05-02-2010, 12:20 PM
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#45
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All Star
OVR: 51
Join Date: Feb 2008
Location: Austin, TX
Posts: 5,093
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Re: New Blocking Blog for both NCAA and Madden
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Originally Posted by adembroski |
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You are 100% wrong here.
Programming blocking on a play-by-play basis is exactly how it's done, because blocking is designed on a play-by-play basis.
When you look at, oh, say, Iso, in a playbook, you don't see 1 diagram, you see several, detailing who is blocked in each front you would run the play against. Rules are set for the QB to look at to know when to audible out of the play because it's not blockable. Within a given play, there are reads the linemen make that adjust them to different fronts, but not every run play works against every front. Sometimes on-the-fly adjustments have to be made when unanticipated fronts appear in a game, but generally you have to run plays that are designed to attack any defense, and even then, the front can confuse things.
There is no special set of rules that dictate who blocks who that are universal. Each play has its own scheme, because each play has its own purpose... its own target.
Iso, inside zone, outside zone, power O, counters, traps, inside powers, cross bucks, bellies, blasts, draws... everything has its own blocking rules.
I remember at CD we were running a play that wasn't working against the defense. The over-tackle was blowing the play up in the backfield every time. Me and BezO were trying to figure out how it should be blocked, but nothing made sense. We called Sven Draconian over, being the guy in the community who knows far more about run blocking than anyone, and had him take a look. He shrugged and said, essentially, that what was happening is exactly what should be happening... you simply can't run that play against that front. If that's the front you anticipated, your fault for calling it. If you didn't anticipate it, your fault for not audibling out.
This got us into a conversation that was kind of eye opening. If Madden were ever truly 100% realistic as far as play design and on-field AI, nobody would play it... not even the hardest of the hardcore... because nobody would get it. The rudimentary understanding of the game I have compared to an NFL coach is too great a gap to make up in the hour or two I might play a day. It would simply be too much.
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So you're saying that every single player on every single play is doing something completely different and unique to the play. I don't buy it. There will be a lot of functionality that is universal, as it should be. When the game is released, I'll come back with plays, play art, and video evidence to prove otherwise. That is, if they got the game coded right.
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