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One thing you would keep in Madden 13 for Madden 25?

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Old 02-10-2013, 01:41 AM   #25
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Re: One thing you would keep in Madden 13 for Madden 25?

Owner mode was sooooo overrated.

I want my football game to be about football decisions...not about how much ticket and food prices cost. That has absolutely nothing to do with the football aspect of it.

Dont get me wrong, there are aspects of the old games I miss, but setting prices for tickets, food and parking has absolutely no place in a football game.

As for connected careers....its good in theory, and there are alot of things to like about it, but I just foresee the continued messiness that dragged this years title down.

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Old 02-10-2013, 01:46 AM   #26
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Re: One thing you would keep in Madden 13 for Madden 25?

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Originally Posted by jpdavis82
This should be the intro to Madden 25

No, it shouldn't.
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Old 02-11-2013, 10:16 AM   #27
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Re: One thing you would keep in Madden 13 for Madden 25?

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Originally Posted by roll2tide
CCM vs Franchise Mode = marketing.

Online and offline franchises aren't one mode. They are simply accessed through a slightly simplified menu. But it's not like you seamlessly switch between them, move an offline to an online, export an online roster to an offline. They even operate on different planes, so to speak, with one having save issues with schemes or w/e that issue was.

Same for superstar mode. Its not like any of it is interchangeable and its not like you don't have to exit one to enter another. You can't change your Superstar to a normal CCM or branch a CCM into a Superstar mode 10 years in if you draft a once in a lifetime player.

All of this would be awesome, imo. None of it exists. CCM is nothing more than this years version of franchise mode.
Yup, and that's exactly part of what has enraged me this past year. They flat out lied to us over and over. "CCM is one new mode that combines the three previous modes," and also, "...before, we'd have to code for three different modes, where we now just code for one mode." Now, I even knew they were lying because other things they'd say would contradict and never add up properly - I'd call them out on here (and get blasted for it over and over, too). Fast forward to now, and we all know that I wasn't full of crap after all. We all can see it. It's clearly still three separate modes just repackaged, and the glaring, obvious proof is how they could never patch or fix all modes at once. It's always been one mode at a time getting worked on and would never affect the other mode. Actually, the first proof of it was that they had (and still have to) do separate rosters for each mode.

I guess, overall, if they change any ONE thing for the next Madden NFL game, it's this: Don't lie to me. Be men. Be grown ups like I am and just tell the truth.
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Old 02-11-2013, 11:06 AM   #28
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Re: One thing you would keep in Madden 13 for Madden 25?

Quote:
Originally Posted by cuttingteeth
Yup, and that's exactly part of what has enraged me this past year. They flat out lied to us over and over. "CCM is one new mode that combines the three previous modes," and also, "...before, we'd have to code for three different modes, where we now just code for one mode." Now, I even knew they were lying because other things they'd say would contradict and never add up properly - I'd call them out on here (and get blasted for it over and over, too). Fast forward to now, and we all know that I wasn't full of crap after all. We all can see it.
The only true distinction, based on how the game was patched, is online / offline.

However, as I replied to the topic post, regardless of that choice, I can seamlessly transition from playing as a player to playing as a coach at any given point in a CCM (though if my previous player or coach is created he is removed from the league). QED, the modes are combined.

Playing CCM as a player is the equivalent of Superstar mode. Playing an online CCM as a player is the equivalent of Online Superstar, a mode that previously did not exist. Playing CCM as a coach is equivalent of Franchise; the option to play CCM online as a coach is the equivalent of Online Franchise. The same logic for player progression, scheduling, team management, draft, free agency, etc. drives each mode. The exact same screens are used to interact with each mode. The only two things that change are how the user interacts with the mode and whether the game saves locally or to a server.

With neither of us having access to the codebase for the game, I don't see how you can accuse EA of lying here, there's demonstrable proof that they accomplished exactly what they set out to with the combination of three modes into one.

Quote:
It's clearly still three separate modes just repackaged, and the glaring, obvious proof is how they could never patch or fix all modes at once. It's always been one mode at a time getting worked on and would never affect the other mode. Actually, the first proof of it was that they had (and still have to) do separate rosters for each mode.
I imagine, rather, that EA Austin gave priority to bugs they felt important to fix, alongside the new features to the mode that were added midstream, as most other development studios do. No dev team can fix every bug of a product. That doesn't excuse the bugs from existing, but it's a reality in software dev - particularly in games - that a product must release by X date, and the team only has until Y date to support it alone before it must move onto the next product. The one example of a product shipping only "when it's done" - Duke Nukem Forever by 3D Realms and Gearbox - is demonstrable proof that deadlines are a very necessary component of building a game.

I also imagine that CCM could have seen more support had there not been such a public outcry for the addition of new features to the mode such as fantasy draft and player editing (I raise my hand guilty as charged for wanting player editing added to the game, however).
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Old 02-11-2013, 01:30 PM   #29
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Re: One thing you would keep in Madden 13 for Madden 25?

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Originally Posted by Stampede_94
Gameface was a very cool step in the right direction for the franchise so keep that and improve upon it to where we can have multiple scans used instead of just one face.
hopefully you can change your skin tone next year lol
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Old 02-11-2013, 01:33 PM   #30
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Re: One thing you would keep in Madden 13 for Madden 25?

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Originally Posted by jpdavis82
CCM combines all 3 modes, SuperStar, Offline & Online Franchise. That's why CCM is a lot better. The people that played online Franchise in Madden 12 felt so jobbed because offline and online were completely different in terms of functionality. CCM will allow EA to improved each mode simultaneously and not have to only focus on one element, superstar vs offline vs online.

CCM is a huge addition to Madden and I think in the next few years many more people will understand why CCM was made.
I absolutely hated ccm when I first bought madden but now I can't stop playing it. hopefully you can us custom playbooks next year for offline
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Old 02-12-2013, 09:32 PM   #31
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Re: One thing you would keep in Madden 13 for Madden 25?

I loved not having potential ratings.
The current progression certainly isn't perfect, but it's miles ahead of Madden deciding if a player will be good or not before he has played a snap. NCAA draft classes sucked because of potential, anything after the third round was just preseason fodder, and the only decent player you could get 4th or later were return guys with D-F potential who would lose 10 points of speed after year 1. But I digress.
I wouldn't necessarily keep the current system, but I'd sure as hell lee potential away from Madden. Far, far away.
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Old 02-13-2013, 05:23 PM   #32
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Re: One thing you would keep in Madden 13 for Madden 25?

Being able to watch the postgame celebration after the Super Bowl without white knuckling the ps3 controller in anticipation of a crash.

Both myself, and my playstation would appreciate this feature in Madden 25.
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