|
Quote: |
|
|
|
|
Originally Posted by roolz |
|
|
|
|
|
|
|
|
Real life and Madden are getting mixed up a bit too much here... Madden is so far off being a realistic representation of the game, that its pointless.
So with that in mind... I have success with an F rated player - the Madden system has logic which tells me that, no this is not right he is not able to progress.. even though, this is a game and because I did well with him, he should be able to progress.
Its like not letting you complete Call of Duty 4 because in real life, 1 person cant take out a whole army of terrorists....
GAME, MADDEN IS A GAME - The ratings/potential system have to make sense to a gamer, at the minute they do not reward a gamer for being successful they reward a gamer for being able to sign an A rated potential player..... that is not a challenge.
If you want to harp back to real life, PLAYERS DO NOT HAVE A POTENTIAL CEILING. If I told a player that he would be no better than a scrub, yet he turns out to be a career player in the NFL or whatever sport... it happens, humans can over achieve, humans can learn, humans can become better in a team... im not saying they cannot regress, or do this all on their own - but Madden has to comphrehend that fact if it wants to take a Real Life stance to all this.
Progression has to be a risk/reward factor - that is what games are about... if progression is set in stone and what you do/dont do does not affect it, where is the fun?
|
|
|
|
|
|
So who determines that you are the gamer to whom these have to make sense. To me, as a gamer, a system in which players progress in a manner more closely related to how they progress in real life makes much more sense.
Noone on here, at least from what I have seen, has said that players should not progress or even that a player's progression should be set in stone. I know that I for one am not wanting EA to go back to a pre-set progression system but rather I want them to move beyond the current system to something more realistic.
I am not saying take control away from the users. In my system users actually have more control over progression than the current system. The current system, how much do you really control? You control who progresses and how much at least in some respect (within their potential your production leads to how much their overall improves).
In my proposed system the user controls who improves, how much, and in what areas they improve. The major difference is this control is in terms of strategy, and decision making rather than stick skills. You could control who progresses by the number of reps given in practice, camps, preseason, games, etc. (game and preseason reps would only improve the player a couple points in awareness, play recognition, vision, and other mental attributes during their first couple games as they get used to the speed of the game). You could control how much they improve by those same reps as well as by your coach hiring decisions. You also could control how they improve by choosing what types of drills and practices they run.