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Is Tiburon Basing Madden's Gameplay on The NFL?

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Old 03-21-2013, 01:25 PM   #17
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Re: Is Tiburon Basing Madden's Gameplay on The NFL?

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Originally Posted by BezO
CN, I have to disagree with you. I know we all have different definitions of simulation and what would make Madden more realistic. IMO, what we need is not on the disk.

Even if we could control the play calling AI of the CPU, the plays would still unfold based on the insufficient animations, interaction & AI currently in the game.

Same with the roster.

The difference with NBA 2K is that the animations & AI in that game are more in line with reality. Adjusting sliders & rosters makes a good game great. Madden doesn't have the bones.
This is exactly what I was thinking. Like you said we all have different opinions of where Madden is at and where it needs to go, but for me there is nothing I personally or anyone else could do to make it the football game I need. Those other games look the part, after that it's all personal preference because the ground work is laid. I still have to do double takes watching the show and NBA 2k, hell even NHL 13 on broadcast view makes me look twice(FiFa too). The quality of animations and variety of animations is nowhere near where I need it to be, not to mention presentation and the flow/feel of the game(penalties/ai). Right now the Madden ship just has too many holes that need patching.

Shout out to all the guys that think madden just needs a little to get to where they need it to be. You guys are that much closer to being totally happy, as for the rest of us, we either have to play older games or just give up.
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Old 03-21-2013, 01:29 PM   #18
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Re: Is Tiburon Basing Madden's Gameplay on The NFL?

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Originally Posted by Big FN Deal
locomotion slider,
LOL. It's so sad we even have ask for something like this. I mean realistic movement is realistic movement. It should be there regardless. Game speed I understand, but a locomotion slider? I would would be happy it's there, but I'd just have to laugh.
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Old 03-21-2013, 02:07 PM   #19
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Re: Is Tiburon Basing Madden's Gameplay on The NFL?

Quote:
Originally Posted by SageInfinite
LOL. It's so sad we even have ask for something like this. I mean realistic movement is realistic movement. It should be there regardless. Game speed I understand, but a locomotion slider? I would would be happy it's there, but I'd just have to laugh.
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.

Quote:
Originally Posted by GCSM
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.
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?
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Old 03-21-2013, 02:43 PM   #20
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Re: Is Tiburon Basing Madden's Gameplay on The NFL?

to answer your question, NO! They use to try to be like the NFL, but every since they got the NFL exclusive license they changed direction.
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Old 03-21-2013, 02:44 PM   #21
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Re: Is Tiburon Basing Madden's Gameplay on The NFL?

Of course Madden gameplay is based on NFL football. What else would it be based on? Why else would the team consult and collaborate with John Madden himself each year when developing the game? Why else would the NFL consider EA Sports "the 33rd NFL franchise" and provide them access to the all-22 game tapes that the 32 NFL teams receive? Why else do the gameplay designers look at NFL game tape when deciding player ratings, designing the formations and plays in the playbooks, and so on? I don't know what alternative answer you are looking for when it's pretty obvious what the answer is to the topic question. How well they succeed is obviously debatable, but the intention is pretty clear-cut in my opinion that Tiburon and EA Austin seek to make a great game based on NFL football. I don't see how that can be debated.

As to the video in question in the topic post discussing criticisms and potential changes to player movement in Madden NFL in order to encourage more sim-oriented gameplay and to curtail arcade-style tactics, the discussion would be better served in an already-existing thread IMO, such as any of the ones below:

http://www.operationsports.com/forum...d.php?t=606788
http://www.operationsports.com/forum...d.php?t=603528
http://www.operationsports.com/forum...d.php?t=607584
http://www.operationsports.com/forum...d.php?t=608720

A different mod should feel free to overrule me on this, but having consulted with one beforehand (read: I am not acting alone here) I am going to lock this thread because there are already other threads on the topics of player movement, user control, and simulation style gameplay / development focus, some of which I have linked above, since that is ostensibly what this thread is seeking to discuss.
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