So this is an ongoing conversation in another thread, but I really think it needs its own, especially if the Dev's stated intentions, to respond to the community needs with tuning, is true.
I'm going to take it a step further though.
Right at the start, lets dispense with the "only coach mode is real sim" angle. To the extent that that's true, it's not useful to this conversation. We're discussing this in the context of Madden, not Head Coach or Front Office. User control is a key aspect, and we do not want to dilute that.
My favorite sports game of all time is MVP Baseball 2005. It's my favorite because it never diluted user control, but was transparently sim through the technique of making the player being controlled by the user a sort of handicap. You had full control over when you swing, swing technique, etc.., but player ratings made those things harder or easier.
How do we incorporate that into Madden?
Lets look at a potential passing system that might translate MVP's design principles into Madden in a way that does nothing to reduce control of the user, but makes a more realistic, sim style game. I'm not going to flesh this out like a real design, because the under-the-hood numbers would require hours of prototyping and testing before I could even put together an outline. This is written only from the QBs perspective, control of the WR/CB are for another time. This is just high concept.
I'm designing this in a vacuum, things like pressure, QB being hit, WR being chucked, etc.. would be built into the system later. For now, imagine we're on the practice field with a C, QB, WR, and CB.
A few new concepts.
* We will divide routes into two broad categories;
timing routes and
tracking routes. Each of these will be treated slightly differently, as outlined below.
* QBs will have a new attribute,
Footwork.
* Right Stick will become the QB facing control. To be absolutely clear;
this is not QB vision. It shares some characteristics, but it's much simpler to use. There will be a "cone", we'll call it field of view, and it's the same for all QBs. This is split into 5 zones covering 180
What we're determining is the accuracy of a pass. Lets get this out of the way; a "perfect" throw is always possible from an unmolested QB, but the user must be perfect in order to produce it. The skill level of the QB will determine how perfect he must be.
Timing routes are tied to a step on the drop. There are effectively 3 points on any given drop you can tie too- the 3 step cutoff, the top of the drop, and the hitch step. Each timing route will be tied to this. By this I mean
each route, not an entire pattern.
For instance, on a given play a flat route might be tied to the third step, a dig route to the 5th step, and a deep out route to the hitch step.
By pressing the button within a window of time, you increase the accuracy of your throw. Late throws or early throws will be less accurate.
Key note: should you miss the window completely, you can effectively turn any timing route into a tracking route.
The new attribute,
footwork, dictates the consistency of the drop animations. A very high
footwork attribute means your QB will perform their drops exactly the same every time, so you'll be able to easily get a feel for the perfect timing and never have to look at your QB. A very low
footwork results in wildly varying times that are difficult to get a feel for. You'll be forced to occasionally glance down at your QB in order to try to improve the timing.
Tracking routes simply means the QB needs to visually track the location of his receiver. Fly routes, post routes (sometimes), drags, and seams are all tracking routes.
The accuracy of this throw is simply time-on-target. The longer your Field of View is centered on said receiver, the more accurate the throw will be. 99 Accuracy QBs will be able to hit these in stride if you hit the button while facing a different "zone." Low accuracy Qbs will need to readjust to face the receiver and then release the throw. (added bonus; we can depict the QB actually readjusting and facing different directions in the pocket).
Why would you not simply 'face' your QB at whatever receiver you intend from the start? Because that would draw the defenders. Keeping your QB centered directly downfield or away from your intended receiver creates the greatest uncertainty in defenders.
I wont get into coverage, but I will cover DB reaction time here.
DBs react the ball in air in Zone, the quickness of the reaction is determined by opposed attribute checks (in this case ZCV vs. QB AWR), in Man they react to the WRs break, an opposed check as well (MCV vs. RTR). This is the simple explanation, you might build on this so elite speed defenders (Deion Sanders, Darrell Green) can play always with outside leverage, always reacting to ball in air.
The final MVP step is to include feedback. This can be done subtlety, in replays with commentary, or overtly with overlays and PiP presentation. Users should be informed when they do it wrong or right, and should know how to correct without it being intrusive.
TL
R summary; This is a system in which the users timing of a throw or the patience in centering on a target determine the accuracy of a given pass. The design principle is to bring an element of "simulation" without reducing user control.