07-18-2016, 02:31 PM
|
#50
|
Banned
|
Re: Open Roof In Franchise?
Apologies for taking a bit to respond.
|
Quote: |
|
|
|
|
Originally Posted by CM Hooe |
|
|
|
|
|
|
|
|
Connected Franchise cannot simultaneously be the most popular mode in the game and also a failure. If the mode is a failure, no one would play it, and we wouldn't be having this conversation.
I think a mode can be popular and be failure in at least two ways. (1) As the only franchise mode in the game (and only NFL franchise mode available) it wins by default with anyone looking for NFL franchise mode; and (2) it fails as sim representation of the NFL
And we know for a fact that not pursuing CFM would have produced a more favorable result in your opinion because...?
I cant prove a negative with certainty. But as evidence, please note how customization was virtually eliminated with the introduction of CCM. Even editing player ratings took 4 years to implement. I don't think that my assumption that a single player mode would have more customization is a stretch, but I cannot prove it with certainty.
We also would have revolted if online franchise didn't have feature parity with offline franchise, which was the case to an extreme degree in Madden 10 through Madden 12, and based on EA's reasoning for pursuing CFM in the first place - shared tech - that would have most likely continued.
Interesting point, I don't think I agree but I do not know. I would be very interested in knowing the data as how to CFM is used. What percentage of players that use the mode play with multiple users? What percentage of users that use the mode complete at least 2 seasons in a CFM with multiple users. I dont know the answer. I would also like to know how these numbers compare Madden 13 to 16. My guess is that the numbers is very low. If it is, does that change your opinion? if it is high I do think it changes mine.
As to game mechanics which haven't made it into the game - AAA game developers have to make tough calls as to what they have time to add into a game, what they have time to fix, and what they have to punt to meet deadlines. OS isn't the only crowd they cater to.
This is an important point. My opinion, and people can disagree, is that Madden (the game that invented franchise mode) has not reached a level of acceptability (in creating a sim franchise experience) to where we are nitpicking at things. This is especially egregious when many of the "features" being lamented are those that appeared in previous versions of the game
Hyperbole. There is absolutely nothing wrong with XP from a game design standpoint. It is not at all a fatal flaw, or a flaw at all.
I really do not think so. The RPG element of the game is fundementally at odds with a sim experience. As just one example, the fact that someone CAN increase the speed of a 32 year old player by even a single point is not sim.I would go even further and say that the fact that someone can "Earn" XP by succesfully doing one thing and use that XP to increase another area is also not sim. To me, yes a fatal flaw.
Not happening, so don't get your hopes up. Tiburon will continue to add customization options to CFM, as they have done in M17 with the return of full-fledged player editing. A redundant mode adds costs, reduces the amount of forward progress the game can make in a given dev cycle, confuses the casual player base, defeats Tiburon's motivation for pursuing CFM entirely, and ultimately is not helpful for reaching the goal of a more realistic and deeper franchise mode.
|
|
|
|
|
|
Fair enough.
|
|
|