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Old 06-11-2012, 08:30 PM   #61
LBzrule
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Re: Run/Pass Commit IN Madden 13 Make it More Realistic

Quote:
Originally Posted by tazdevil20
1000 likes on this post right here. Like I said earlier, the mentality has to be that you are developing an NFL simulation. Instead, we are told an NFL simulation is being developed, yet the final product is missing basic realistic concepts that have already been instituted in football games for years. Questions like the ones posed by this thread come about because we know it's possible when we've seen it in older games. 99% of what is complained about regarding Madden is because we had it at some point in the past.

I'm not convinced the people building this machine really even know how to accomplish this. Designers, yes, programmers, no.

I want to be fair to them so I give them credit and think they can accomplish a lot. I think the issue might be deeper than that. I think once the game became competitive in the early years of this century, that focus spilled over into the development of the game. If you look at why EA developed most of these "band aid" features it was primarily because somewhere in the competitive community, the game was exposed. 2004 Vick was unstoppable. 2005 roles around, contain blitzes and QB spies were added to the game. Even that was not enough to stop Vick and nothing dealt with the QB's dropping backwards and still being very accurate. So in 2006 they introduced Vision Cone. So we have to look back and see when run/pass commit was introduced to the game and what was it in the competitive and online communities that spurred its implementation. Unfortunately, I think sometimes for EA it is not about simulation realism except for numbers. I think their question is how can we balance things out in the competitive online communities? What measures do we take to make the statistics look realistic? We might have to introduce a feature that some will not find realistic to get that.

Who knows I'm just thinking out loud.
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