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Old 08-01-2016, 11:53 AM   #89
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Re: EA vs. its fans.

Quote:
Originally Posted by Mauer4MVP
In my opinion, I don't think RPG elements should ever be in a sports franchise mode. I don't mind a training camp or mini camp session each year where you can improve a few players in a specific area.

Otherwise, I think development should be always be some what random based on the game's development engine. There should be different potential ratings. Their ceiling potential, their floor potential, and then the likelihood of reaching that ceiling.
I agree that a more randomized and hands off progression system that mixed in a little user training like The Show does would be preferred, if it produced more realistic career arcs and progression. In past Madden's they weren't able to get the progression to a satisfactory level of realism when it comes to organic rises and falls. All guys had a set potential they would keep rising to till they reached it.

With the xp system, there are many booms and busts and middling players in between.

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Old 08-01-2016, 11:59 AM   #90
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Re: EA vs. its fans.

Quote:
Originally Posted by CM Hooe
Most gamers aren't professional video game designers, either.



The game designers at Tiburon build AAA games for a living under the umbrella of one of the largest and richest video game publishers in the world, Electronic Arts. A systemic advantage they enjoy thanks to this positioning is that they have access to robust and extremely scalable video game telemetry systems and infrastructure. Using these systems, they gather a cornucopia of information and data about how users interact with their games, information and data that we - the entire population of Madden NFL gamers, not just Operation Sports - do not have, will never see, and cannot possibly hope to gather on account of the sheer scale of the endeavor.

With this massive amount of information gathered and analyzed, The designers at Tiburon know exactly how we play Madden. They know what modes we spend time in. They know how much time we spend on each screen. They know the places in the game where we spend the most time, and they know the choke points in the game which result in most their players dropping out of the game's player population entirely, having gone on to play something else.

They know what we want in Madden better than we do.
Quote:
Originally Posted by CM Hooe
In the spirit of customizations and options - which I believe this forum has a favorable opinion on given the love shown for the return of player editing features - Tiburon decided early on that the user should be able to spend his players' earned XP however they want.

They do, however, provide strong guidance about the best paths to upgrade a player with how much each attribute costs to upgrade. If a user wants to do that against the guidance provided by the game, they aren't going to actively prevent that. For example, be honest, when's the last time you or anyone you know spent the absurd amount of XP required to upgrade SPD one point? Are you really that offended if someone else you are playing against uses it, knowing how much more they could have upgraded his player if he bought multiple attributes which cost less?

Meanwhile, you still are provided the option to only spend XP on the things you practiced if that's how you choose to play the game. There is nothing stopping you from custom-tailoring how you experience the mechanic in that fashion.



Nothing.

In this case, video game usability and consolidation of mechanics won out over "sim", and game is a better experience for a wider cross-section of Madden's fans because of it.

Requiring a user to play specific drills with specific players to improve specific ratings is tedious and unnecessary micromanagement, and playing drills with 53 players a week would take way too long and put too much busy work between users and actually playing games. In contrast, the more reasonable approach of leaving that all to a predictable menu-driven simulation of weekly tasks (such as Game Prep in M15 / M16) isn't engaging in the slightest to the average console gamer, either (as in, someone who isn't on OS and doesn't already have a deep understanding of football).

What exists now with training is a happy medium. It doesn't take too much time so it never feels like it's in the way of playing games and advancing further into your league. It actively teaches new users how to play the game by funneling them into Skills Trainer, which teaches high-level football concepts. It requires the user master the components of the game taught in the drills to succeed at the game, since all the XP rewards are based on drill results. For "sim" players, it's also authentic, since the drills run again all use real-world football concepts and are taught in believable contexts. It's fundamentally sound game design.


CM hitting moon shots out of the park.

Strong posting man. Just strong!!!




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Old 08-01-2016, 12:00 PM   #91
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Re: EA vs. its fans.

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Originally Posted by jerwoods
what i want to see going foward is better AI play smarter in the 2 min dill
better crowd noise maybe look at Madden 2005 and let the def Dominate
The defense dominated in Madden 05 because the run blocking was horrible and you couldn't run up the middle without your RB getting stuck on a linemen.

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Old 08-01-2016, 12:16 PM   #92
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Re: EA vs. its fans.

Quote:
Originally Posted by underdog13
In past Madden's they weren't able to get the progression to a satisfactory level of realism when it comes to organic rises and falls. All guys had a set potential they would keep rising to till they reached it.
Past Maddens, I believe only one M12, had a potential system. If I recall correctly, the rest were stats based with no potential ceiling. No wonder none were organic. M12 was at least heading in an organic/realistic direction.
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Old 08-01-2016, 12:21 PM   #93
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Re: EA vs. its fans.

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Originally Posted by bucky60
Past Maddens, I believe only one M12, had a potential system. If I recall correctly, the rest were stats based with no potential ceiling. No wonder none were organic. M12 was at least heading in an organic/realistic direction.
Madden 10 and 11 also had potential. The problem was there was no deviation from the potential. Your player was going to hit it unless he was too old to progress. Nobody ever went higher than their potential or were complete busts.

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Old 08-01-2016, 12:23 PM   #94
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Re: EA vs. its fans.

Quote:
Originally Posted by CM Hooe
Are you really that offended if someone else you are playing against uses it, knowing how much more they could have upgraded his player if he bought multiple attributes which cost less?
Why are you so offended by OPTIONAL (realistic) methods for both acquiring XP and applying it toward progression? It wouldn't take anything away from the current unrealistic progression while reaching a wider audience by having an optional realistic progression.

A realistic progression system works well in other team oriented sports video games.
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Old 08-01-2016, 12:23 PM   #95
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Re: EA vs. its fans.

Quote:
Originally Posted by bucky60
Past Maddens, I believe only one M12, had a potential system. If I recall correctly, the rest were stats based with no potential ceiling. No wonder none were organic. M12 was at least heading in an organic/realistic direction.
I have no clue if it's true or not but I believe Madden 2004 had some sort of potential system that was under the hood. It may have still been somewhat stats based but I definitely remember having monster preseason's as well as regular seasons with players only for them to hardly progress. And then I think it was 05 (maybe 06) that they introduced the quarterly progression which was undoubtedly stats based. I still remember returning fumbled punts for TD's in back-to-back playoff games with Gary Stills and having him go from a 64 OVR to a 79 because of it.
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Old 08-01-2016, 12:24 PM   #96
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Re: EA vs. its fans.

Quote:
Originally Posted by CM Hooe
Most gamers aren't professional video game designers, either.



The game designers at Tiburon build AAA games for a living under the umbrella of one of the largest and richest video game publishers in the world, Electronic Arts. A systemic advantage they enjoy thanks to this positioning is that they have access to robust and extremely scalable video game telemetry systems and infrastructure. Using these systems, they gather a cornucopia of information and data about how users interact with their games, information and data that we - the entire population of Madden NFL gamers, not just Operation Sports - do not have, will never see, and cannot possibly hope to gather on account of the sheer scale of the endeavor.

With this massive amount of information gathered and analyzed, The designers at Tiburon know exactly how we play Madden. They know what modes we spend time in. They know how much time we spend on each screen. They know the places in the game where we spend the most time, and they know the choke points in the game which result in most their players dropping out of the game's player population entirely, having gone on to play something else.

They know what we want in Madden better than we do.
Because EA is a big company...they must be doing a great job?
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