Madden NFL 10 Blog: Player Momentum

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  • green94
    MVP
    • Feb 2004
    • 3131

    #76
    Re: Latest Madden NFL 10 blog: Player Momentum

    Loved the quote at the end referring to a Head Coach never playing Madden beating one of those guys on the Madden Challenge!

    Comment

    • marktg30
      Banned
      • Dec 2005
      • 3945

      #77
      Re: Latest Madden NFL 10 blog: Player Momentum

      Originally posted by green94
      Loved the quote at the end referring to a Head Coach never playing Madden beating one of those guys on the Madden Challenge!
      Amen!

      Comment

      • Cryolemon
        MVP
        • Aug 2008
        • 1669

        #78
        Re: Latest Madden NFL 10 blog: Player Momentum

        Originally posted by shotgun styles
        I'll repeat my question:

        Does the CPU have to play with these physics in Madden mode, or can the CPU just start compressing animations when it gets out of position?

        Having great momentum is useless if only the human controlled players have to abide by it.
        I can't see why they'd let the CPU cheat it.

        Comment

        • Ian_Cummings
          MVP
          • May 2008
          • 1919

          #79
          Re: Latest Madden NFL 10 blog: Player Momentum

          Originally posted by Guillotine 1
          I am being as understanding as I can. 2K5 did this right. FIFA does this right..nevermind...
          Good feedback.

          FYI, the ballcarrier has an entirely different set of cuts and plants as soon as you let off of the stick or slow down...so you don't have to "turn" when you want to go somewhere. This blog was geared specifically for turn rates. You can call it rushed...it still took me over an hour to capture and write everything (on my busiest day so far of the year).

          Regardless, to your point about not blending correctly based on having a certain foot forward - actually to my knowledge no game accurately does that. It is something that is given away for responsiveness. Meaning, if i have a juke animation that starts with my right foot on the ground, and I am running in a sprint, it will play that same animation whether my right foot just left the ground or whether my left foot is down - and blend appropriately. I actually talked with FIFA guys about this once...and they prototyped this - it just felt miserable to do something on your controller, and sit there and wait for a guy to complete a full phase of locomotion before he responds to that command.

          It would be similar to an NBA game waiting to make a move until the ball was up in your hand...responsiveness would likely suffer too much.

          I bet some of you guys would probably dig it though.

          Comment

          • Ian_Cummings
            MVP
            • May 2008
            • 1919

            #80
            Re: Latest Madden NFL 10 blog: Player Momentum

            Originally posted by shotgun styles
            I'll repeat my question:

            Does the CPU have to play with these physics in Madden mode, or can the CPU just start compressing animations when it gets out of position?

            Having great momentum is useless if only the human controlled players have to abide by it.
            User and CPU share the same model.

            Comment

            • Ian_Cummings
              MVP
              • May 2008
              • 1919

              #81
              Re: Latest Madden NFL 10 blog: Player Momentum

              Originally posted by LBzrule
              Hey man, much thanks for showing how it will impact defense!!
              That was actually just for you.

              I was going to do ballcarrier only but I thought about your last few posts.

              Comment

              • CapnKill
                MVP
                • Feb 2006
                • 1173

                #82
                Re: Latest Madden NFL 10 blog: Player Momentum

                Another step in the right direction! Don't be afraid to look at more of the PS2 game for ideas, it did a lot of things very well

                I know one of your goals is for people to stop comparing Madden to NFL2k, but it should also be to stop comparing Madden NG w/ the PS2 version...

                Comment

                • NYG34
                  Rookie
                  • Mar 2009
                  • 52

                  #83
                  Re: Latest Madden NFL 10 blog: Player Momentum

                  Ian i have a quick Question will their be any crowd noise in the game. cause madden 09 crowd is dead. and i really hope u guy were able to fix that

                  Comment

                  • LAKE4742
                    MVP
                    • Aug 2008
                    • 1325

                    #84
                    Re: Latest Madden NFL 10 blog: Player Momentum

                    Yeah, the robotic movement progression over the last 3 years is so evident in the vid. No more robots-this is football!!!!

                    Comment

                    • shotgun styles
                      Banned
                      • Sep 2008
                      • 1693

                      #85
                      Re: Latest Madden NFL 10 blog: Player Momentum

                      Originally posted by Ian_Cummings_EA
                      User and CPU share the same model.
                      Righteous, Baby. I'm good to go then...

                      Comment

                      • BezO
                        MVP
                        • Jul 2004
                        • 4414

                        #86
                        Re: Latest Madden NFL 10 blog: Player Momentum

                        Originally posted by ghostlight85
                        I watched the videos a few more times and I still am happy about the overall impact I think it will have on the game, but I also want to float an idea.

                        Top runners like LT and in the past guys like Barry Sanders don't run like that. They would if they were making turns to stay at top speed, but there should be some system where I can control them like the run in real life. They need to make sharp, change of direction cuts and this should be built into the foot plant thing. They do need to slow down to do this, and explode out of it. The problem is how to trigger the animation from a user end without just pressing a button. Juke moves are there, but I'm talking about just agility based cutting and acceleration based explosion out of the cut. This is where most runners pick up yards, not from a juke or a truck. I don't think with the current controls it is possible to effectively run like Barry Sanders, even when using a player with a comparable rating set to what he would have had.

                        The only thing I can think is to add some sort of trigger modifier to enable the foot planting to be more dominant in the running style. So with no trigger the player would run much like what you showed in the video. But with the trigger on, a cut would result in a foot plant and then release the trigger and run/sprint to explode out of it. Pressing the button shouldn't make an animation of a cut happen, just enable foot planting so that a sharper cut will be the result when i change directions with the left stick, rather than one of the rounded turns as in the video.

                        Just an idea.
                        Originally posted by adembroski
                        He's not making cuts in these videos. This is to illustrate you can't just instantly change directions while running full speed anymore.

                        I specifically asked on twitter, "Can I lay off the stick a bit to get my guy to plant and make a cut?", and he said yes, that's exactly how it works.
                        Originally posted by ghostlight85
                        If that's the case, and it works well, then I'm fine with that. The problem is that it's such a tricky feel to manually decelerate, cut and go without losing too much speed for it to be effective. It's hard to get just right, and I'm just worried that often even if you feel like you timed it right and everything it will still seem like you don't get that plant and go feel.
                        Yeah, I expected to see much more cutting & less turning. No way I want to be responsible for decelerating to see a cut animation. I'd prefer the deceleration be automatic when you attempt to change direction. This is not what I was hoping for.

                        So, for those who play Super Star mode and pick a WR, when they run their routes, they'll have to decelerate before breaks?

                        And ghostlight, I too want a modifier similar to FIFA or NBA 2K. Maybe when using it, a player could run more under control in preparation for cuts & such.
                        Shout out to The Watcher! Where you at bruh?

                        Comment

                        • NYyankz225
                          Pro
                          • Aug 2008
                          • 555

                          #87
                          Re: Latest Madden NFL 10 blog: Player Momentum

                          Originally posted by NYG34
                          Ian i have a quick Question will their be any crowd noise in the game. cause madden 09 crowd is dead. and i really hope u guy were able to fix that
                          What does this have to do with Player Momentum? You've asked this 3 times in this thread already.

                          Comment

                          • monkeybutlerz
                            Rookie
                            • Jun 2008
                            • 291

                            #88
                            Re: Latest Madden NFL 10 blog: Player Momentum

                            Originally posted by Guillotine 1
                            First, I want to thank you for the well articulated response. You put thought into your comment, and I respect that.

                            Here's what my problem or delimma is...

                            If Ian implements turning (not cutting), and the runner does not have the correct foot sequenced during the turn animation... it looks unnatural, and unreal. I just want them to get the correct foot during the turns.

                            A man can't turn right and walk if his right foot is planted into the ground (watch the first ball carrier video, his very first right turn)....beyond that the news is awesome. My only other thing is can we please...please get a top speed sprinter run form. Again, head up, shoulders back, feet kicking out...full sprint.

                            I'm not trying to be a jerk bro...I'll give it a rest man...
                            I honestly felt the same way when I watched the video. Something seemed a little off. It looks miles better than 09, mind you, but it could still use some tuning. Still a good addition, I couldn't stand the quick twitch nonsense turns from the previous editions.

                            I'm looking forward to the blog on momentum used in collisions.

                            Comment

                            • Cryolemon
                              MVP
                              • Aug 2008
                              • 1669

                              #89
                              Re: Latest Madden NFL 10 blog: Player Momentum

                              Originally posted by Ian_Cummings_EA
                              User and CPU share the same model.
                              Cool. Did anything ever come of the idea to limit the CPU to human reaction times?

                              Comment

                              • LAKE4742
                                MVP
                                • Aug 2008
                                • 1325

                                #90
                                Re: Latest Madden NFL 10 blog: Player Momentum

                                Originally posted by BezO
                                Yeah, I expected to see much more cutting & less turning. No way I want to be responsible for decelerating to see a cut animation. I'd prefer the deceleration be automatic when you attempt to change direction. This is not what I was hoping for.

                                So, for those who play Super Star mode and pick a WR, when they run their routes, they'll have to decelerate before breaks?

                                And ghostlight, I too want a modifier similar to FIFA or NBA 2K. Maybe when using it, a player could run more under control in preparation for cuts & such.
                                Nah, I actually like having to decelerate first. Seems more realistic, and overall requires more skill, IMO. It's the right kind of player input needed (for a football game). Not everything should be automatic.
                                Last edited by LAKE4742; 03-16-2009, 06:45 PM.

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