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Football games have been very stagnant with the passing game for multiple gaming generations now. In 2005, Madden NFL 06 attempted to address this by introducing the vision cone. The purpose of this feature was to make the quarterback awareness attribute matter for human players. This was to address the lack of difference between using quarterbacks who have the same skill attributes, but different awareness ratings. It defiantly accomplished what it set out to do, in tweaking up the passing game and making a significant difference between Peyton Manning and a low level draft pick. However, consumer reception on the feature was generally split. Many loved the feature since it gave importance in using a quarterback that can see the whole field well, while those whom weren’t pleased with the feature felt it was double the amount of work to scan the field, look for the receiver, then throw the ball. One example is, they’ve already found their receiver, but then have to add precision split seconds to put the vision cone on them before they can throw the ball. It could also be said as well that the feature became a little bunk once you can automatically set the vision cone to look at a receiver, making it feel like a gimmick. In the aftermath, the change in the passing game was short lived, and the crowd that wasn’t in favour of the cone got their way in future Madden iterations. The feature slowly phased out in a couple of years and those that did enjoy the vision cone are calling for its return or something to make quarterback field vision matter for human users.
It’s 2010, and passing has largely felt the same as it did back in 1996 still. Quarterback awareness has no real importance still for human users, and icon passing is still the standard. Now the latter isn’t necessarily a real issue, after all if it isn’t broke, why fix it? But it’s been the same for such a long time that it’s good to ask does there need to be a new method in passing controls? After all, what’s the purpose of innovation if we aren’t going to make things better? A big criticism against Madden 11 is that isn’t doesn’t feel all that much different or improved from Madden 10, and may have even regressed. It doesn’t have the new fresh feel that truly makes a purchase of the next version worth it, and the defense is like Swiss cheese. While majority of the major issue for the gameplay in Madden aren’t really related to passing mechanics, and probably shouldn’t be a big focus for Madden 12 compare to other areas, that part of the game could use innovation to give it a new feel to the passing game. This should make Madden feel more different from then it has in the past, as well establishing a new level of fun for the passing game.
A major change to a major control scheme can be very beneficial and change the game series and sport genre it represents forever. Madden has done it before, going from passing windows to camera relative icon passing. Much more recent examples though is the EA NHL series. The development team have accomplished major success with its overhaul to stick control and shooting with the skill stick, because it brought users the feeling of having full control of controlling a hockey stick. When you want to deke left, you deke left. When you want to wind up a slap shot, you pull back then push forward to mimic the movements of a slapshot. When you wind up a wrist shot and pull the trigger, you felt the bend in the stick and the power of the release. You also control accuracy to a degree, depending on how straight you move the stick up when you shoot. This type of control scheme appeased both the hardcore hockey crowd as well the casual gamer crowd, because it was realistic, responsive and just flat out fun to use.
With controlling the stick movement, shot power, and accuracy to an extent, without moving your thumb off the right stick. There was very little use of buttons during gameplay. This was the type of change the series needed to turn it all around and turn its self into a premier game franchise series once again. This is what NBA Elite is attempting to do, by renovating the way you shoot and dribble the ball, and giving you full control in how the shooting and dribbling. You control the arc and accuracy of the shot depending on your movements with the right stick, thus taking away most of the randomization aspect of shooting in basketball games. It remains to be seen how much this impacts the series several years down the road, but the concept is intriguing to the general gamer.
So when we look at Madden NFL, as well NCAA Football, we have a passing system that has felt the same for a long time, and requires some tweaks and bolts in implementing some fundamental football aspects such as route based passing. Passing accuracy and distance is out of the users hands and is dependent on the game engine since users only have control of player to pass to, and direction to lead the ball. In the meantime, it’s most recent competitor Backbreaker has introduced a different type of passing mechanic, which revolves around the right stick. Their method is a system of moving the camera to focus on a receiver and moving right stick to pass to the target. Backbreaker as well is left with some control issues; since lob passes aren’t the easiest to pull off, and I’m not certain if you can lead receivers in a certain direction. Also accuracy is in control of the game engine. So all football games on the market currently have one thing in common, passing accuracy and distance are in complete control of the game user, with no user input factoring in. (Aside from precision passing in Madden) While it’s not a big drawback, this generation of sports games have shown giving users full control and reward for skill is an attractive attribute, and perhaps it’s time for users to have more influence on the throwing accuracy and throw power. Perhaps it’s time for users to have more control over the placement and release of the ball. Users should have the ability to put the ball anyway there want on the field. They should have full control on ball placement. They should have full control on throwing the ball away to avoid the sack, without having to throw to the sidelines.
It sounds great, but if this is to be done however, it’s important that controls are simple and don’t have a very extreme learning curve and very complicated to execute. It may have a learning curve to master, but it should be very simple to perform. It’s clear that the Madden development team wants to keep Madden controls simple enough for pick-up-and-play, and as it should be since complex controls aren’t all that fun, especially for one who doesn’t play much football games. This likely is the most difficult part and a major hurdle. It’s simple to propose a concept, but it’s another thing to make these concepts feasible and fun to use in game. Not to mention this isn’t going to be easy to master on first try most likely.
Nevertheless, I’m just gonna throw this idea out here. In the next post is my suggestion of a passing system that Madden NFL can use in attempting to rejuvenate the passing game, whether it next year, or in the future...
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