay. I'm sure all of us would rather have insanely good gameplay all around than the "mini-games," but EA has decided they want to add RPG elements to their game and we are stuck with it for better or worse.

Thank you for this reply. Shows you are comprehending what I'm saying unlike most of the people replying.

I understand what you and everyone is saying. I get it. Adding the RPG elements makes it more fun to get your guys that extra XP. But Madden has this track record with only adding things in games that benefit your play and never things that say "no! thats not how football is played." It's always a reward with little risk of a negative outcome. Now all we get for online CFM is another way to spam XP points out of the system. If my RB needs to average 4.5 YPC I'm just going to run counters and bunch power O and run straight to the sideline while my team pancakes 7 defenders at once. My guy gets his 6 YPC and I bench him and do the same with my backup and there you have it. My whole team has reached their goals
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Old 05-30-2015, 09:13 PM   #63
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by The JareBear
Indy, I agree with you that stat driven goals, and player progression/confidence based on stats is a slippery slope and really not that "sim," in my opinion. I wish I could turn that stuff off and just play football.

That being said, I'm sure no one in here wants "NFL street." I just think we all have different perceptions on EAs approach to hopefully delivering us a quality product with sim gameplay. I'm sure all of us would rather have insanely good gameplay all around than the "mini-games," but EA has decided they want to add RPG elements to their game and we are stuck with it for better or worse.
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Old 05-30-2015, 09:16 PM   #64
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

That's cool, I missed that

What I meant tho was I wish I could drop the whole XP/confidence system and just play it vanilla like the old days. If I recall, progression and regression in the old PS2 Maddens was fine

It's cool that you can turn off the ticker tho
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