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Madden: Replicating Real Life

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Old 06-20-2012, 05:22 PM   #9
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Re: Madden: Replicating Real Life

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Originally Posted by Yeats
Haven't people been asking for all that since forever? I'm honestly interested in hearing how this thread is any different.
The most obvious have been included but there is numerous other facets that need to be addressed that are less "known". LBzrule is a excellent writer for the nuances of the defensive position. So his points and know how would be great additions to this thread.
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Old 06-20-2012, 05:29 PM   #10
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Re: Madden: Replicating Real Life

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Excellent thread phobia and I will be writing some organized thoughts here as soon as work settles down :-)
Get them posted and I will get them added to the post.
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Old 06-20-2012, 05:46 PM   #11
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Re: Madden: Replicating Real Life

I would like to see a bigger focus for "gameplanning" for each team you face every week.

One way to do that is by designing your offensive and defensive play call sheets for each team you are going to face. I think it would be a good departure from the decade old 3 play call menu look we have always had.

Billick: playcalling sheet video
http://msn.foxsports.com/topics/m/vi...ling-sheet.htm


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Old 06-20-2012, 05:55 PM   #12
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Re: Madden: Replicating Real Life

Great thread Phobia, maybe there is some way to condense "Replicating Real Life" into a votable standard for Madden on the EAGC site. I know that may sound like I am being snide because why would a standard for realism need to be voted on for creating a simulation but that seems to be the reality of the situation.

Now, you MUST add penalty representation to the OP.

Also, they need to introduce a more natural pace to the game and eliminate that "rushed" feel for just getting the game over with. I don't see why anyone that doesn't enjoy football processes, would be playing a simulation football game. Pace, tempo, flow or whatever you want to call it, is vitally important to replicate real life in this game. Instant audibles, other LOS adjustments and all applicable football processes in Madden, have got to be replaced with a better representation for the timing needed to communicate them in-game.

Which brings me to making things in-game necessary. Gamers "skip" or button through so many things in Madden because they are implemented in a way that makes them irrelevant. The challenge of communicating adjustments on the field has to be realistically greater then performing those duties on the sideline (represented by the playcall screen in-game), to inherently promote gamers to make better use of the sideline menu.
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Old 06-20-2012, 06:11 PM   #13
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Re: Madden: Replicating Real Life

Great post, Phobia, agree completely. Suspensions/fines should be added to heighten Madden's realism.
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Old 06-20-2012, 06:23 PM   #14
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Re: Madden: Replicating Real Life

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Originally Posted by Big FN Deal
Great thread Phobia, maybe there is some way to condense "Replicating Real Life" into a votable standard for Madden on the EAGC site. I know that may sound like I am being snide because why would a standard for realism need to be voted on for creating a simulation but that seems to be the reality of the situation.

Now, you MUST add penalty representation to the OP.

Also, they need to introduce a more natural pace to the game and eliminate that "rushed" feel for just getting the game over with. I don't see why anyone that doesn't enjoy football processes, would be playing a simulation football game. Pace, tempo, flow or whatever you want to call it, is vitally important to replicate real life in this game. Instant audibles, other LOS adjustments and all applicable football processes in Madden, have got to be replaced with a better representation for the timing needed to communicate them in-game.


Which brings me to making things in-game necessary. Gamers "skip" or button through so many things in Madden because they are implemented in a way that makes them irrelevant. The challenge of communicating adjustments on the field has to be realistically greater then performing those duties on the sideline (represented by the playcall screen in-game), to inherently promote gamers to make better use of the sideline menu.
Penalty and Game Pace added to OP BigfnDeal!

I agree with you on the condense "votable" standard. The numbers would be largely in favor of a more realistic game that is a given just because of the nature of the "online" community for madden. Which brings me to my next point, how much weight would that carry with the EA devs? Do they view it as the casuals would not vote and the vast majority of them would prefer the game to stay hyper speed & lack realistic elements with more "game" elements???
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Old 06-20-2012, 06:41 PM   #15
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Re: Madden: Replicating Real Life

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Originally Posted by Phobia
Penalty and Game Pace added to OP BigfnDeal!

I agree with you on the condense "votable" standard. The numbers would be largely in favor of a more realistic game that is a given just because of the nature of the "online" community for madden. Which brings me to my next point, how much weight would that carry with the EA devs? Do they view it as the casuals would not vote and the vast majority of them would prefer the game to stay hyper speed & lack realistic elements with more "game" elements???
I understand what you are asking and sadly the questions are relevant but it makes for such an absurd discussion about an alleged simulation video game. lol

Maybe there should be one vote topic of "Making an actual NFL simulation game" and another for "Changing the name to Madden NFL Arcade Football", so people like me can just STFU. lol

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Old 06-20-2012, 06:45 PM   #16
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Re: Madden: Replicating Real Life

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Originally Posted by Big FN Deal
I understand what you are asking and sadly the questions are relevant but it makes for such an absurd discussion about an alleged simulation video game. lol

Maybe there should be one vote topic of "Making an actual NFL simulation game" and another for "Changing the name to Madden NFL Arcade Football", so people like be can just STFU. lol
How right you are!
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