Emm... where to begin? Before I do, this is
a lot to read. I don't think any fan will get through it. But this is more for the game developers, where I think the game has got to be improved. I am posting it in as many forums as possible as well as emailing it to EA on a constant basis. If they don't get the message for Madden 12, maybe they will for Madden 13. I've also sent an email to 2K gaming about the possibility of doing a franchise mode from 1963-93 where you experience all the history of the game and draft real players.
It's getting boring playing Madden and I'm just not enjoying it anymore. The jump from All-Pro to All Madden is insane and I realized it wasn't me that was messing up, it was the game reducing all my players attributes under "player skill". Having tweaked both "computer skill" and "player skill", yet maintaining an overall difficulty of All-Madden, I made it slightly it more fair to the player... it punishes you when you mess up but it rewards you when you make the right decision.
Don't get me wrong, I have a life outside of PS3. I mean, I'm in college and play football too. It's not like this is all I've got. But I think someone has to point out every flaw in this game because Madden's Licensing Agreement means there are no viable competitors, which means they can be lazy and not care about improving the game because people are still going to buy it. It'd be nice to see some actual enthusiasm in the game development. Oh, and I'd just like to mention that any of these ideas are as much my room-mates (if not more) as mine.
1st thing would be to have game commentary a bit more coordinated. It's as if Gus Johnson and Chris Collinsworth were recorded separately, there's no flow.
The 2nd thing would be pre-game; it's far too limited. If you’re playing teams that are not in the same division or starting another quarterback, say Micheal Vick or Troy Smith, the game defaults to generic commentary. This is a step forward, but it’s very limited because there are more stories than a duel between gunslingers. While this is usually interesting, at times it is not the whole story on the field. For example, if I’m playing the Texans against the Titans, the styles of Vince Young and Matt Schaub are different and bear mentioning, but they’re not the only interesting aspect of the upcoming game. I’d love to hear pregame analysis of the match-up between Andre Johnson and Cortland Finnegan, Chris Johnson and Brian Cushing, or the offensive and defensive lines. If it’s not viable to conduct it player by player, then stick with quarterbacks, but compare them to other aspects of the opposing team. For example, Roethlisberger against the Raven’s linebacker core, Brady against Ryan’s blitzes, or Sanchez against the Patriot’s young secondary.
The 3rd Problem is the A.I. (particularly on All-Madden)
This is by far the biggest criticism and once again it goes to the desire to experience the game as a simulation. There are three main problems, overall A.I. skill and competence on offense and defense.
At the moment, the A.I. is too simple and at harder difficulties challenge is provided by lowering the actual skill level of my players rather than raising the A.I. This does make the game harder, but it does not add challenge to the affair. You don’t learn anything about your team or your opponent, instead you learn how to manipulate the system.
My first drive in every Madden game on the All-Madden difficulty starts the same way: screen pass from Weak or Strong I, followed by a screen from Singleback. This is merely to “teach” the computer to stop blitzing me so that I have time in the pocket. I don’t want to start every game this way. Furthermore, I don’t want to do it every game, week after week because I don’t want the other team to be men dressed in a different color from the men from last week who are susceptible to the same tactics. However, I do so because otherwise my offensive line crumbles under a deluge of linebackers and I am unable to move the ball. I’ve learned to work the game because it is what I have to do to succeed. Occasionally, it’s amusing, but it’s frustrating to know that the gameplans and personnel of the other team are irrelevant because I’m being forced to manipulate the system to succeed.
I feel like I’m being encouraged to do this because of the measures taken to raise the difficulty. I hoped to play a better opponent, instead I’m left with a poorer team and solace in the form my own
So, what I ask is better A.I. or A.I. more faithful to tactics of the instant team. The different teams possess different strengths, playbooks, and personnel and I’d like to see that become the focus. For example, I’d like to see Cutler lean heavily on Forte on third downs or for the Bears to hold and strip on defense to get turnovers.
As far making the A.I. smarter, I’d like for it to play me. It possesses the necessary data to understand how I play, why not integrate that knowledge into the play-calling because in doing so the A.I. will behave like actual coaches. In franchise mode, the game should be aware of how I’ve performed. If I’ve run a screen out of Strong I on the first drive in my last two games, then the A.I. of the third team should have a man on the flat and my halfback highlighted or a zone blitz. If I have fast receivers and favor drag routes, then it should use zone and highlight the receiver I rely on in that particular play. My offensive tendencies are available to online players, why not allow the computer to use them as well. Furthermore, well coached teams will have better strategies to combat my tendencies and will have studied more plays, while poorly coached teams will adhere to their gameplan by relying on tried-and-true tactics and individual effort.
As a whole, I believe that the way to make the game more challenging is to allow it to use the information available to it. I know what to expect when I play a particular team, it’s only fair that they be offered the same opportunity.
The A.I. on both sides of the ball is also suspect, but this is largely due to the players being handicapped at higher difficulty settings. On the offensive side, linemen should not become incompetent at higher difficulties. If they become overpowered or a particular side is overloaded and I’m sacked, then I accept that as superior play calling. However, they shouldn’t play in ignorance of the situation. For example, if Richard Seymour sacks me twice, then the center and a guard should team up against him on subsequent plays because blocking him becomes a priority. Instead, the A.I. will attempt to challenge him one-on-one, fail, shrug, rinse, repeat, punt. Either make the blocking more intelligent to changing game situations or allow me to highlight a defensive player that I want blocked. Actually, please do both. If I know that the defense is about to bring additional pressure with a linebacker, please allow me to tell them that he’s important, blitzing, and needs to be blocked.
The 4th problem is blocking on user-controlled runs, particularly because the big thing in Madden 11 was the all new run enhancement... why is my full back going out on a lead block, then cutting back and blocking a guy who won't catch me? He SHOULD be taking on an oncoming threat! This happens every lead-block run.
The 5th thing is the receivers and quarterbacks. Quarterbacks should not miss wide open receivers and open receivers should not drop passes. I don’t care if it’s the fourth quarter and some ridiculous algorithm kicks in that is determined to foster a fourth quarter comeback to make an interesting game. If I force a throw and it results in a turnover, then I’m fine with that outcome. However, to have my team suddenly reduced to mediocrity shatters suspension of disbelief. The only way to combat this is to micromanage each catch to sustain drives late in the game.
The 6th thing is that defense is incredibly frustrating as well, both stopping the run and the pass. One of the most frustrating things I’ve encountered on All-Madden is the computer’s omnipotence as ballcarrier. I’m willing to grant that if the computer tricks me and gains several yards that it was a lapse in defense and I have only myself to blame. However, more often than not, it will be painfully obvious where the rush is headed and despite my understanding and efforts it will nonetheless succeed. For example, if the computer is running between the right tackle and guard and I shift the box to the right and crash my line to the right, then Steve Jackson shouldn’t be able to run to that side, break four tackles, and score a touchdown anyway. If I’m trying to stop a run in Quarter then I should fail. However, in a 4-3, with the proper adjustments, it shouldn’t fall apart on a digital whim. Marshawn Lynch’s touchdown against the Saints was fantastic, but I don’t want to be subjected to it every other drive. This has nothing to do with me as a bad player, this has to with point 3. All Madden is hard because your team ends up playing like a high school team in the NFL. It's not the player's fault. The computer hasn't gotten better... the user-controlled team have just turned into a bunch of morons drooling into cups.
The 7th problem is defending the pass is, another irksome aspect of the game because of the capability of the computer’s O-line, the aforementioned fourth quarter comebacks, and ineptitude of the user’s corners.
On All-Madden, nose tackles and ends are ineffective at pass rushing despite the personnel used. I’ll concede that I shouldn’t be able to consistently pressure the quarterback with my line with teams that do not have the ability to do so. For example, I accept that I’ll need to blitz Orakpo on the Redskins to generate pressure, but it seems that is the rule rather than the exception. Quite frankly, it’s embarrassing to watch a substandard O-line ward off my defense and allow the quarterback several seconds in the pocket.
The amount of time allowed in the pocket leads to ludicrous performances by mediocre quarterbacks. Inaccurate passers will go on passing streaks because some ridiculous 4th quarter comeback logic initiates, which dictates that they become gods of the gridiron and perform unrealistically well. I don’t mind if such performances were limited to accurate quarterbacks, but it seems that everyone is able to perform this well. I don’t mind if Manning does it, but watching Shaun Hill do it rings false.
The above complains are exacerbated by poor corner play at higher difficulties. Once again, I don’t mind adhering to the belief that CBs can’t catch. If we’re doing that, fine. My All-Pro CBs don’t need to pick everything that comes near them. I’m even willing to forgive the moments when an easy pick falls from between their hands. What I find atrocious is the poor corner play that occurs on simple routes. For example, on a goaline pass to Desean Jackson where I’ve adjusted accordingly by pressing coverage, shifting the zones, and highlighting him, he shouldn’t catch the ball anyway. The play was a simple curl route from the shotgun. He ran his route and Brandon Flowers followed him until both had completed it. They both stood in the endzone anticipating the pass which was subsequently thrown. Now comes the problem, it’s a bullet to Jackson that’s being thrown well after the element of surprise has expired. Flowers doesn’t budge. He isn’t raising his hands, he isn’t stepping forward to try for the pick, he isn’t jumping or even attempt to bat it down. I understand that this is part of the make-it-challenging-by-making-my-players-worse strategy so, unfazed, I click onto him to remedy the situation. To my surprise, pressing the appropriate button doesn’t yield the correct animation, instead he remains crouched and jerkily raises his hands to his chest and promptly lowers them as the balls sails over his helmet into the hands of Jackson. Touchdown.
Its little things like this that aggravate, rather than challenge. It is difficult, but that difficulty is derived from an unfair situation rather than greater skill.
Also, as a small aside, the game seems to be fond of play action end-arounds when we play. I don’t mind the play itself, however, the camera shifts to follow the quarterback, then the wide out, and then it returns to the quarterback. This succeeds because it’s incredibly disorienting for me as a player because I’m at the mercy of the camera. I’m susceptible to play actions. I’m greedy for sacks and tackles behind the line, so I will usually hunt down whoever I believe is carrying the ball and will usually bite on play fakes. However, this play only succeeds in making me dizzy. It’s like watching a magician rather than football.
I also feel the zone coverage is appalling. The zones don't seem to change with down or distance. For example, I'm defending against the Colts and it's 3rd and 3. I'm assuming they're going to pass so I sit back in cover 2. The hook zones should be protecting the area before the down-line. However, they're way back as if it were 3rd and 10. Instead I have to sit in man, and any inside route is a guaranteed 1st down as a result.
The 8th thing is that the weather should be more than just cosmetic. At the moment, weather may throw off the timing of the occasional play and cause a few fumbles, but otherwise its effect on the teams is negligible. The one exception here is the wind, it’s infuriating to see an errant pass because of blustery conditions, but it’s understandable and realistic. Rain and snow, however, seem to be irrelevant.
In my opinion, games where there is moderate rain should remain the same; a few fumbles, but otherwise the effect is negligible. However, games played in heavy rain should have a greater effect on the players. In ’83 the Jets and Dolphins played on a wet and muddy field that prevented the Jets from using speed to best the Dolphins defense. Why not have a similar decrease on speed for the away team because they are unprepared for it. Or give the player a choice in whether or not to place a tarp over the field with the risk that choosing not to do so will result in a decrease in speed and acceleration for both teams because of the conditions. The decrease would affect the home team less than the visitors because of preparations during the week against those conditions. A similar option should be given for games in snow and heavy snow with similar repercussions.
Also, the temperature should have a greater effect on the teams than it currently does. Games in the cold are bitter, trying affairs for teams and that isn’t reflected on-screen. For example, the Cardinals shouldn’t be able to cope with 10° weather as well as the Bears because, despite their preparations, they’re not conditioned against it. Southern teams should experience decreases in their toughness, resistance to injury, and morale when playing in weather conditions to which they are not accustomed.
Similarly, Northern teams shouldn’t be unaffected by having to play in 100° weather at the beginning of the season. Their morale should also suffer, they should become more injury prone, and succumb to fatigue faster than their counterparts. The home team will also become fatigued quicker, but not nearly as quickly as a team that has not been playing and practicing in the weather.
Finally, this is more of a pet peeve rather than a criticism, but Southern teams should play their first 6 games or so in their white uniforms so that the visitors have to play in colored jerseys in the heat. There should only be a marginal effect from jersey color, if any, as it is already accounted for by the temperature.
The 9th thing is the audibling system! WHY DID YOU TAMPER WITH THE AUDIBLING SYSTEM!? Now when I play my friends they all know what I'm doing? It takes any kind of secrecy and skill out of tricking your opponent.
The 10th thing I'd like to address is the relatively lazy approach the franchise mode. I would like to see updated rosters in franchise mode, not from online, based on how well my athletes are performing... similar to the development of players in the FIFA games. I want to see continuous assessment and development rather than end of season jumps or falls. In FIFA, you will receive messages from coaches telling you a player is over/under-performing and if his form keeps up he will improve or get worse as a player and that you should keep playing him or consider dropping him for awhile due to his morale. That's realism.
I would also love a bit of interaction between you as head coach and the board. Don't have your sponsors delegate how you want your season to turn out. Let the board decide what they want in your franchise, who they really want you to beat.
Have your scouting be more than just how good a player is. Let the scouting be for where you need players, what players will adapt to your game style, where you'll need to develop someone as an understudy of an ageing player. I don't think development should be granted as "A, B, C, D, E, F". Because, if this season taught us anything, it's that with the correct training and the correct choice of player into your style, the player can be one of the best. I ask you to recall Legarrete Blount, Arian Foster or, further back in the timeline, Housmandzeah. Some players just fit in with teams and it's important that development is based on continuous performance, not just by lettering their potential.
Also, locker room influence is a huge thing. If players are bad influences, they can bring down team morale or their particular core of play (WR's, LB's) etc. The opposite goes for great locker room influences. You should be left with tough choices of having to get rid of great individuals who don't fit your team (Randy Moss as an example).
I'd also like to think that hiring new coaches, bring in new playbooks. They're not going to use their predecessor's playbook, maybe parts of it but not the entire thing. I think that'd be a really cool insertion to the game.
My last problem is Vick (not just because I'm a Giants fan
) but because when playing online, anybody can sprint backwards with him and then throw a pass from anywhere or any stance and complete it for a huge gain because your entire team's A.I. is too darn stupid and all think it's a mucked up QB scramble. All your linebackers blitz (regardless of zone coverage) and your DB's just don't pay attention to the man you're marking. It's so unrealistic it's laughable and I have lost games online, not from being beaten by superior skill, but from being beaten by players who exploit every glitch possible.
Including money plays such as the 4 Verticals where the TE does an elbow or slanted post route. My friend and I spent an entire day trying to work out a defensive play that would beat that pass... and it only worked if you knew it was coming up and controlled the MLB or the F/SS and broke up the coverage. We tried everything with the Steelers', Ravens' and Jets' defenses and nothing could stop the play. When playing the computer it saddens me that my offensive arsenal has been reduced to 8-9 different passing “money” plays with a power-o (to the left as that always works better for some weird reason) as my main type of run. It's not enjoyable! It's boring and monotonous to play every game with the same set of plays because you know that no matter what the defense is doing, the other plays don't work. You end up having to stick to the same routine plays that, if an actual team were playing you, they'd have all of them scouted and a system to break them down. I want realism! I want something that will test me continually. I want to have to come up with different game plans based on my opponent. I want to have to change tactics in an actual game because mine aren't working. I want to pick out weaknesses in the opposition and expose them. I want them to use their strengths to their disadvantage by creating weaknesses. That is football! I fell in love with football because it was like a game of physical chess. Not because of money plays or glitches. I love this game because it's a game of tactics and psyche. Madden doesn't depict that. Franchise mode is boring and dull. You should be able to choose how realistic you want your franchise to be so that beginners won't be over their head and vets or passionate fans can be challenged with proper game preparation.
Within a game I think there should also be a momentum system. Football is never played on an open field. There could be pre-game momentum (home ground, rival history, home advantage in playoffs) and in game momentum. Sometimes when you're on a field and you're coming up second best every time, 1 big play can change the entire momentum of a game. You get psyched up and you start to play better because they're on the back foot.
My Ideas are below:
Pre-Game
Home field advantage, momentum in home-team’s favour, dependent on how well both teams are performing throughout season, rival game.
Momentum could very well be with away team, i.e, Rival game and away team has a win against rivals at home, away team has better record, away team on winning streak.
If home team has beaten rival away, has better record team, is unbeaten or on winning streak then momentum is greater.
Great home record as opposed to away record, momentum at home is far better than away.
On Field
Defence
3 and out, interception, pick 6, recovered fumble, big run stop, sack, Offensive penalty, Goalline stand (below), force long offensive drive into FG, force a dump off pass, bat down the deep pass, yards conceded dependent (hold offence to 3- yards on any play; momentum shifts), prevent 3
rd or 4
th down conversion or a big play by defensive presence player; momentum shifts in favour of team defending.
Offense
Quick drive downfield, passing hot streak, gains of 4+ yards per play, consecutive 1
st downs, touchdown, broken tackles, good blocks, touchdown on goalline (below), deep pass completion, recover fumble, late score to tie or lead game, kick or punt return for high yards or TD, penalties against the defense, successful 3
rd or 4
th down conversion or a big play by offensive presence player; momentum shifts in favour of offense.
O&D
Multiple unanswered scoring drives, field position (i.e. turnover, punt return, kick return, deep punt, deep kick)
Effects of Momentum in Game
Team with momentum:
Receives greater all round awareness
Offense:Improved QB accuracy
Improved blocks (more time in pocket, greater blocks for run game; both harder and stronger)
Improved Blitz pick-up
Improved Catch In Traffic
Fight For Extra Yardage as skill player
Improved Elusiveness
Less Chance of Fumbling
Defense:
Improved Play Recognition
Improved Block Shedding
Improved Blitzing
Improved man and zone coverage (awareness)
Improved tackle power (harder hits forcing more fumbles, injuries, and preventing tackle shedding, etc.)
Team Without Momentum:
Receives Less all round awareness
Offenseecreased QB accuracy
Weaker Blocks
Blockers don’t recognise blitz packages (more severe depending on how little momentum is in their favour.)
Receivers lose composure in traffic
Running backs don't fight for yardage
Elusiveness decreases.
Defense:Play Recognition decreases
Coverage Weakens
Weaker Blitzes or easily recognized blitzes.
Mediocre tackles, possible shedding of tackles.
MOMENTUM COMEBACK
If a team is behind going into the second half or late in 4
th quarter the momentum bar flashes the color of the team without momentum, meaning the team is determined and fired up, regardless of the previously existing momentum. The momentum will be 2/3 or 3/4 in favour of the losing team (2/3 if it’s the away team, ¾ if it’s the home team). If the comeback is stopped defensively (3 and out, turnover, etc) or offensively (touchdown on comeback defense) the comeback ends. However, if the comeback team scores a touchdown or stops the offense on the first drive of the “momentum comeback”, the bar continues to flash as the team continue their comeback. It only ends when there are successfully stopped. The opposing team’s abilities will be dependent on the previously achieved presence of each player on the field. If a player(s) on the winning team has(have) high presence, he(they) will continue to play well and step it up a gear to try and stop the comeback. The “Momentum Comeback” will only occur if the team is no more than 2 scoring drives behind.
Goal Line
Pre-Goal-Line Play:
Momentum in favour of defending team: goal-line stand will be tougher and harder to score
Momentum in favour of offense: goal-line play will be smoother and have a better chance of coming off.
During “Momentum Fight Back!” both teams will be stepping it up a gear and the momentum bar will remain in neutral zone.
Post-Goal-Line-Play:
Large momentum shift for defense if FG or turnover
Large momentum shift for offense if TD
Successful play increases presence of playmaker in that situation
` HB, WR, TE, FB or QB scores, then higher presence in next goal line situation
LB, DL, DB makes stop, higher presence in next play if stop was made on first or second down
If the stop was made on 3rd down and the FG was conceded, the player will have presence throughout the next goal-line defense.
Presence
Presence is based on how a particular player is playing on the field. There will be certain star/presence players on each team (Example: Ray Lewis and Ed Reed on the Ravens Defence will already have great presence). Each team starts off with 4-6 presence players on the team (no more than 3 on either defense or offense) as well as a possible presence player on Special Teams if your player is particularly deadly at returning kicks. Other players on the field can obtain in-game presence by performing well in that game. Consistently high in-game presence performances reward you with presence status for that team.
Play-Off Presence
Presence status during the play-offs can be easier to obtain as some players just step it up a notch when it comes to the play-offs (example Tramon Williams of the Green-Bay Packers.) There is no limit on Presence Players during the play-offs. Whoever has stepped up and really dragged their team to the Superbowl is a force to be reckoned with. These will be the players that stepped up, made the big play and got their team to the greatest show on earth.
For Defense: A Big Hit
A Forced Turnover
A Sack
Run Stop
Tackle, stop or prevent catch by offensive player with high presence.
Tackle, stop or prevent catch by offensive captain
TFL
Defensive Touchdown
Open Field Tackle
Batted down deep pass
Consistent shutting down of receiver
Pancaking blocker
Forcing a pick by tipping a pass or hitting the QB
Prevent 3
rd or 4
th Down Conversion
Preventing the TD
Individual Goal-line stand (batted pass, run stop, sack, etc.)
For Offense: Broken tackle
Pancake block
Avoid sack
Run for consistent gains of 4+ yards
Big run play 10+ yards (presence increases more depending on how much yardage gained.
Run for TD
Broken or avoided tackle, catch in coverage by defensive player with high presence
Broken or avoided tackle, catch in coverage by defensive captain
QB Hot streak
QB deep completed pass
QB pass for touchdown
WR catching hot streak
WR catch in traffic
WR catch bad throw
Catch TD pass
Be a part of a 3
rd or 4
th down conversion
All of the above will increase a player’s presence throughout a game. Presence is completely independent of momentum, meaning it is not affected by it. If a player is playing outstanding and doing everything right but his team are underperforming, his presence will not decrease. Sometimes it only takes a single player to spark a victory.
In-game, presence can also be situation-specific. For example, one player was the difference between a 3
rd down conversion being successful or failing. If on D, he stopped the 3
rd down, he will gain presence on the next 3
rd Down conversion he faces. If on Offense, he was involved in the 3
rd Down conversion, he will have presence in the next 3
rd Down conversion he faces. The same applies for goal-line (below), 4
th down conversion, a long down conversion (deep threat), etc.
Consistently high in-game presence rewards the player with an increase in player overall: rookies will develop quicker with high in game presence, experienced players will develop slower or not at all regardless of how consistent their in-game presence is. Player’s overall will decrease if their in-game presence has been consistently low and have been underperforming. In-game presence is a contributing factor to player morale (see below).
Effects of Presence
Presence affects players differently than increasing stats. Presence players can cause greater changes in momentum during a game by firing up their team or the position core. For example, Ray Lewis puts a big hit on Mendenhall, the entire linebacker core gets juiced up. Troy Polamalu intercepts a pass, the secondary gets fired up. Players that aren’t considered “Presence Players” can still change momentum of a game but not as effectively as a “Presence Player”. However, if a player is playing well in a particular game like a WR getting on a hot streak, he can become an in-game presence player. His plays will now alter momentum and poor momentum will not affect his abilities in that game.
Presence should not just be awarded to quarter backs because they are the hub of the offense. For example, Mark Sanchez is not a Presence Player, he doesn’t spark an offense. On the Ravens, Joe Flacco is not a Presence Player for the same reason but Ray Rice is a Presence Player.
Morale
Morale is a continuous assessment of team and players throughout season. It is based on form, divisional standings, conference standings, winning or losing streaks, rival game outcomes, injuries to Presence Players, upsets (David-v-Goliath), home losses, away wins and Play-off appearance. Your morale is portrayed on a scale of 1-10, 1 being terrible, 10 being super-confident. Teams with 10 morale are teams guaranteed of a play-off spot early enough in the season, unbeaten teams, etc. Teams with 1 morale are teams who are bottom of their division, on a losing streak, no wins, etc.
Morale affects your pre-game momentum, how strong your “Momentum Fight Back!” can be, how much Presence Players can impact on the team’s momentum, how confident a team will be in division games, pre-game presence of players (particularly rookies), and pre-game presence of QB. If your morale is terrible, your team could go into a home game against a big opponent with little or no pre-game momentum.
High morale can have adverse effects however. A team with high morale might become complacent, cocky and underestimating of their opponents. It is important that coaches, captains and Presence Players maintain concentration and a competitive squad harmony when facing weaker teams. Weaker teams will also try to cause the upset and force a stand against bigger teams and their Presence Players will try get the team to step up a gear and keep the momentum away from the bigger team.
Current Team Personality (coincides with morale):
A small description of the general personality of the team week in, week out ranging from unconfident to over-confident. In between there will be hungry, confident and super-confident or something along those lines. This will tell you if a team is vulnerable to a mental lapse or physical lapse during the game or not.
Unconfident is a team underperforming. This is a team who just can’t kick-start their season.
Hunger means the team has something to prove and have perhaps been unlucky. They want to cause the upset and want to get back on track and may throw a few surprises your way. However, beat them early on and parts of the team will give up.
Confident is a team performing to its abilities. A team who know what they’re capable of and don’t intend on losing too quickly.
Super-confident is a team on its way to the play-offs or superbowl or a team over performing. They’re playing well, they’re focused, they’ve faith in each other, quite a few Presence Players, a well-oiled machine looking to bulldoze through opponents and who don’t start getting too cocky until they know the game is their’s.
Over-confident is a team who have won the superbowl or who are unbeaten on the way to the play-offs. A team who have proved to everyone they are one of the best in the league. They showboat and steamroll over teams but possibly have yet to experience some proper competition. A giant waiting to be slain.
A team can be “Hungry” but have a morale of 7 or 8. It doesn’t completely coincide with morale. It could mean they want to win a game and they believe they can in their next game.
Playoffs
If your team makes the play-offs, your morale goes up to at least 8/10. If it is higher than that before the play-offs begin, then your morale stays at what it was. As mentioned above, as you progress through the playoffs, you will gain more Presence Players on the road to the Superbowl depending on performance. If your team is playing at home, you will have Pre-game momentum. Momentum shifts in-game are more severe than in the regular season and morale will grow with each win, regardless of opponent.
Superbowl
By the time the Superbowl comes around, you will have greater than 6 Presence Players, high morale and pre-game momentum will be neutral. Pre-game presence will be decided based on previous play-off performances. Momentum will shift severely throughout the game and “Momentum Fight Back!” might kick in earlier than in the 4
th quarter if the team are trailing by a lot of points. After all, it is an all or nothing game.
The following season, the team who has won the superbowl will have high morale. However, they can succumb to the Superbowl Hangover, going into games with over-confidence against even the biggest teams in the league. The team that lost the superbowl will lose morale but will remain level-headed as a result, taking games seriously and will be tough opponents in most games.
Rookies
More affected by morale, lower game ‘presence’, more susceptible to failures on field
WR’s who drop multiple passes will run subsequent routes poorer
O-Line who have allowed sacks, who have been blocking poorly, who have been pancaked will underperform and be easier to beat
Rookie defensemen will perform poorer if 3rd down conversions are allowed because of them
CB allows WR to make catch
LB misses tackle, tackle is shed etc.
Pass caught defender’s zone
RB breaks a rookie’s tackle
All of the above are subject to vice versa.
Streaks
Rookies performing very well, multiple catches, multiple stops, etc. become more confident, perform better and gain more presence. Momentum will shift gradually with team confidence in rookies. If rookies are playing particularly well in a certain team, squad morale will gain an extra boost.