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Originally Posted by khaliib |
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DC, Chris posted a thread discussing gamers level of understanding of the game of football from an X's and O's standpoint, and it shows that even many gamers don't grasp certain aspects of gameplay that others may deem to be basic understandings.
One of the dev's years ago mentioned that the hardest thing for sports games that make them differ from other games, is trying to balance and make the game "FUN" for both ends of the spectrum.
"REALISM is relative to the individual gamer!!!"
Adding an "Administrative" mechanism to the game (even if it's an aspect used by the NFL) is not the aspect of Realism many gamers are looking for.
Count me in the camp of those who want them to focus on cleaning up the "GAMEPLAY" side since that's were most of my gaming time is spent.
The truth is, that 99% of the gamers probably couldn't break down the scouting mechanism you're referencing and what the details of the data and the relationship to a player in the game.
There are some aspects of the NFL that's just too overwhelming to comprehend for a game meant to entertain and present a "fun" factor while playing.
Many gamers, no matter their football comprehension, understand the A+ through F scale means.
It's simple and quick and does not require a tutorial to explain.
Whether they use 100 pt, A+ through F or a 0.0 to 10.0 scale, it still doesn't answer the question of "what are we desiring to see during gameplay", to satisfy what we term differentiation between players?
Until this is answered, any scale used, no matter the source, will continue to baffle the gamer as a disconnect is still perceived during gameplay.
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In this day and age where a multitude of media are used to connect to those who learn on a multi-modal level, I would think that if any gaming company really wanted to create an authentic NFL experience they could create videos, articles, etc. to help educate the population of gamers who do not understand these more "hardcore, NFL-Simulation" concepts. Such things could also be used to further hype the game in the dead-season between the NFL draft and training camps...almost in the way that they release ratings bit by bit before the game drops.
As for your question about what we are desiring to see during gameplay, I am not one to answer that. Analyzing gameplay isn't my forte, and to be honest, I don't really care about it. I am an old-school, offline franchise, simulation guy. I just want real data interpolated properly into rating the players. To me, the ratings are the base for which everything else in the game is built upon. If the foundation is flawed, everything you see thereafter will be flawed as well.
Think about that scale I quoted in my previous post. To me, a guy with a 10.0 will execute some sort of animation perfectly, every time. A guy with a 0.0 will simply lack the animation linked to that attribute. If you have a CTH of 0.0, you can't catch at all, hence, complete absence of said skill. If you have a CTH of 10.0, your player catches everything 100% of the time. Now, those guys at 10.0 don't really exist, as I have never seen a perfect 10.0 on any scouting sheet going back to 1995, but some guys do get close.
So once again, I cannot answer that gameplay question because that is not my focus. I just want accurate ratings with proper distributions reflective of those that real NFL scouting services use in my game. If that gets in the game, then I will actually buy it with my own funds for the first time in nearly a decade. Otherwise, it's just a deal-breaker to me.