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Madden NFL 11 Blog: Game Flow & Game Planning
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
I anticipated a stale blog b/c this stuff has been talked about all week...but it was actually pretty informative and organized. I like all of the customization options (tweaking CPU gameplans to account for real life tendencies
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I'm curious to see how these features are translated to franchise mode. IGN confirmed that gameplans are affected by hiring/firing coordinators and while I can believe that, I'd like to hear it from the horse's mouth.
its also possible IGN doesnt know what they are talking about.Because I can!Comment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
I hope we can set our play calling approach in the menu, so we don't have to hit X each and every single time just to avoid GameFlow.
I hope we they didn't burn all their time/resources on the GameFlow implementation, and we actually have the ability to edit our own playbook this year, and to save games. Both of which have been fan requests for years now.Comment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
I hope we can set our play calling approach in the menu, so we don't have to hit X each and every single time just to avoid GameFlow.
I hope we they didn't burn all their time/resources on the GameFlow implementation, and we actually have the ability to edit our own playbook this year, and to save games. Both of which have been fan requests for years now.
I actually think both those and GameFlow together would be really cool. Even if GameFlow works super - I still want to be able to atleast go through, pick my formations and what plays I run out of them. GameFlow will help me cut out the complete BS plays, but still won't, as far as we know, let me get that handful of plays from "x" playbook that i want to run too!Comment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
That's a legitimate request. It should definitely be an option.
If someone really just wants absolutely nothing to do with gameflow, dont further agitate them by forcing them to look at it every single play. And on the flip side, if someone no longer wants to see the playbook, let them also choose to only use gameflow.
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
Off topic but did anyone else notice the chain gang refs moving pre snap? I'm not sure if this was in last year. just checkingComment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
"You can choose to play with the conventional play call screen (old style play call screen that's been around since the advent of football gaming). You can choose to turn off coordinator audio, subtitles, and strategy pad. Pretty much everything is an option."
Pretty sure you'll be able to in an option menu.Comment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
Like the Gameplan part, don't like gameflow, I'll try it but I think that voice in my headset is going to get stale and annoyiing real quick. Hoping I can completely turn off Gameflow and not have to x out everytime.
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
I really like where they are going with this but I do see some possible pitfalls. I haven't read all this stuff on Madden this year, but I've seen a lot of it..so if some of these things have been addressed please forgive me.
1. I'm assuming the CPU will be calling plays against you in the same manner..with a limited palette of plays in each situation. It says the users can adjust their game plans, but will the CPU just blindly go with the same game plan every game during the course of a season? If I'm a team with a weak rush defense can I expect to see the CPU try and exploit that in their game plan? Also, will the CPU AI change game plans if they are in your division and playing you twice (and even a possible 3rd time in the playoffs)? So if I play a team in week 1 and face them again in week 10 can I expect the same thing out of them?
2. Kind of related to number 1: Will the CPU take into account it's personnel over multiple years in a franchise? If I run a franchise for 10 years and a CPU through the draft, trades, free agency, ends up morphing from a running team to a passing team personnel wise will it be reflected in their game plans and play calling? I know it says we can go in and change CPU game plans, but who wants to do that for 30 teams every season?
3. I have seen nothing about being able to put packages together relating to score and time left in the game. All I see is down and distance. The plays I want coming up when I'm 1st and 10 on my first possession are not the plays I want coming up on 1st and 10 with 3 minutes left in the fourth quarter and down by 14. Again..I know you can override this stuff and just look at your whole playbook, but that kind of seems to go against the spirit of this feature which is supposed to limit your palette of plays from week to week as is done in the NFL. I hope they at least have a situation for "hurry up," and "slow down."
Again, this stuff all sounds cool but I can't help but feel a little skeptical. Play calling AI hasn't always been a Madden strong suit. In fact, in a lot of areas it's a joke (2 minute offenses come to mind). So while this stuff is great for the user, for us solo players it really won't matter if the CPU is too dumb to utilize it effectively.Comment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
All great points and my answer is when has EA implemented a new feature and got it right the 1st year. Almost Online Franchise comes to my mind immediatly. We'll see...I really like where they are going with this but I do see some possible pitfalls. I haven't read all this stuff on Madden this year, but I've seen a lot of it..so if some of these things have been addressed please forgive me.
1. I'm assuming the CPU will be calling plays against you in the same manner..with a limited palette of plays in each situation. It says the users can adjust their game plans, but will the CPU just blindly go with the same game plan every game during the course of a season? If I'm a team with a weak rush defense can I expect to see the CPU try and exploit that in their game plan? Also, will the CPU AI change game plans if they are in your division and playing you twice (and even a possible 3rd time in the playoffs)? So if I play a team in week 1 and face them again in week 10 can I expect the same thing out of them?
2. Kind of related to number 1: Will the CPU take into account it's personnel over multiple years in a franchise? If I run a franchise for 10 years and a CPU through the draft, trades, free agency, ends up morphing from a running team to a passing team personnel wise will it be reflected in their game plans and play calling? I know it says we can go in and change CPU game plans, but who wants to do that for 30 teams every season?
3. I have seen nothing about being able to put packages together relating to score and time left in the game. All I see is down and distance. The plays I want coming up when I'm 1st and 10 on my first possession are not the plays I want coming up on 1st and 10 with 3 minutes left in the fourth quarter and down by 14. Again..I know you can override this stuff and just look at your whole playbook, but that kind of seems to go against the spirit of this feature which is supposed to limit your palette of plays from week to week as is done in the NFL. I hope they at least have a situation for "hurry up," and "slow down."
Again, this stuff all sounds cool but I can't help but feel a little skeptical. Play calling AI hasn't always been a Madden strong suit. In fact, in a lot of areas it's a joke (2 minute offenses come to mind). So while this stuff is great for the user, for us solo players it really won't matter if the CPU is too dumb to utilize it effectively.Comment
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Re: Madden NFL 11 Blog: Game Flow & Game Planning
So what about if I go to a friends house and want to take my game plan with me...Should I copy it on paper. That maybe a hour right there. So hopefully its a way to take them with you. Never know when a game of Madden can pop off...when in the streets! LOL!"Fly Is Forever!!!"Comment

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