This is a critical problem with modes like these in sports games. When a sports game scripts your 'achievement,' it feels even cheaper than scripting in other narrative focused games like shooters or adventure games. Like, in Uncharted, you generally know at the end of the game, Nathan Drake is going to find the treasure, kill the bad guy, and get the girl, and you accept that when Nathan ("you") jumps from a building ledge to land on the back of a moving motorboat, that the game is giving you this scripted opportunity.
Sports games, though, have never been about that sort of experience, though developers have to walk a careful path between too much scripting and too much player freedom for narrative driven games. When the game becomes narrative driven to a fault, where player interactions simply don't matter at all, it cheapens the game. Walking Dead S1 seems to have a good balance between player action and the story: You can fail at the simple tasks which then kills off major characters and changes the story, and this becomes rewarding. Game of Thrones, on the other hand, was a considerable step back (at least the first two episodes I played) because it felt like nothing I did mattered outside of choosing discussion points. It felt more like a "choose your own adventure" story where the cutscenes were mapped out for me and I just went down a decision tree, versus anything that I had any control of as a game player.
Sports games risk disrupting immersion and breaking the core connection that the player has to his imagination athlete when events are clearly scripted. Madden has actually handled this surprisingly well in the last few years with those "Intro Games" that you launch Madden with from '16 and '17... They were scripted, the CPU was on easy mode, and they basically set you up to succeed, but
you could fail at which point you'd go to the main menu and have to play it again to succeed. This is fine because it's a on-off. But, if in Longshot, you fail at what you're supposed to do, and then the narrative doesn't change, then it makes you question whether you're in control of the game, or if you're just hitting 'Play' on an interactive movie. The moments you describe in Fifa are a real risk. If the CPU defense is very challenging for most of the game, and then in the key moments, you can't miss and you break all of these tackles and then make the game winning touchdown pass, it doesn't feel like an achievement to you, it feels like you're hitting play on an interactive movie, and it breaks immersion.
EA has got to be careful with this mode, and I doubt that they will be. I agree with most people that it's a cheap way to make an interactive tutorial and a mode that they don't need to do much development work on, and then try to rope players into MUT for microtransactions. And then next year, they'll hype the long awaited Longshot Season 2, and repeat this over 4 or 5 games.
That is, if Madden still even exists in 5 years as we know it today. Personally, I think Longshot is another step towards turning Madden into a Games as a Service.
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Originally Posted by oneamongthefence |
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Telltale games are extremely popular.
I would bet there's a segment of the population that would really get into this mode that sounds like it has branching paths that would pay $15-$20 for it.
Sent from my LGAS992 using Operation Sports mobile app
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The Telltale games have taken a nose dive in quality and popularity over the last 3 years. Walking Dead had broad appeal because aside from the license, it was very well crafted. Today, Telltale is just buying rights to popular licenses and turning out complete ****, paint-by-numbers interactive movies. The broad appeal is gone, and games like Game of Thrones only sell because people are so into the license, which isn't unlike the NFL to be honest.
The arc for Telltale games peaked 3ish years ago, and real fans of the series would argue they peaked earlier than that, in 2012 with the original Walking Dead. If you look at the metacritic scores, both critic and user scores, from 2012 - 2014, Telltale almost couldn't miss with quality... and then they started the steady path downward, and now new Telltale releases are getting 50s and 60s on Metacritic, and 1s and 2s from users.
Compare 2012 - 2013 for Telltale, almost all green, scores in the high 80s and low 90s.
Then compare that to 2016, almost all yellows, several reds, one or two greens in the low 80s, most scores in the 40 - 65 change. The only games that have decent reviews from Telltale are like the conclusion to the Minecraft story, and if you're someone who stuck through the lousy Stories 1 - 5 to finally play the last one, you're likely in a special class of self-loathing. They're not good, sales have tanked and the games have relied entirely on the universe of their source material and licensing. The sales are bolstered only in that they release the games on 6 or 7 platforms, something that EA does not do with Madden releasing only on 2 (assuming Longshot is not coming to the legacy 360/PS3 games)
Nobody who cares about Madden, either as a fan of the series or as a developer/producer/manager at EA, should want to emulate the Telltale experience.