Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

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  • jfsolo
    Live Action, please?
    • May 2003
    • 12965

    #1

    Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

    Nothing really new, but I like the straight forward style of the Q&A here. The best thing that I heard was that Anthony White was/is working on CPU A.I. That dude knows his stuff.

    <a href="<iframe width=" 560"="" height="315" src="https://www.youtube.com/embed/0BmniwiTP9k?rel=0" frameborder="0" allowfullscreen="">">
    <a href="<iframe width=" 560"="" height="315" src="https://www.youtube.com/embed/0BmniwiTP9k?rel=0" frameborder="0" allowfullscreen=""><iframe src="https://www.youtube.com/embed/0BmniwiTP9k?rel=0" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
    Jordan Mychal Lemos
    @crypticjordan

    Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

    Do the same thing tomorrow. And the next. Now do it forever.
  • adembroski
    49ers
    • Jul 2002
    • 5825

    #2
    Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

    Some of the best stories I heard at EA was Anthony White's meetings with John Madden, how they'd get into minutia nobody else could understand. He knows football. I wish he were in more of a design position rather than production, but it's where he wants to be, where he likes to be, and he's probably the only guy there qualified to do what he does.

    Some of my best memories of EA were sitting with Anthony BSing about football for hours. At one point it was proposed by someone that he and I do a weekly podcast, but it never really progressed.
    Last edited by adembroski; 06-18-2017, 01:00 PM.
    There are two types of people on OS: Those who disagree with me, and those who agree.

    The first kind is wrong. The second is superfluous.

    The only difference between reality and fiction is that fiction needs to be credible.
    -Mark Twain.

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    • Cowboy008
      MVP
      • Mar 2012
      • 4574

      #3
      Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

      Since we now have off ball injuries if they just make the CPU A.I better when it comes to setting depth chart, drafting, and free agency then I will be perfectly happy with CFM this year.

      Comment

      • adembroski
        49ers
        • Jul 2002
        • 5825

        #4
        Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

        I think I'm going to do some old MaddenMania style CFM labbing and see if I can't find ways to improve the mode.

        If I get data on what the draft classes really look like, compare to the main roster, I can come up with ways to unify them better, improve progression, play with the team options to see how they effect AI. Maybe I'll do a Madden Manifesto 2018

        If anyone wants to help out, PM me.
        There are two types of people on OS: Those who disagree with me, and those who agree.

        The first kind is wrong. The second is superfluous.

        The only difference between reality and fiction is that fiction needs to be credible.
        -Mark Twain.

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        • Brooklynbks4
          Pro
          • Aug 2008
          • 537

          #5
          Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

          Auto subs worked on that's good info with off ball injures , tram tendencies , new playbooks !!can't wait . Still want more but cfm is coming to where we want


          Sent from my iPhone using Tapatalk
          Last edited by Brooklynbks4; 06-18-2017, 02:02 PM.
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          • reyes the roof
            Hall Of Fame
            • Mar 2009
            • 11523

            #6
            Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

            I regards to the playbooks, I'd like to see them give the defensive playbooks some attention and actually scale them back so that every playbook doesn't have basically the same plays. The formations might be different for every playbook, but every playbook seems to have the same coverages and blitzes

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            • Americas Team
              MVP
              • Jun 2016
              • 1282

              #7
              Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

              Blaming no pro bowl on the current gen hardware, really? If anything it's the software technology their using.
              Xbox Series X: KILLMUNGER

              Comment

              • Brooklynbks4
                Pro
                • Aug 2008
                • 537

                #8
                Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                Originally posted by Americas Team
                Blaming no pro bowl on the current gen hardware, really? If anything it's the software technology their using.


                How do you know? Lol


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                • extremeskins04
                  That's top class!
                  • Aug 2010
                  • 3864

                  #9
                  Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                  Originally posted by Americas Team
                  Blaming no pro bowl on the current gen hardware, really? If anything it's the software technology their using.
                  Yea I don't buy it either. If games like Skyrim, GTA 5 and Witcher 3 can be on the PS4 and Xbox One, then you can get pro bowl in Madden.

                  Just saying.

                  Comment

                  • Hooe
                    Hall Of Fame
                    • Aug 2002
                    • 21554

                    #10
                    Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                    Originally posted by Americas Team
                    Blaming no pro bowl on the current gen hardware, really? If anything it's the software technology their using.
                    I'm gonna guess that they don't have the RAM budget to spare to load all 32 teams' helmet assets (raster / normals / etc.) into memory at once. If that's true, something in-game would have to get cut to get proper Pro Bowl helmets in, be it an across-the-board texture fidelity decrease, fewer triangles / textures for stadiums, less audio / commentary, or what have you. Pick your poison.

                    Comment

                    • Hooe
                      Hall Of Fame
                      • Aug 2002
                      • 21554

                      #11
                      Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                      Originally posted by extremeskins04
                      Yea I don't buy it either. If games like Skyrim, GTA 5 and Witcher 3 can be on the PS4 and Xbox One, then you can get pro bowl in Madden.

                      Just saying.
                      Open-world games use a lot of tech tricks to look as good as they do which aren't directly applicable to Madden. For example, environmental level-of-detail isn't really relevant to Madden because the in-game environment - the stadium - is pretty static and always on screen at a consistent distance from the gameplay camera. You'll notice polygonal LODs on the player geometry as you zoom in and out, but I don't know if I've seen anything like that on the stadiums.

                      Environmental LOD is what really makes open-world and exploration-based games go, dating back to Spyro The Dragon on consoles (and probably earlier games as well, but Spyro was one of the first ones to pull it off really well on PSX at least). There's also rarely if any occluding geometry in sports games with which to immediately cull stuff out of the rendering pipeline because another object obstructs it from the camera; if there's something in or near the gameplay area in a sports game, it's most likely visible and ergo getting rendered, whereas in downtown GTA V obstructed cars and NPCs don't even get sent to the graphics card to get rendered because there are buildings in the way.

                      There's an article floating around on the internet somewhere about GTA V's rendering pipeline and it's *** **** insane and optimized to hell and back. If I can find it again, I'll link it.

                      EDIT: Found it! Enjoy: http://www.adriancourreges.com/blog/...raphics-study/
                      Last edited by Hooe; 06-19-2017, 02:30 AM.

                      Comment

                      • therealsmallville
                        Pro
                        • May 2011
                        • 937

                        #12
                        Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                        Originally posted by CM Hooe
                        I'm gonna guess that they don't have the RAM budget to spare to load all 32 teams' helmet assets (raster / normals / etc.) into memory at once. If that's true, something in-game would have to get cut to get proper Pro Bowl helmets in, be it an across-the-board texture fidelity decrease, fewer triangles / textures for stadiums, less audio / commentary, or what have you. Pick your poison.


                        I find game design to be a very interesting topic. How did Madden manage the Pro Bowl helmets on Madden 2005 on the original Xbox? I remember the logos were very low-rez compared to the helmets in regular games, but they found a way to do it. Was it because of everything else being so less detailed compared to today?

                        Or perhaps it would be low-rez again, and not a product they want to ship (I could only imagine the complaints they'd receive). Interesting to think about.


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                        • Hooe
                          Hall Of Fame
                          • Aug 2002
                          • 21554

                          #13
                          Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                          Originally posted by therealsmallville
                          I find game design to be a very interesting topic. How did Madden manage the Pro Bowl helmets on Madden 2005 on the original Xbox? I remember the logos were very low-rez compared to the helmets in regular games, but they found a way to do it. Was it because of everything else being so less detailed compared to today?

                          Or perhaps it would be low-rez again, and not a product they want to ship (I could only imagine the complaints they'd receive). Interesting to think about.


                          Sent from my iPhone using Operation Sports
                          In ye olden days of console gaming in 2003, none of the consoles could push out 1080p @ 30 FPS, let alone 60 FPS. In North America the PS2 - the most popular video game console ever built - topped out at 480i (640x480). The original XBOX I think could do select games at 720p and 1080i, but it certainly wasn't a popular option; Madden never supported either of these output formats as far as I can tell. The hardware wasn't nearly as powerful, so stuff that's taken for granted today like normal mapping (which was gaining mainstream attention in PC gaming at the time) or extensive particle effects just weren't even considerations on consoles. The lower hardware capabilities to some extent freed up RAM to do other things (but only so much; one of my bosses who used to work on The Show on PS2 has told me how they had to repurpose memory which was holding a texture to store game stats in some situations). That's why you were able to see all 32 teams have their helmets in the Pro Bowl in older Madden games; they could put the lo-res helmet images into memory and it'd still look almost as good, because console games could only look but so good in the first place.

                          As the consoles' hardware have increased in power and capabilities, so too have expectations about what a console game should look like and do. Consoles must output at 1080p at minimum, do all the fun lighting and shading bells and whistles (normal mapping, HDR, particle effects, shadow mapping, etc. etc.). Not to mention the requirements for just the basic textures themselves have increased; because the console can output more pixels to the screen, the textures need to be bigger to show off more detail and not look stretched and muddy. All this stuff takes memory to pull off effectively, and there's only so much memory to go around. AAA game developers are all pushing the console hardware to its limits in different ways.

                          I think you're right that Tiburon could deliver the Pro Bowl back into the game but in a fashion that no one here, or even they themselves, would be happy with, be it with generic NFC/AFC helmets (which I think was the case at one point? I could be wrong) or lo-res helmets and reduced graphical effects on helmets. The next question would be how much is that addition worth? If they were to do this, how many people would actually play the Pro Bowl? I would guess not many, and I think if the Pro Bowl were to be done right it'd have to be as a byproduct of another component to justify the work. For example, it could be justified if the Longshot story mode had a Pro Bowl chapter, or maybe in franchise the Pro Bowl gets featured as the one place to do 3v3 squads in an online franchise. On its own right now, though, I don't think the Pro Bowl adds enough value to the game to make it a developer focus; there are other places where the devs can better spend their time to get more bang for their buck.

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                          • underdog13
                            MVP
                            • Apr 2012
                            • 3222

                            #14
                            Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                            Originally posted by CM Hooe
                            I'm gonna guess that they don't have the RAM budget to spare to load all 32 teams' helmet assets (raster / normals / etc.) into memory at once. If that's true, something in-game would have to get cut to get proper Pro Bowl helmets in, be it an across-the-board texture fidelity decrease, fewer triangles / textures for stadiums, less audio / commentary, or what have you. Pick your poison.
                            Underdog13 liked this post 👍


                            But yeah mlb the show has the same issue and they have to resort to have a single uniform for nl and al.

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                            • jmurphy31
                              MVP
                              • Jun 2008
                              • 2803

                              #15
                              Re: Madden 18 CFM Interview with Clint Oldenburg(Sports Gamers Online)

                              Watched the video. Good to hear about CPU Ai has been improved in game and also new playboy's (and teams will play like their real life counterparts). Though I feel like I heard this before.

                              Also, I'm just not getting this whole live cfm idea. And also how the commentary updates effect cfm. I get that you can pick up at a specific time of the season and play from there, but once you do that it becomes your cfm not real life. So not sure how the weekly commentary would make sense later in the season of its mixing in real life with your cfm.

                              In addition, say it's week 7 can you go back to week 2 in real life and start playing from there.

                              Personally I would never use this feature. When I play cfm I don't need it to follow real life week by week.

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