great post PGaither84... I think we do look at the clock issue from different perspectives. Makes EA's job real tough cause I see the validity in both arguments.
I just want to address those two points.
first, I do want to play a 'real game' compacted into whatever time the quarter length is set to. That's the biggest difference right there. Cause your solution is perfect for the game you describe. It would be real interesting to test out our theories and see how they really work and compare.
Your second point I am totally in agreement with cause that's how I like to play my games, too. but again we solve that problem differently. I suggest taking the play calling out of the equation. already there's precedent with giving the defense 10 seconds 'untimed' to call their play. why not just let both offense and defense have 10 seconds each (or 15 and 10, whatever) to call their plays? Once both teams call their play, set the clocks in motion. In 16 seconds there should be enough time to set the line, motion, call an audible if need be, all of that. At least for me, in the current game, if I make my play call at about 35 seconds, I can surely do all that and snap the ball before 20 seconds on the play clock. It's that extra 20 seconds that the clock milkers/drainers take per play which ruin it for me. cause they take up a disproportionate amount of time in a regular game (again, comes down to proportions, which is the way I look at the entire length of the game).
EA has a tough one on their hands with this one. I don't want to take out the strategy of running the ball and controlling time of possession. But I do hope you're right that accelerated clock will stop the clock milkers from making the game boring just sitting there for 30 seconds doing nothing.