|
Quote: |
|
|
|
|
Originally Posted by adembroski |
|
|
|
|
|
|
|
|
For a long time, the NCAA and Madden teams worked relatively independently. NCAA would always be adding its own stuff, Madden would have its own stuff, and then maybe they'd borrow from one another the next year. The theory was that they wanted each game to have a distinct feel.
Entering the NextGen era, I know David Ortiz mentioned a change in approach in that manor. As best as I can quote him from memory, he said "We want there to be differences, but we want the differences to be deliberate."
I'm curious as to what this new regimes feeling on this issue is. Personally, though I really have my issues with Ortiz's tenure on Madden, I do prefer his thinking to before. I think Madden and NCAA should start as the *same* game, with each team tweaking it to match their game. In other words; there should be one "football" game- same mechanics, same technology, same attributes, same basic feel, but with the differences coming out in tuning and environment.
Anybody else have thoughts on this? (it'd be cool to have OMT hop over here and chime in as well, but I don't wanna make two threads)
|
|
|
|
|
|
I think you are remembering a quote from me. DO wouldn't have said that.
We used to be totally separate, and it was really hard to get fixes or changes back and forth to each other. Now there's this really clever code architecture where everything is shared by default, and then we have these layers of data built on top of the code allowing us to segment any game-specific changes separately. The ratings, for example, are in one of those layers though. Those have been copy/pasted from team to team in year's past...but the reason they are in separate layers is so we can make changes to how those ratings differentiate the game without breaking each other's games. If this wasn't the case, the tuning we're having to do to the game due to Donny's new ratings philosophy would be breaking NCAA all over the place. Same with CPU AI, playbooks, and TONS of gameplay tuning variables (fatigue, player turn rates, pursuit, speed curve, etc). This way, designers (for the most part) can tune the games to make them feel separate exactly how we want instead of having engineers copy and paste code into both game locations, or worse, in the code having stuff like:
Code:
if (Madden)
fumbleChance *= .08
else if (NCAA)
fumbleChance *= .05
For us, compiling the game on these new next-gen platforms takes typically anywhere from 10 to 25 minutes...so that's the main reason we've pushed so much tuning out to data and other tools that allow live iteration. On PS2 it would take 25 seconds...we'd reboot, and see our changes...now it's just a total time killer to make code changes.
Anyway, in the case of the new ratings, that change is deliberate. As OMT said in one of his posts, they picked something else to add to the game instead of the new ratings. The gameplay code is kind of oblivious to what gets passed into it...that's the way you want it to be. Here's some pseudo architecture...Red is the gameplay code, green is Madden code, blue is NCAA code:
PASS BUTTON PUSHED
|
GET ACCURACY OF PASS
|
Determine Distance
|
Use mid, short, or deep acc to determine acc
|
Are you moving?
|
Use throw on run to mod acc penalty
|
Return Accuracy of Pass
|
THROW THE BALL
PASS BUTTON PUSHED
|
GET ACCURACY OF PASS
|
Use throw acc to determine acc
|
Are you moving?
|
Mod acc penalty with pre-set number
|
Return Accuracy of Pass
|
THROW THE BALL