lol, yeah, pleading for a way to make a simulation game play as realistic as possible is ridiculous and laughable but that's exactly where we are at this point. What's even more comical is that some people have the stones to portray others that want realism in a simulation football game as expecting too much.
I went back and read this thread I started awhile back;
http://www.operationsports.com/forum...en-madden.html
The whole thread is a good re-read but I want to post a particular post in it from a GCer.
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Originally Posted by GCSM |
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I hate deep drop backs, passionately.
Since what you are really after is transparency, I'll give you a few anecdotes.
Until I see someone point out issues with deep drop backs I don't even know they exist. I don't do them and I don't play against anyone who does...so when I see wonky stuff like I just watched in the Fallon video is a surprise to me. Honestly, my issue with that video isn't the extra five yards he took as much as the fact he was able to launch that pass off his back foot.
Your question was more about why don't they do something about it. Here is an "inside" look at the Game Changers. Just like every group there are various opinions, and the Game Changers are pretty diverse in background. I liken them to political parties, the liberal and the conservative. I consider myself on the extreme right. At the third NCAA event I went to the development team put a feature in to see if we would notice. Only a handful did (I wasn't one of them, somewhat due to a bug that was in the build) notice that if you snapped the ball and held straight back post snap that you would stop at the end of your drop. To move back past that you had to move the analog stick to roughly 5 or 7 o'clock on the face, or press turbo to break out of the drop.
Once it was pointed out I loved it. I'll protect the innocent so to speak here, but there were maybe three people in the room who wanted that feature to be included in the final build. The other factions were in the "it takes control away from the user so it is bad" or the "online players won't understand why they are getting sacked, so it is bad" group. The next build I played it was gone. We were greatly outnumbered in the discussion, even though many on the other side label themselves as "sim" or "realism based". I realized at that point I am far more an outlier in that discussion than I realized before.
In the end it doesn't effect how I play the game, like I said, I don't play people like that (thank you TSO), but I personally feel it would have made a pretty big difference for online play. I wanted it to be the default with an option to remove it, kind of like auto sprint and auto strafe.
Does that explain in more detail? If the whole program consisted of similar play styles it would be easy to satisfy that faction of gamers, but the program is a microcosm of the larger population, it is diverse, which in my opinion is a benefit in most instances. I'm assuming any mechanic you can devise to make the game more realistic in regards to drop backs would have opponents as well.
Personally, I think if you drop back past a certain distance without a defensive player on a vector to disrupt the play you should be penalized heavily trying to pass down field. One of the reason's pass rush is so ineffective is because there is no need for QB's to step up into the pocket, it's more effective to roll or drop.
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Now I post this to point out, at least in this situation but presumably others, the focus for developing EA football games is not realism, it's User control and subjective "fun". There is no mention of marketing or the suits mandating anything either, this example is just gamers and devs, with User control and subjective "fun" winning out. I am not even supporting the literal mechanic referenced in that example, I am speaking to a much bigger point about the fact that User control and subjective "fun", not realism, was the obvious focus, in a mechanic decision for a simulation game.
Again "simulation" is NOT a play style, it's the actual game being designed/programmed to represent as many applicable real world elements as possible. That's my issue with those videos I posted, the missing or lacking real world elements to realistically balance whatever play style a User chooses. I am just a random gamer on the internet that has never designed a game in my life, so how is it I focus on that fundamental concept for a simulation game but seemingly not Tiburon?