05-26-2012, 09:42 AM
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#80
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Just Bad at Everything
OVR: 25
Join Date: Jan 2012
Location: Ypsilanti, Michigan
Posts: 2,715
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Re: What is SIM Play Calling?
To respond to that, I defer back to a post that may have been lost in the fray by KB. A post that I 100% agree with and I think it really addresses this whole "sim" conversation better than anything I could articulate this morning lol.
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Originally Posted by KBLover |
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And the mindset I disagree with is "I can counter it, so it's okay."
For one, the "counter" should come from EA in the form of balancing the game. Even if you look at it just from an general competitive gaming standpoint, if there's something that's overpowered - it should be balanced. If slants work too well due to defensive AI being lacking, it should be patched. Not left to community to do this, this, and this to fix EA's gimped player AI.
If "balance" was just the community finding counters, why do companies patch gameplay at all? So even from just that aspect, EA should be doing the work, not the community.
Then considering we're doing something that has a real life basis, that should be a factor as well. It would be like if every QB could throw 75 yards, no matter what. There's a counter for it (play deep safeties, shade over the top, increase pass rush, etc), but that doesn't make it correct.
What's missed is that the NFL IS "freestyle" in the sense that there are no play call rules, etc. However, the laws of physics still work. Players still think in football terms and see with football eyes, etc. I think making the game more realistic would allow BOTH "Freestyle" and "Sim" players to go to work. Right now, the "Sim" players feel like they are getting screwed because "Freestyle" players can do stuff that has no real basis in real life, real physics, or shows the player thinking with a real football mind, regardless if you and sgibs happen to do it or not. There's some video around here where a WR ran all over the place and still got back to catch the ball. That's what a "Freestyle" player would do, a "Sim" player is like "why does that even work?"
Basically, there would be no such thing as either if the game was realistic. It would all be "Sim" and it will just be different philosophies, personnel preferences, and execution abilities. "Freestyle" might run more unorthodox plays and would be like Spurrier trying to bring college plays to the NFL or the way Denver came up with their Tebow offense, or the Wildcat when it first came, etc, but still it would all work within football principles.
Your jab at speaking in football doesn't make sense. Madden should be working in these terms even if Joe Fan wouldn't know the difference between Will and Sam or that a NT is different than a DT. That's football, and while I'm not saying you should have to be Bill Walsh or Dick LeBeau to play the game, you should be able to see something they like and put it in the game and have it work as it should based on how it fits your personnel, not if the AI "happens to figure it out" or not or "do I have time to make 6 different adjustments before the offense snaps it?" or such.
The only reason this argument really exists, imo, is that the game is flawed in too many basic levels and is too limited in creativity and tactical football thinking behind the scenes at the programming level. Things like tiered play calling would enhance ALL player's ability to be creative and adapt. Instead, we have to "counter" DBs having to run routes before the WR to cover them, or "user blitzing" a LB being completely ignored by the OL, even if I came right up the A-Gap and could have tapped the Center on the butt as I went back to kill his QB.
Just my view on the whole "sim" or not thing.
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