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Old 10-27-2012, 03:47 PM   #1
SloeyEZ
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OVR: 11
Join Date: Aug 2008
Location: Austin
Would you play this Madden?

INTRODUCTION
There's a theory, if you say something out loud, it becomes a part of the universe and eventually will manifest into a life of its own...

So here it is, out loud. Would you play this Madden? What follows is a breakdown of concept designs for a football game, a Madden football game by EA Sports. The new, revamped, resurging EA Sports. (Buy stock now on the low)

I will freely admit I am biased toward the coaching side of a football game as I am a football coach, and not a football player, so that is where the majority of my knowledge lies. However, there is a Player mode that I would love to play in conjunction with my Coach mode, so there are player based design concepts also.

First, Madden would be a 2-disc issue in the future. A Madden "Classic" disc 1, and Madden "Coach/GM" disc 2. The term "Classic" is not used haphazardly. Think of it as the return to what made Madden a great player's game in the late 90's early 21st Century, as Coca-Cola going back to Coke Classic

Implementation of these new concepts would not/could not happen in one year, however, they are broken down into individual modules that are implemented as the next step to the final concept vision.

It goes without saying, so, I will say it again, because it is that important, that the KEY factor to a successful football game is the realistic depiction of football strategies as a whole, per unit on the field, and as each individual participant contributing to that sum whole with either a positive/beneficial effect or a negative/detrimental effect to the end result for that play. Without that realistic simulation, all other concepts are moot, so these modules are designed to build upon each other as monuments on the solid foundation of realistic, simulated football events. That being said, assumed, and given, some of the concepts that are added to this foundation are based on elements of past Madden versions and Head Coach versions, to the point where actual code may possibly be used (*note, I am not in any way knowledgeable in the programming of a video game so I do not actually know if code can be "copied" and transported for ease of work, I am working under the perspective that nothing is technologically impossible given enough time.) from earlier versions of Madden and/or Head Coach if the programming still exists. So when already published concepts from either of those games are referenced, relative additions and/or modifications can be assumed to update to the current generation if necessary.

SUMMARY OF KEY CONCEPTS

The primary concepts for both the new "Classic" and the new "Coach/GM" can be summarized as:

The "Classic" disc will be based upon the concept of a User's version of Madden where players are controlled on the field by the user, with a User based, stream-lined, Franchise mode that offers 1-32 team control, Draft, (Fantasy, NCAA, random generation via downloads in "packs" to be explained later), Player Creation, Individual Play Now and Season Modes, and most importantly, while users will control their players on-field, the abilities of those players will greatly reduce/enhance the actions of the user during game play based on the player's attributes.**Note, this is a key concept in itself! Additionally, players and game stats can be transferred to play on the "Coach/GM" disc so that a player created on the "Classic" disc can be transferred/retired to the "Coach/GM" disc to be used as a staff member of an existing franchise. User control of players on-field will consist of choosing the position (or created player), for the entirety of the game (can be changed in-game via Pause Menu), utilizing visual feedback based on position (with Voice Control for Quarterback only for Audible, Hot Route, and/or Play Direction). The "Visual Feedback" concepts will be based on the Awareness and respective position attributes of the controlled player.

The "Coach/GM" disc will be based upon the concept of a Coaching/General Management version of Madden for the strategy-minded User who qualifies for a position as either OC, DC, or HC (based on a short mini-game, testing the user's play calling skill, general football knowledge and philosophy) with an Offseason [Evaluation of current staff by GM/Owner, Scouting, Free Agency, Draft (NCAA or random generation "pack"), Contract Negotiations, OTA], Preseason, Regular Season, Pro Bowl/Yearly Awards (cumulative with a Hall Of Fame and permanent "Office" where Coaches can see results of all previous seasons along with trophies, awards, and special career milestone footballs on display), Post Season, and most importantly, Player Evaluation will be done by a Game Film Analysis Mode rather than a visible rating system (to be explained later). The "Coach/GM" mode will also utilize a "Voice Control" mode for use during games as well as a Dynamic Personality for coaches based on their actions and vocal feedback. Also proposed is a Heads-Up-Display (HUD) that is activated by Voice Control during games and appears as a transparent display of requested information (tendencies, stats, injuries, etc.) while the game continues. No more pausing to look up information and breaking the immersion factor of being in the game.

It's worth mentioning again on its own that User controlled players will react to User commands via a "stick" move with limitations or enhancements based on their abilities. For instance, a RB with 73 BCV may hesitate a half-second too long, or not hit a hole cleanly or even miss the hole completely as the User guides him toward the perceived hole. A RB with 98 BCV will hit the hole immediately, strike through to the other side, even in the narrowest of holes the User guides him toward.


As mentioned before, most of the concepts are from the perspective of the coach, but a lot of those same concepts can be used to enhance the User Mode conversely.

Key to the design concept of both discs is that all Modes can be toggled on/off reverting to standard modes that exist in Madden today such as instead of the Visual Feedback Mode, a User can choose to toggle off Visual Feedback Mode and play in the standard above the field, meta-view where everything can be seen at once. Toggling Modes on/off will also allow new modes to be implemented individually in future releases as they are produced in a building-block principal so that each successive Madden can always focus on core game-play AI, as well as implementation of a new mode. The ability to toggle all options on/off also supposes the need for a robust simulation engine, that could "run the show" by itself if the User so desired by (delegating) having all User input turned off.

Finally, a key concept for both discs and a philosophy change in general, is that the "out of the box" version plays at its most realistic, difficult (realistic/difficult are synonymous here) level. Difficulty levels and "sliders" would work to make the game more accessible for those wanting a less challenging option. While this may seem counter-intuitive, i.e. the people who want it easy are the same people who don't want to mess with options, the difficulty levels are a simple change and visible on the initial Start Screen. Based on the supposition that if the game is created to play at its best level at "default" the product as a whole will be more sound and changes in settings which disturb the "balance" of the game, both statistically and playability, will tilt that balance toward an easier, more enjoyable (yet less realistic,) gaming experience.

KEY CONCEPTS (MODES)

"Classic" disc or User Control Mode
"Coach/GM" disc or Coach/GM Mode (no player control)

  • Visual Feedback Mode (VF) Visual Feedback Mode is one of the KEY concepts of the "Classic" disc. It is designed to give the User the ability to play the game with the same knowledge the player they are controlling has. The User will only be able to see the field from their player's perspective utilizing a Fog-of-War effect rather than a directional (tunnel) POV effect. **Important to remember that all VF highlights are higher/lower contrast (easier/harder to see) based on AWR and applicable attributes.

    • VF will key off of the player's Awareness rating. Higher Awareness disseminates Fog-of-War more rapidly and increases peripheral vision for all positions. Other attributes will be factored in as relevant such as PRC, BCV, RTE, PUR, PBL, etc.
    • VF mode utilizes Left/Right Stick maneuvers. Left stick will be used for visual direction, right stick will be used for movement direction for Backs/Receivers/Linemen and touch-passing for Quarterbacks. (A half is arched flight (lob) full(hard) movement of Right stick is a bullet pass)
      • Important, the entire field can always be seen (similar to Standard view), but what happens is where the eyes are focused (i.e. direction of Left Stick) the field as relative to the position becomes brighter, highlighting key information relative to the position being controlled.
    • QB VF is eye-level from sideline to sideline. This means shorter quarterbacks will have to step laterally to see over linemen and find passing lanes. QB VF does not restrict vision of the field, only details (Fog-of-War) so that if the QB knows the FL is running a SLUGGO route (Slant-n-Go) they can throw the ball to where the user anticipates the FL will be even though he can not clearly see the WR (timing route).
      • Left stick up (1/4 Left/Right for upper thirds of field) highlights Defenders and Receivers (again contrast in highlight is based on AWR) unless line-of-sight is blocked by a bigger defender. Left stick Right/Left/Down highlights pass-rushing defenders.
    • WR/DB VF mode uses Left stick down to look back to QB, Left/Right highlights nearby lateral defenders and pockets in zones (AWR, RTE), Up highlights forward defenders and pockets in zones. Sideline also becomes a highlight when Left stick is Left/Right to sideline respectively. Contrast and sharpness of sideline would be based on Spectacular Catch. A DB looking back at the QB may have the QB's eyes highlighted and gauge direction of pass or if staring at the WR he is covering, facial changes would key the ball is about to arrive.
    • RB/LB VF mode uses Left stick up to highlight defenders at the next level or Left/Right to highlight holes (based on BCV {PUR/PRC for LB) as well as AWR) or approaching defenders in his peripheral to the left/right, or Left stick down to see if defenders are approaching from behind all the while using the Right stick for actual movement. LB could focus (look at) on the approaching RB and based on the LB attributes, the highlight could be on the RBs head (causing LB to be more susceptible to jukes) or waist.
    • OL/DL Left stick Down highlights Pass-Rushers/Gaps, Left stick Left/Right highlights Man or Zone Blocking assignment/pulling or trap blockers for DL and Left stick Up highlights next level assignments.
  • Game Film Analysis Mode (GFA) Game Film Analysis Mode is one of the KEY concepts for the "Coach/GM" disc. It allows players to be evaluated from the Coach's perspective via Instant Replays and Scouting Reels (Game Film). Individual attributes will be replaced with a "Report Card" which follows players throughout their career (Located on the Player Card).
    • Report Cards are created (on the Player Card) for each prospective rookie either by the User (if player is scouted) or by the CPU. If a User scouts a player via Game Film (College Regular Seasons Reel, Bowl Games Reel, Senior Bowl, Pro Day, Individual Workout) they input the grade for each category (Physical, Intangibles, Size, Production, Upside, Primary Attributes per position) they so desire.
      • Note, players still have their individual Madden attributes, but they are hidden to the User. User will only evaluate players based on film, while attributes progress/regress behind the scenes as normal. This does mean a User could evaluate a WR to have A+ skills, while in reality, the WR may only posses 71 CTH at the time.
        • Player's Predictability and Consistency ratings apply to how accurate game film can be. (Not every play is seen so sample can be skewed one way or the other. Predictability reflects the degree of a possible misleading highlight reel.)
          • Predictability also influences how quickly the individual attributes will be revealed based on "Familiarity" (described later).
        • Accuracy of Coach's grades to actual attribute grades will be used as a factor in evaluating coaches and be a track-able statistic for coaches.
    • During a game, Coach will "Mark" with a "+" or "-" a limited (based on coaching skill) amount of plays immediately after they happen. This will save that play to be used for analysis during Film Session and also mark the play for "Practice".
      • Move cursor over player during play in Film Session and that player will increase his knowledge of play and attributes in addition to what he gains in practices. For example, if you select a RB (circle highlight just as in Instant Replays now) on a Draw Play that he hit the hole in a flash of speed and went the distance, then the RB would gain development in SPD, ACC, BCV, and AWR. AWR would be rewarded every time a player is highlighted. Highlighting a player during game film is simulating "teaching" that player what he did correctly or incorrectly during that play. This can be done a limited number of times, (again based on Coach skills) or can be "delegated" (Simulated by position coach. Development will be based on Position Coach skills.) for those players that do not want this much micro-management. On a "-" play, if you highlight an OL that was beat for a sack, then his PBL and AWR skills would increase.
      • Plays marked with a "-" will be saved to the Practice mode and can be used both in Film Session and for Practice to increase Play Knowledge.
      • Plays marked with a "+" will not increase development as much, but will increase team chemistry.
  • Practice Mode Skills for controlling players, including VF can be practiced during the Offseason utilizing a "Workout" option which is based on mini-game drills/situations for each position or created player and/or "Practice" during each week of Pre/Regular/Post season.
    • Using Practice Mode for a created player increases attributes respectively. The option to "Sim" a Workout or Practice is always available for a base-line improvement of attributes.
  • HUD/Sideline Mode (HUD) During games, the view will be from the sideline with a Play Call sheet (Sideline Card) in the bottom half of the screen and all information relayed to you by other coaches, Officials, and PA Announcer will appear in a transparent Heads-Up-Display including the last play ran, and important game information. Pressing up/down on D-pad will raise Play Call sheet up the screen blocking the field but allowing you to read your card to assess game plan decisions, play calls. If a coach does not choose to call Offensive or Defensive plays then only the HUD and Sideline view are active. (No Sideline card)
    • Play Call Sheet (Sideline Card) is designed each week by the Coach for next week's game. Still able to call other plays not on Sideline Card (if Play Knowledge is "Mastered") but Sideline Card is broken down in "Game Flow" manner. (1st Long, 2nd Long, 2nd Medium, 2nd Short etc.)
    • Last play result pops up on HUD immediately following play with Player, +/- yards, Hole, or Targeted Receiver.
    • HUD Transcript is saved after each game and can be viewed during the week by the Coach for Game/Player analysis.
  • Voice Control Mode (VC) Voice Control Mode will be used during games by the Coach. If calling plays, the coach can use a number system (located on his play call sheet) to choose the play. *Note: Text option for all VC commands = "Silent Mode" can be utilized.
    • Filter play calls using VC by key words. If Coach says "Out" all plays with an Out route will appear on the HUD.
    • Use VC during a game to ask for feedback from coaches such as stats/tendencies/player info/health/fatigue/ratings etc. Info appears on HUD.
      • How many times has #83 been targeted? WR Coach Snelling: "3 times" appears on HUD while game continues.
    • VC is always live creating a Dynamic Coaching Personality. All vocal interactions are measured for pitch and volume for emotional reactions. Emotion plus command choices affects your Coach's personality dynamically throughout your career, regardless of Personality Type chosen during Coach creation.
      • User records a baseline for positive, negative, calm, emotional, reactions during coach creation.
      • Key on words such as pathetic, c'mon, yes, no, great, oh no, fantastic.
    • During a game, VC can be used to modify a Coordinator's play calling such as "Run Clock", "Keep Pressure on QB", "Tighten up against Run/Pass", "No Huddle Mode", "2-minute Mode", "Cheat safeties up/down", or to make global substitutions such as "Sub #24 for #32"
  • Fantasy Football Mode (FF) Fantasy Football Mode will be used on both discs, for both modes. Users will be assigned to a 10 team Fantasy league with format of NFL.com's Fantasy site. Leagues will be automatically scored and lineup changes/results can be viewed at any time during the week or after games. Not during a game that is being played by a User. *Note, this is not a real fantasy league based on the NFL, it is a Fantasy game based on the results of the season you are playing in the game, regardless of disc/mode.
  • Franchise Mode (FM) Franchise Mode on the "Classic" disc will be based on the 32-team control franchise mode, including co-op control of players and franchises. Results/statistics from this Franchise Mode can be transferred to the "Coach/GM"mode for simultaneous play.
    • In other words, a User can play their game (or all 16 games), and then transfer the results to the other disc which will use those results, including stats for the respective week so that a player can have all the benefits of a user-controlled player franchise with the off-season full CCM of the "Coach/GM" disc.
LINE ITEM CONCEPTS/DESIGNS (Classic/CoachGM/Both)
  • Halftime Adjustments Halftime takes place in the locker room for 15 simulated minutes. An x amount of plays can be viewed (based on coach skill), and VC adjustments can be given to team which then appear on HUD. Number of Halftime Adjustments are limited by Coach skill also.
    • Halftime adjustments can be commands such as:
      • Lock #20 on their WR #80
      • Double-team #94
      • Target their CB #29
  • Penalty Tracking Penalties will be a stat per player and also a new attribute DIS-Discipline: Probability for Penalties, Personal Fouls, and Practice Efficiency (How hard does the player work during practice).
  • Draft Pack Draft packs are used in both modes and are downloadable content. Draft Packs can be both fictional, throughout the year, and actual, once a year, after the NFL Draft.
  • Player's "Desire" Gauge This gauge measures a Rookie Prospect's desire to be drafted by your team.
    • Can be modified via "telephone calls", or "invites" prior to and during the draft.
    • A low (red) gauge will require an extraordinary contract or cause a situation like Bo Jackson/John Elway/Eli Manning where player quits football and returns to draft the next year or a trade must be set up before player is drafted.
    • Desire Gauge can be used to a lesser extent for Free Agents/Retiring Players etc. as it already is.
  • During a game Substitutions will be graphically represented by players coming to sidelines in view of coach, and substituting player going to the huddle.
  • During a game Every coach has an Avatar which appears when they are relaying information to the coach, such as a Trainer's Face appearing to lean in to coach to whisper information and then info appears on HUD.
  • During the week Any task that appears can be "Delegated" for the remainder of a career, until toggled on again. All tasks, practices, Film Sessions, Scouting, etc., can be delegated and will return results based on appropriate coaching staff member's skills.
  • During a game Global substitutions can be done during preseason and at the end of the season (nothing to lose in a playoff scenario) from 1st String to 2nd or 3rd String without affecting player's attitude because they know it is not a true demotion.
    • Same applies to second MLB in a 3-4 DT in 4-3, 2nd CB or 2nd WR also. They should still be considered starters based on scheme.
  • During the week Ability to watch Prime Time games in "Condensed" mode similar to NFL Network's "Replay" all action between plays including penalties (a graphic would appear noting penalties when occurring) would be cut leaving just a very quick play-by-play version of the game to be watched by a User.
  • Adrenaline Meter Adrenaline gauge for players to signify pre-game pump up, big hits, plays, streaks, etc.
    • Overly high adrenaline has a negative affect on offensive attributes and a positive affect on defensive attributes.
    • Coach emotion and VC to be able to pump up players or calm them down on the sideline on Coach/GM disc)
    • Defensive Coordinator can have "High Motor" attribute to represent an emotional DC who really pumps up his defense.
  • Practice All options can be simulated in full or partially but results limited to skills of appropriate position coach for attribute and play knowledge gain.
  • Scouting All options can be simulated for scouting (instead of watching film) but will be limited by the skills of the Scouting Staff.
  • During a game A Game Ball can be awarded to a player. This player will have an increase in development and approval.
  • Search/Filter Players can be filtered by multiple level filters such as Height then Weight or Speed and Catch to simulate coaches that look for a very particular type of player for their system such as a 245 pound 5'11" RB.
    • This can be done by either having more than one search field or by filtering results of a search one field at a time.
  • Downloadable Content Expansion. Have a DLC where the league can expand by 2 teams so that User may create a new team following Expansion Draft rules where all teams have to give up x amount of veterans/mid/and young players.
    • Other Expansion team would be run by CPU.
  • Depth Charts Depth Charts would be GUI where the User drags a player (select player) from Roster List on Left to Position on Depth Chart Board that QBs RBs WRs TEs FBs etc. This would represent the big magnet board we've seen in every football movie, TV show, and Hard Knocks. It is the Master Depth Chart/Roster.
      • With a GUI style Depth Chart, only Names and a few key attributes would be visible.
    • Special Teams Depth Chart. Another GUI depth chart based on Special Teams Formations.
      • Kicking Team Depth Chart is Linear Chart with positions numbered 1 to 11 and K in the middle of the line being 6 Position
      • Punt Team Depth Chart is GUI with LE LT LG LS RG RT RE on the line, two Upbacks, Protector, and Punter.
      • Kick Return Team Depth Chart is GUI with LT LG NT RG RT on Front Line, LE and RE next level, L Back, R Back and finally Left and Right Returners.
      • Punt Return Team Depth Chart is GUI with L1 L2 L3 L4 L5 R5 R4 R3 R2 R1 and Returner.
      • Sub Depth Chart per Formation such as I Formation Depth chart, Ace Twin WR Depth Chart, etc.
    • New Attribute ST= Special Teams: Overall ability to perform on Special Teams based on regular roster position. High Motor would be a main factor in ST attribute.
        • ST Attribute for OL would include ability to long snap.
        • ST Attribute for RB would include AWR for being signal caller for protection
      • All the above will default to Master Roster positions if not filled. Again, key is having defaults and options to toggle on/off so users can control exact amount of user activity/control in a game. Everything can be delegated, toggled on/off, or defaulted.
  • OC/DC Press Box If playing a Coordinator, option to choose Press Box view and Play Call sheet would be on table below when pressing down on D-pad
  • Projected Standings Simulated based on schedule and OVR only (after 4th preseason game).
    • Triggers Weekly Commentary scripts such as "Surprise Team", "Rolling along", "Not who they thought we were", etc.
  • International Games Random game during Week 7 or 8 would be at an international site such as London, Berlin, Mexico City, etc.
    • International games would include a special video montage to set up "atmosphere" as well as kickoffs being cheered with "oooooooooOOOOOH" and other European football style audience chats.
  • No In-Game Commentary Not only is it very difficult and usually more of a deterrent to immersion, nobody at a football stadium hears Commentary. Only the PA Announcer is heard by the fans, players, and staff.
    • Commentary should be done during the week with small updates about who the surprise team is (better W-L than their projected record), injury updates, Game Changers (AP slipped on the ice in his front yard and broke his collar bone), next week's big games, and general news.
  • Momentum Momentum should use factors such as win streaks, loss streaks, past records during month of year, vs. opponent, etc.
    • Individual players should have momentum factors also such as personal bests, rebound games, trade rumors, last year of contract, playing against a former team, and individual battles such as star RB vs. star LB.
      • Momentum can change based on individual battles such as an OL brutally pancake-ing a star DE (simulated by margin of victory in coding), both players gain a bonus to attributes due to momentum and winning player's team gets a boost.
  • Trades Trade screen should display new salary cap info for both teams if trade is accepted.
    • Probability of trade acceptance should drop drastically with each attempted offer per situation.
      • Leaving Trade Screen does not reset negative factor. Only significant time, or personnel/situation change (injury) with participants.
  • Pregame Monster soundtrack rock/motivation, stadium filling up, crowd noise growing, players warming up on field.
    • Last minute adjustments to Depth Chart.
    • Script first 15 plays.
    • Game time decisions on active/inactive
    • Adjust Coordinator's game plans (after receiving Active/Inactive list from opposing team.
    • One-on-one with a single player
      • increases Momentum and all other attributes including adrenalin attribute if defensive player (calms offensive player), and increases play knowledge. Increase is based on Coach skills.
  • Team Scouting Reports Scout next week's opponent via Game Film Analysis. Reel would show one play each for tendency of 1st and 10, 2nd & Long, 2nd & Medium, etc.
    • Highlight best players.
    • Show best highlights from current season.
    • Week 1 games would consist of tendency from all preseason games totaled and highlights.
  • Film Session Option to "bury film" of previous game and not show it which will increase team chemistry.
  • During the game Over Coaching a player will have a negative effect. "Over" is defined by player's personality type.
  • Familiarity Once a coach has been with a player for 4 years, all individual attributes become visible for that player.
    • This "reveal" is only a snapshot done at the beginning of Preseason, Regular Season, and Post Season.
    • Player Grades (Intangibles, Physical, etc) are "live" after 2 years.
    • If a FA Veteran is signed, individual attributes would still be hidden for 4 years, but the "Report Card" would be more reliable since consistencies in the "Report Card" will give much more information than a younger player.
  • Play Knowledge Play Knowledge is factored as in Head Coach 09.
  • Player Comparison Sheet In-game Player Comparison Sheet would allow you to choose up to x number of players, and choose x number of attributes to compare giving you an OVR rating based on those attributes only.
  • Personality Traits Both Coach and Player Personality Traits are hidden to the Head Coach and slowly revealed one by one via practice, game, and offseason experience.
    • A full offseason would reveal 50% of the traits, each Regular Season Week would reveal 3% of the traits and end of Preseason 2%.
  • Feedback Players will randomly approach coach when coming off the field with a comment on direction of game such as "I'm winning every battle out there" or "Player Name needs some help out there".
    • Comments and validity will be based on player personality, awareness, and skill at appropriate attributes.
  • Play Call Sheet (Sideline Card) Created on the first work day of each week via a GUI system similar to Depth Charts and "Game Flow" in Madden 13. Plays are listed on left and selected, then selected again to place in appropriate slot on Sideline Card.
  • Practice Schedule The Practice Schedule is generated for other coaches by creating the Sideline card and the "-" marked plays from the week before.
    • Play Knowledge will be noted on the Sideline Card including likely increase after practice this week
  • Real Time Game Times Game scores will be simulated in proper order based on start times.
    • If you have a 1:15 start time, most of the scores of the 10am games will be on the stadium scoreboard.
  • Staff Development Your coaches earn experience based on performance of their players, (Scouts/GM by rookie development), W-L records, Ranking of respective units/players in NFL, and a percentage of their players' development.
    • If a RB gained 3 points in BCV, the RBC would gain skill points also for teaching BCV as all coaches will have development ratings for key attributes to their positions including teaching AWR, and improving Player Grades.
  • Sort Known attributes change order by what is most important based on player scheme chosen.
  • VC Voice Control can be used to Iso a player during a game or during Film Sessions.
    • During a game coach may say Iso #67 and all players would become opaque except for #67 and opposing players he engages would also zoom in for a tighter frame.
CONCLUSION

A 2-disc game providing the ultimate game play for all types of players. Difficulty out of the box would be at the most realistic (statistically) and challenging. Difficulty levels would scale down from there with Sliders only being used to make the game easier for those that desire. Both discs could be implemented with duplicate online modes for those wishing to play against other players in leagues (league settings would determine type of play "Classic", "Coach/GM", or Mix/Custom), single game Play Now matches, and any other mode such as MUT could be included on the "Classic" disc.

The primary selling points would be first and foremost, a focus on accurate, realistic AI for all on-field action, an intuitive vision-based experience for user-controlled players, and a Game Film/Voice Control system for coaching with extensive Offseason content which can be updated with DLC at regular intervals.

This is not a one year or perhaps even a three year plan. It is a concept based on individual modules that can be added to a solid foundation, building-block style and customizable for all types of players to cherry-pick the features/modes they want to use for their personal Madden experience for the foreseeable future of the Madden Franchise.

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So since you've invested all this time by reading this, do me a favor and vote in the poll, comment on what you like/don't like and please add your own ideas

I am also curious to hear if you have the patience for a game like this, both in waiting for it to be fully implemented and in learning the new modes without prejudice to the way you've always played before.

**Note, please don't "quote" entire post Just copy/paste relevant points for your discussion. Thanks!

Last edited by SloeyEZ; 10-28-2012 at 01:05 AM. Reason: Please don't "quote" entire post
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