Are we heading towards a physics-based, data-driven football simulation game?

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  • guaps
    Observer
    • Sep 2009
    • 694

    #1

    Are we heading towards a physics-based, data-driven football simulation game?

    Recently there has been many posts about the many missing features and issues with Madden 11. A great number of these posts deal with [the lack of] defense and player interaction (tackling and OL/DL interaction etc.) This post is my theory of where Madden is heading, and when the series will arrive.

    Before I start rambling, I have to stress that I am convinced that EA Tiburon is doing their very best. Ian Cummings seems like he is in tune with the community and want to create the most realistic Madden possible. But things take time. When you have to deliver on a yearly basis you need to make a roadmap and use a more incremental approach. This is what we have been seeing with the NHL, FIFA and NBA Elite series. Past editions of these games have been animation-driven, but they are now moving towards a physics-based, data-driven simulation.

    Beside the fact that these games are being developed by EA Sports, Madden shares many things with the other series, most importantly the animation engine called ANT. The main problems with the animation engine across the board has been 1) while the animations look realistic, they did not respect real life physics, thus ended up looking unrealistic, 2) to compensate for the lack of certain animations warping/suctioning has been a big part of the gameplay for years.

    To eliminate the above mentioned issues, the other series have introduced physics-based simulation as part of long term strategy. The first EA Sports game to feature physics-based gaming was Fight Night Round 4, which was in development for three years. It featured an improved collision detector and created much more realistic gameplay.

    The most obvious thing Madden needs to address to create realistic gameplay is to remove two player animations. Many gamers, including myself, are discouraged by poor linemen interaction and unrealistic tackles. The days of players getting pulled/sucked/warped into two player animations, while others robotically bounce off has hopefully come to an end with Madden 11 and a more organic gameplay will see the light of day from Madden 12.

    What would physics-based, data-driven mean for many of the current issues
    With the new locomotion engine, EA has created some glaring holes on defense. The addition of "real physics" would create even bigger issues. EA Tiburon would therefore need to address this before they were to release the game to the public. This probably means that the defensive systems would need to be rebuild from ground up, which they are hopefully doing

    Furthermore, strength and weight would suddenly come into play and gameplay as we know it will be change forever. Not only in terms of on-the-field tackling, but also how you play franchise mode. Take linemen interaction as an example. There is, as it is now, no real emphasis on weight and strength, but on blocking and block shedding skills. If weight and strength matters you'd have to account for this through the draft and free agency. Things like a 4-3 defensive end in a 3-4 system or a 275 lbs center in front of a 350 lbs nose tackle would automatically create a new kind of mismatch, based solely on weight and strength.

    Potential stumbling block
    Madden is unlike the other games as multiple collisions take place on every play and in all considerable situations. This happens when linemen interact and when people tackle each other. There are several issues that EA Tiburon has to account for compared with the other games. In Fight Night Round 4, NHL, FIFA and NBA Elite are mainly two to three players interacting at once. However, Backbreaker has already shown it can be done, but that game is base on entirely different engines. For Madden and its current engines this issue might prove to be the biggest stumbling block towards physics-based, data-driven simulation gameplay.

    Overall, EA Tiburon has some issues that needs to be solved before Madden is ready for physics-based gameplay, but I do think they are heading there. Rebuilding the defensive system and providing realistic gameplay with 22 players interacting are only a few of the issues I can foresee with "real physics". I hope we will begin to see EA Tiburon implement physical aspects from Madden 12, but probably not full-fleshed physics-based gameplay before Madden 13 or 14.

    I like to hear your opinions on "real physics" in Madden, what problems you envision and whether or not you think would be possible to implement "real physics" in the near future (Madden 12 or 13)?
    Last edited by guaps; 08-20-2010, 10:49 AM.
  • SA1NT401
    Banned
    • Sep 2007
    • 3498

    #2
    Re: Are we heading towards a physics-based, data-driven football simulation game?

    Real Phjysics are 100% needed in madden...Something that should have been implemented quite some time ago....

    I honestly dont have much hope we will see anything like that on this generation of consoles.

    Comment

    • BezO
      MVP
      • Jul 2004
      • 4414

      #3
      Re: Are we heading towards a physics-based, data-driven football simulation game?

      Depends what time frame you're talking about. I think it will get there eventually, of course, but not soon.

      Though I agree Ian & staff are doing their best, their priorities are different than most of ours. They have more important people to answer to... executives, their perceived fan base, ect. This is made obvious by additions I've never seen suggested while suggestions repeated year after year are ignored.

      So, while many of us are crying for real time physics, I doubt EA sees it the way we do. I'm guessing they'll analyze some data and react from a Madden perspective.
      Last edited by BezO; 08-20-2010, 11:58 AM.
      Shout out to The Watcher! Where you at bruh?

      Comment

      • DaveDQ
        13
        • Sep 2003
        • 7664

        #4
        Re: Are we heading towards a physics-based, data-driven football simulation game?

        The only evidence we have that would give us an answer is what they have done with Madden so far; therefore, I'd say no, EA Sports doesn't seem to be concerned with a proper physics based football game.

        However, f EA wants sales of this franchise to truly increase and not run about even to years passed, they will address this game's engine and incorporate an authentic and genuine physics based system. Gameflow/Gameplan, Gus Johnson and blah blah blah did nothing to make this game propel itself into groundbreaking sales. I'm certain that if they had a system where tackling was truly represented, this FOOTBALL game would produce a great means of hype that would booster sales and produce anticipation that no other "feature" has done or could do.

        The only feature that sells this game is the NFL License. Outside of being able to boast the NFL and NFLPA, what exactly does this current version of Madden do that makes us say, "Now that...that will sell copies?" Should EA rely on the NFL's selling power? Sure. But, if they want this game to show better sales they will start truly innovating and compliment the NFL license with an appropriate representation of the sport.
        Being kind, one to another, never disappoints.

        Comment

        • adembroski
          49ers
          • Jul 2002
          • 5829

          #5
          Re: Are we heading towards a physics-based, data-driven football simulation game?

          I imagine once we start seeing real time physics they'll take an approach similar to NHL by making a 3 year process.

          Personally, I'm much more interested in physics based blocking than tackling. The Pro-Tak does a better job of mirroring NFL tackling than the engage/disengage blocking system does of mirroring NFL blocking. I can live with Pro-Tak for a year or two if blocking is addressed first.

          I don't think there are any inherent "engine" problems that prevent the use of RTP. The phrase engine primarily comes from FPS gaming in which many games are built on top of the same basic code... an FPS "template", if you will. Madden is not built on a "template", but rather, it's a collection of customized, Madden specific systems that can be modified independently (as we've seen with run blocking and locomotion this year), though not without an effect on other systems (as Locomotion has had on defense this year).

          One thing I'm not happy about with the existing locomotion system is that it wasn't done "all the way". There's still an arcadiness too it in order to maintain responsiveness. That responsiveness means that offensive players have a distinct advantage as the defense must react more quickly than in real life.

          Personally, were I to create a "3 year plan" from here, I'd begin with expanding Real Assignment AI to all positions and situations, and then start looking into RTP. I believe comparing BackBreaker to NCAA 11 clearly shows that AI is a bigger roadblock to creating a great football game than is physics.
          There are two types of people on OS: Those who disagree with me, and those who agree.

          The first kind is wrong. The second is superfluous.

          The only difference between reality and fiction is that fiction needs to be credible.
          -Mark Twain.

          Comment

          • BezO
            MVP
            • Jul 2004
            • 4414

            #6
            Re: Are we heading towards a physics-based, data-driven football simulation game?

            Originally posted by adembroski
            Personally, I'm much more interested in physics based blocking than tackling. The Pro-Tak does a better job of mirroring NFL tackling than the engage/disengage blocking system does of mirroring NFL blocking. I can live with Pro-Tak for a year or two if blocking is addressed first.
            I could do without it for either. I think both can be addressed with more animations, better AI and more reliance on ratings.

            Originally posted by adembroski
            One thing I'm not happy about with the existing locomotion system is that it wasn't done "all the way". There's still an arcadiness too it in order to maintain responsiveness. That responsiveness means that offensive players have a distinct advantage as the defense must react more quickly than in real life.
            Yup!

            Originally posted by adembroski
            Personally, were I to create a "3 year plan" from here, I'd begin with expanding Real Assignment AI to all positions and situations, and then start looking into RTP. I believe comparing BackBreaker to NCAA 11 clearly shows that AI is a bigger roadblock to creating a great football game than is physics.
            And yup!

            But we need animations. Engaged players need mobility & a bigger variety of outcomes, and there's still too much warping & suction.
            Shout out to The Watcher! Where you at bruh?

            Comment

            • ch46647
              MVP
              • Aug 2006
              • 3515

              #7
              Re: Are we heading towards a physics-based, data-driven football simulation game?

              Originally posted by adembroski
              I imagine once we start seeing real time physics they'll take an approach similar to NHL by making a 3 year process.

              Personally, I'm much more interested in physics based blocking than tackling. The Pro-Tak does a better job of mirroring NFL tackling than the engage/disengage blocking system does of mirroring NFL blocking. I can live with Pro-Tak for a year or two if blocking is addressed first.

              I don't think there are any inherent "engine" problems that prevent the use of RTP. The phrase engine primarily comes from FPS gaming in which many games are built on top of the same basic code... an FPS "template", if you will. Madden is not built on a "template", but rather, it's a collection of customized, Madden specific systems that can be modified independently (as we've seen with run blocking and locomotion this year), though not without an effect on other systems (as Locomotion has had on defense this year).

              One thing I'm not happy about with the existing locomotion system is that it wasn't done "all the way". There's still an arcadiness too it in order to maintain responsiveness. That responsiveness means that offensive players have a distinct advantage as the defense must react more quickly than in real life.

              Personally, were I to create a "3 year plan" from here, I'd begin with expanding Real Assignment AI to all positions and situations, and then start looking into RTP. I believe comparing BackBreaker to NCAA 11 clearly shows that AI is a bigger roadblock to creating a great football game than is physics.
              I agree with everything stated here Adem. However, I have been a fan of the Madden series since '92 and this game is flat out WAY behind where they should be. I know Ian said there is no real "engine" but this is EA's top game. I know you have played the new NHL demo. How can that game with a small "market" and I would assume much smaller dev team be light years ahead of Madden from a gameplay and atmosphere stand point?

              The gameplay in the NHL series (apparently FIFA as well) is just flat out phenomenal! Everything flows great and the game is incredibly fun to play, even for people who arent fans of the sport. I just recently became a hockey fan about three years ago but the NFL is still my favorite by far. The introduction of physics in the "hitting" engine is unbeleivable. I know you stated Backbreaker's is better but just pop in NHL 10 after playing a few games of the demo and you literally can not go back to the animation based hits in NHL 10.

              My point is I am a huge Madden fan and supporter. However, they really need to pick up their game in EVERY area. I loved that they added the new locomotion system but it wasn't completed making the defense the worst in this series in a long time. If Madden could be on par with NHL and FIFA (both under the EA umbrella) the game would be amazing. The community, myself included, has grown more and more disgruntled with this series. Obviously, no matter what we will always have the trolls and EA haters but I am not talking about them. I am talking about the people who grew up playing Madden and have been loyal supporters of them since the series began.

              I have faith in Ian and believe he is doing the best he can to right this ship. I understand he is probably hancuffed by building on top of poor code (pushing that horrible game out in 06' for XBOX 360 is probably the biggest reason why the game is the way it is) and a lot of pressure from the CEO and other top people to make the game accessible to new gamers. But this game is just taking baby steps year after year IMO. Even when they do introduce something that peaks my interest (locomotion, gang tackles, Gus johnson) the feature is always only half done. I am starting to get the impression that we will not get the Madden we want until the new generation of consoles, whenever that may be. This generation of Madden will be considered the "dark days" of this franchise IMO.
              Last edited by ch46647; 08-20-2010, 12:48 PM.

              Comment

              • lofeazy
                Banned
                • Jan 2010
                • 586

                #8
                Re: Are we heading towards a physics-based, data-driven football simulation game?

                Originally posted by ch46647
                The gameplay in the NHL series (apparently FIFA as well) is just flat out phenomenal! Everything flows great and the game is incredibly fun to play, even for people who arent fans of the sport. I just recently became a hockey fan about three years ago but the NFL is still my favorite by far. The introduction of physics in the "hitting" engine is unbeleivable. I know you stated Backbreaker's is better but just pop in NHL 10 after playing a few games of the demo and you literally can not go back to the animation based hits in NHL 10.
                Just like you I was never a hockey fan.But after hearing about the NHL11 having physics in it I was going to give it a try.(I love the demo and went and preorder the game.)I love the hitting in it.The shooting seems random. Animations are great.To me this seems like its the best EA sports game.To me Madden never seem to have a randomness to it.Like NHL11 demo and BB.

                Comment

                • big_larry
                  Banned
                  • Apr 2009
                  • 573

                  #9
                  Re: Are we heading towards a physics-based, data-driven football simulation game?

                  Great Thread: I will not buy another Madden until they implement real time physics. Pre-determined animations is the #1 reason for the flawed game-play in this game (suction blocking, receiver catching over the shoulder passes with the safety directly in front of them, and the safety just sits there, db's not reacting to a pass that's is throw directly to them, and the horrid tackling, I don't even need to explain that). I cant even get excited about playing this game anymore because I already know whats going to happen. The sad thing is that I don't think they will implement it this gen, all we can do is hope they add it next gen, until then we will keep getting yearly roster updates, and the same glitches over and over again.
                  Last edited by big_larry; 08-20-2010, 01:11 PM.

                  Comment

                  • ac-greasy
                    Banned
                    • Aug 2010
                    • 46

                    #10
                    Re: Are we heading towards a physics-based, data-driven football simulation game?

                    Originally posted by guaps
                    Before I start rambling, I have to stress that I am convinced that EA Tiburon is doing their very best. Ian Cummings seems like he is in tune with the community and want to create the most realistic Madden possible. But things take time. When you have to deliver on a yearly basis you need to make a roadmap and use a more incremental approach. This is what we have been seeing with the NHL, FIFA and NBA Elite series. Past editions of these games have been animation-driven, but they are now moving towards a physics-based, data-driven simulation.
                    I don't know...sounds like we're making excuses for them. Not trying to start a flame war here but Backbreaker nailed it on their first try (no it's not perfect but is what Madden isn't, fun). That product has potential and huge upside. After 5-6 years of next gen I can't say the same thing for Madden. It's dead to me. EA is stuck in this rut of trying to polish a turd and they refuse to get out of it. The only thing stopping themselves is themselves. My suspicion is that the management and the decsion makers involved with Madden are absolutely pi$$ poor. The game is junk but they sell "X" amount of copies so I guess they're happy and we're stuck with a crappy product. Quite frankly, this game isn't any better than it was when it first made the leap to next gen. Yes the graphics may be better and you have a few more options but I've gotten less mileage out of this years Madden than any other version...I'm tired and burned out on the same old crap. It's time for them to make a change, and that includes new people who make the decsions and new people programming the thing. Top to bottom.

                    If I hear one more time that "Ian Cummings" and "Phil Frasier" are doing the best they can or they understand what the community wants I'm gonna vommit. I think those guys are clueless. You can hear it in their interviews, can see it on their faces...and that is they know what's good and the people who question their product don't get it. In reality it's the other way around.

                    The franchise needs a new set of eyes to look over it. Bottom line.

                    Comment

                    • guaps
                      Observer
                      • Sep 2009
                      • 694

                      #11
                      Re: Are we heading towards a physics-based, data-driven football simulation game?

                      Originally posted by adembroski
                      I imagine once we start seeing real time physics they'll take an approach similar to NHL by making a 3 year process.

                      Personally, I'm much more interested in physics based blocking than tackling. The Pro-Tak does a better job of mirroring NFL tackling than the engage/disengage blocking system does of mirroring NFL blocking. I can live with Pro-Tak for a year or two if blocking is addressed first.
                      EA Tiburon should definitely look into the linemen interaction, but this is also what I meant by physics-based gameplay And couldn't it be possible that they already are in a three year development cycle? Locomotion could be the first step in this process?!

                      Originally posted by ch46647
                      My point is I am a huge Madden fan and supporter. However, they really need to pick up their game in EVERY area. I loved that they added the new locomotion system but it wasn't completed making the defense the worst in this series in a long time. If Madden could be on par with NHL and FIFA (both under the EA umbrella) the game would be amazing. The community, myself included, has grown more and more disgruntled with this series. Obviously, no matter what we will always have the trolls and EA haters but I am not talking about them. I am talking about the people who grew up playing Madden and have been loyal supporters of them since the series began.
                      While FIFA is a great game it has also focused too much on the offensive side of the ball for quite some time. Hopefully this year will be different - ohh... déjà vu.

                      On Madden and the community I think that EA should change their marketing strategy. Currently they spend millions on marketing for average Joe, but most of the casual games I have spoken with do not really care about the new features. Having to select plays themselves was never a make-or-break for them. However, if they manage to satisfy the community, I think sales will rise again, because the community and the opinion makers in the community will do a lot of their marketing for them.

                      Comment

                      • DaveDQ
                        13
                        • Sep 2003
                        • 7664

                        #12
                        Re: Are we heading towards a physics-based, data-driven football simulation game?

                        Originally posted by adembroski

                        I don't think there are any inherent "engine" problems that prevent the use of RTP. The phrase engine primarily comes from FPS gaming in which many games are built on top of the same basic code... an FPS "template", if you will. Madden is not built on a "template", but rather, it's a collection of customized, Madden specific systems that can be modified independently (as we've seen with run blocking and locomotion this year), though not without an effect on other systems (as Locomotion has had on defense this year).
                        I can't see how this is true. Just in the instance of tackling where you don't have consecutive hits occurring, how can you say, "Madden is a collection of customized, Madden specific systems?" So they are purposefully customizing that tackling scenario so that defenders are not able to join a tackle while another defender is there? This is not talking about Pro-Tak either. Pro-Tak is an animation that looks the same every time.

                        I'll drop the word "engine" from the vocabulary and use "software" in its place. If Madden's software is a collection of customizable systems, why in the world do they purposefully customize that software so that consecutive tackles are not possible? I happen to think the software can't do it.
                        Being kind, one to another, never disappoints.

                        Comment

                        • Hova57
                          MVP
                          • Mar 2008
                          • 3754

                          #13
                          Re: Are we heading towards a physics-based, data-driven football simulation game?

                          not to flame back or anything, but backbreaker took three years to fully develop. As far as RTP i believe madden is poised for it i believe locomotion and dual stick control is the building blocks. i think to get the right interactions the had to implement these first. with RTP i think alot of the issue we have from a player model interaction will be fine. as far as data driven i'm assuming this is where the AI will finally be up to par. that's a tall order in a year.

                          i also believe EA has had the RTP tech for awhile now almost three year so they have had to to tailor it to each of their games.

                          this a thread i started to look into what bb was doing and i added info bout RTP for madden
                          Last edited by Hova57; 08-20-2010, 01:43 PM.

                          Comment

                          • GiantBlue76
                            Banned
                            • Jun 2007
                            • 3287

                            #14
                            Re: Are we heading towards a physics-based, data-driven football simulation game?

                            IMHO, while RTP would be great, I don't think it's necessary to create realistic gameplay. 2k proved it in their 2k8 game. The gameplay and animations are very smooth and the proper animations trigger 90% of the time based on what happened on the play (i.e, the direction of a hit, the angle, consecutive hit tackle, etc.). I see this at times in madden, but many times, it's just random, and the animation does not fit the scenario. I've said this many times, but I will say it again. There is really a lack of polish on the player interactions in Madden. It's very twitchy and the players can appear to be very robotic. Not having consecutive hit tackling is a HUGE issue, along with the problems locomotion has brought to the defensive side of the ball.

                            I have no personal vendetta against Ian or Phil, but I have to admit that I too question the ability of the Tiburon development team. The same issues remain from years past and when something is implemented it is often implemented half way or broken. I don't give Ian and Phil a free pass at all especially when I hear them say, "we didn't work on online franchise because no one used it." That's just amazing to me, especially since they spent the majority of their cycle implementing something that no one wanted or would have cared if it wasn't in the game... Gameflow. That tells me that the direction of the game is managed from a money hungry executive who thinks he knows better than the 4 million customers who buy Madden.

                            Comment

                            • Only1LT
                              MVP
                              • Jul 2009
                              • 3010

                              #15
                              Re: Are we heading towards a physics-based, data-driven football simulation game?

                              Originally posted by adembroski
                              I imagine once we start seeing real time physics they'll take an approach similar to NHL by making a 3 year process.

                              Personally, I'm much more interested in physics based blocking than tackling. The Pro-Tak does a better job of mirroring NFL tackling than the engage/disengage blocking system does of mirroring NFL blocking. I can live with Pro-Tak for a year or two if blocking is addressed first.

                              I don't think there are any inherent "engine" problems that prevent the use of RTP. The phrase engine primarily comes from FPS gaming in which many games are built on top of the same basic code... an FPS "template", if you will. Madden is not built on a "template", but rather, it's a collection of customized, Madden specific systems that can be modified independently (as we've seen with run blocking and locomotion this year), though not without an effect on other systems (as Locomotion has had on defense this year).

                              One thing I'm not happy about with the existing locomotion system is that it wasn't done "all the way". There's still an arcadiness too it in order to maintain responsiveness. That responsiveness means that offensive players have a distinct advantage as the defense must react more quickly than in real life.

                              Personally, were I to create a "3 year plan" from here, I'd begin with expanding Real Assignment AI to all positions and situations, and then start looking into RTP. I believe comparing BackBreaker to NCAA 11 clearly shows that AI is a bigger roadblock to creating a great football game than is physics.

                              Regarding the first section I bolded. FPS are built on more than just one engine as well as all games are. Certain things, like physics lol, are just expensive, time consuming, and just flat out difficult for a dev team to do, so they will license one that has already been done, and proven to work. This is an avenue that I believe EA needs to seriously consider, if the prospect of doing it themselves is too daunting. Many companies do it. There is no shame in it. Getting back on point, whether it is an engine, or engines, the end result, isn't all that good, in my opinion, for Madden, so something still needs to change.

                              As for the second bolded section. This is probably the first time that I have seen someone other than me make this statement. For a while I thought I was in "I Am Legend" or something lol.
                              "You mustn't be afraid to dream a little bigger, darling."

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