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how I would improve madden for 19 and beyond

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Old 03-26-2018, 05:15 PM   #9
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Re: how I would improve madden for 19 and beyond

Quote:
Originally Posted by Nunyerbiz
It's the core gameplay that needs the overhaul... as has been stated around here for years... this is a slightly polished relic from 1.5-2 console generations ago. Weight and momentum need to matter more than "who won the truck v tackle dice roll". Player models have zero weight and zero momentum once the animation slide shows start. The game doesn't pass the eyeball test nearly as often as it should, things feel too scripted because they are too scripted.

If I was Lord Tyrant of EA not a dime would be spent anywhere except core gameplay. CFM rots. MUT rots. The lighting angles at Stadium X and uniform sleeves rot. Everything esle remains stagnant until the core game is something that can be considered a true leap forward in sport video gaming. Everything else is icing and fluff piled onto a currently weak foundation.
100% agree the gameplay needs a huge huge huge improvement but just to respond to that hypothetical, I think you can do that and improve CFM/MUT because at some point you get a too many cooks in the kitchen scenario where resources are better spent elsewhere.
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Old 03-26-2018, 11:47 PM   #10
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Re: how I would improve madden for 19 and beyond

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Originally Posted by Nunyerbiz
It's the core gameplay that needs the overhaul... as has been stated around here for years... this is a slightly polished relic from 1.5-2 console generations ago. Weight and momentum need to matter more than "who won the truck v tackle dice roll". Player models have zero weight and zero momentum once the animation slide shows start. The game doesn't pass the eyeball test nearly as often as it should, things feel too scripted because they are too scripted.

If I was Lord Tyrant of EA not a dime would be spent anywhere except core gameplay. CFM rots. MUT rots. The lighting angles at Stadium X and uniform sleeves rot. Everything esle remains stagnant until the core game is something that can be considered a true leap forward in sport video gaming. Everything else is icing and fluff piled onto a currently weak foundation.
Then you would be an incredibly incompetent Lord Tyrant, because in any game development team there are always SPECIALISTS who would be largely useless, or even counter productive, in certain areas. My brother is working on a small team on a fairly ambitious project. He is a coder. He is absolutely useless for animation. Yes, he can do some ****ty modeling, but the boss has hired some specialists to take care of that, and my brother is focusing on getting the physics right and adjusting the code to what the boss thinks is best. Each group has their own specialty, and forcing them to work outside of it will not only waste their talents, it will cause problems in the department you force them to work.


Making artists work on game play would be useless. Making CFM people work on game play directly would likely be useless. Et cetera.

It doesn’t work the way you seem to think. There aren’t a bunch of geniuses who are experts in every aspect of game design who are just improperly forced to work on less important aspects of the game. They work where they specialize.
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Old 03-27-2018, 01:13 PM   #11
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Re: how I would improve madden for 19 and beyond

If some Lord Tyrant delivered a brand new, freshly built from the ground up, revolutionary state-of-the-art NFL game that everybody thought we would get 1.5 console generations ago... nobody would care how they got it done... nobody cares how the sausage is made.

We haven't gotten a leap forward in two console generations because they still make decent money selling the same rehashed mediocre product, not because they have to find busy work for their team members. If you can't contribute to the new direction, then we wish you the best of luck and you should probably get busy updating your resume. Everybody can be replaced. Development priorities shift, therefore composition of development teams will shift. Specialists needed in 2017 might not be needed in 2018. If the suits wanted a new product, they'd get a new product and do whatever hiring/firing was required to get it done.

But all that said, my original reply was exaggerated for emphasis... to make things clearer for the insanely literal crowd... The #1, top priority from my perspective is the need for a new core game... the thing that stirs the drink... the thing that *everything* else is based on. Improvement in other places is secondary or tertiary when it's just being piled on top of a crumbling foundation. I don't get how this is even a discussion when every year it's the same PS2/PS3 era jalopy with a new coat of paint... every year complaints about the same bugs... complaints about how the players just don't move or react right... but hey... Riddell released a slightly revised face mask design and there will be hell to pay if the 39 players that use it aren't accurately represented next year!!!

Deep down, I think we all know that none of this matters... Madden is what it is... we'll be talking about crappy DLine play and punting into the wind bugs in 2021. The MUT heads are our only hope... They need to walk away and take their golden microtransaction eggs with them before the suits realize that no more blood can be squeezed from this stone.
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Old 03-27-2018, 01:55 PM   #12
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Re: how I would improve madden for 19 and beyond

It's easy to say "brand new, freshly built from the ground up, revolutionary state-of-the-art NFL game" and those words certainly look good on paper.

However, without detailing what those words mean, without describing specifically what is different between the Madden which exists today and what exists in your mind's eye, those words ring a little hollow.

Basically what I'm asking - what is a "revolutionary" version of Madden in your opinion?
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Old 03-27-2018, 02:43 PM   #13
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Re: how I would improve madden for 19 and beyond

I'll know it when I see it. If I had all the answers, I'd be a high falutin game designer. In a nutshell tho, football is primarily a game of weight and momentum... and the game does a poor job of simulating either. That's a starting point for a reworking of the core approach.

Either way, it's a game that has been stagnant. Bugs and animations and AI routines that everybody criticizes every year still linger for release after release after release... Sure, we get get MUT or Longshot.... and some people love that stuff... but the core problems remain. I'm sure the devs do the best they can within the confines that they are facing, this is not meant as a knock against anybody in particular... But it is what it is... the confines they work within need to be broadened.
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Old 04-06-2018, 03:06 PM   #14
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Re: how I would improve madden for 19 and beyond

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Originally Posted by ForUntoOblivionSoar∞
Make defensive line play more realistic. The stone walling crap almost bever happens. There is almost always movement. For ends, that movement involves the OL backpeddling or trying to route the defender around the pocket. There is no where near enough lean/bend by edge players as they tryto get around the tackle. Where are the dip and rip moves? Where are the punch and club moves? Where are the des who fall trying to go around the pocket but still try to crawl to the qb? Where are the tackles who keep pushing them and sometimes falling on them when they do? (And sometimes called for holding for doing it).


For DTs, that usually involves the DT trying to split the double team by knifing through the guard and center double teaming them. I think currently Madden gets interior pss blocking closer, but it still not dynamic enough and it misses what I described above.

The patty-cake and spinning in place HAS TO STOP. It looks incredibly stupid.



In addition, make zones more realistic.



Overhaul CFM.

Fix jersey sleaves. (a) Not all long sleave jerseys are that big. Some are tailored, like what Jimmy Garoppolo wears. (b) Undershirts do NOT go pastbthe elbow. The end before thet.

Speaking of Garoppolo...

MY TEAM SPECIFIC

Get Jimmy GQs face scanned in the game! He is too good to have Ryan Succups face.

And fix the sunlight direction at Levis. Itbis exactly the opposite of what it should be.
All of this! Especially the zone play and the reactions by the free safeties and the CBs . Too many times they make super human ints. Granted you can adjust the sliders to how well the A.I. plays zone coverage and man. In Madden 17,I was playing the AFC Championship game as the Bills against the Chargers(it was a snowy day). I was at their 6yrd line and guessed correctly that the right LB was blitzing. I sent my TE straight up the seam where that LB left,completely open area. I threw it to him as soon as I saw the LB starting to blitz. The safety,who had been deep in the end zone and somewhat to the left of center field,somehow made an inhuman play on the ball and got the interception. In real life,that's a td catch by the TE! Even in Madden 16,that's a td! No way does the safety,make a quick enough reaction,on a snowy field,to make that pick!! That's not football! I made the correct play call,correct read and the game still cheats. That's just one of the things that EA Sports needs to correct to improve Madden.
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Old 04-06-2018, 03:39 PM   #15
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Re: how I would improve madden for 19 and beyond

The game lacks entertainment value; replay value, outside of just being in love with the game of football.

Now, how to make it more entertaining? One thing I like in other games, like MLB The Show is, the player creation section. I can make a player that looks almost exactly like myself. That brings me to a personal level within the game.. Making a player, or owner or coach with that level of detail available in MLB, IMO, would do wonders. This is just off the top of my head.

The ability to inject your created player or coach in MUT would be cool. This could be done when a user receives a MUT player or coach card; the user could have the option to "apply custom character" and that created player/coach image and physical appearance would be applied on top of the player card or coach card.

An issue with MUT this year was the focus on creating "team chemistry" because many teams did not have very good players so reaching the 12 team players or so to get full team chemistry was rather ridiculous because the user is sacrificing talent. The ability to take one player card and apply the skills/attributes from another, would help create variety of players on the field, so we don't see a bunch of Randy Moss WR's on every team, and each user would be able to put the players they truly like on their team with competitive attributes. I think it is very important to have players I like on my team.

So, bringing a personal touch to each users game would be my focus. continuing to polish animations with physics would be another area of focus.


Just in "Road to the Show" I could spend countless amount of time recreating my player character, running through the evaluation process and watching where I end up in the draft.. MLB's attribute system for improving your player is very nice. How great it would be to create a character and work up through high school and college, or even just college...

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