Tiered Playcalling?
Need or NOT?
I am writing this after some reflection on tiered play calling. I like 2k’s system as a basic tiered way to call plays on defense. It is not the only way to call plays and probably can be superseded if we think about a new way of calling defense. I already had a thread on run/pass commit where we discussed a great deal of things; firstly, how unrealistic run/pass commit is with respect to principles of run defense. In that thread I then suggested that they make it more realistic by going with an if/then rather than an all or nothing. So if run then the defense executes the run fit. If pass they execute their coverage assignment. I still hold that to be needed in the game. But after reading through Mike McDaniel’s Pro 3-4: Winning Football with a Multipurpose Defense for the fourth time and looking at some other material, I’ve gotten clearer on how I think EA can expand defensive play calling and make it really dynamic.
I do believe in four levels with respect to defensive play calling. A football game should give us the ability to call a front, a line technique, coverage, and responsibilities within basic coverage. Given the structure of Madden NCAA all of these are not possible in the huddle and I wouldn’t want them to be any way. This is where I think EA has an opportunity to take defensive play calling to the next level in their game. They could keep the play calling the same. To give us the levels we would need things to change on the field. My suggestion would be to revamp defensive play-maker. I know some guys are not going to like it because it is going to take away some of the crazy things they like to call 1) to get pressure such as a mix of spies and contains; 2) One man pass rush/fag defense. The former, pressure, should not rely on glitching out the OL through a host of spies and contains. The latter, should be a play call anyways and not something that corresponds to every thing you call in the game. In addition to these two, contain should be an assignment anyway and I will get to that. So outside of giving a player a spy call, I really do not see the need for the current defensive play-maker.
What we need are assignments and line techniques. Before getting into the intricacies of what I am proposing I want to talk about options. Right now the game has a game plan play-calling mechanic that is optional. The user can select traditional or game plan play-calling. What I will be proposing should first be an option. Thus, the pick up and play player does not have to be bogged down by the new methodology. Their defense would not be as sound as someone who uses the mechanic. They are pick-up and play players so they might not care too much about that. So an additional category needs to be added on the options, namely ,
Defensive Play Calling – Traditional/Tiered
With this additional category on the options screen users can select how they want to call their defense. Again, I am advocating there that users who do use the new play-calling mechanic have a much better chance of having a more stout, exotic, and fundamentally sound defense than those who do not learn it. This would also provide a great deal of diversity in the online community as some guys may not want to learn it and thus some defenses will be a great deal stronger than others. With all of this in mind let’s discuss Tiered Defensive Play-Calling in Madden NFL 14.
For a look back at game flow see the following video: <iframe width="560" height="315" src="http://www.youtube.com/embed/pxSkY_O0C9w" frameborder="0" allowfullscreen></iframe>
The Ins and Outs of Tiered Defense
The new method I am advocating to get the four levels of play calling into the game combines the current method of calling plays, namely, the user calls a front such as 3-4 Predator:

Then one calls a coverage, such as Drop Zone:

Right now this is all the user is required to do. I’m advocating that this remain the same.
The additions all occur once the defense breaks the huddle. Three players are selected for the user as he/she calls assignments. First, out of the huddle the user is automatically placed on the Free Safety and an Open Support is called. Then the user is switched to the Strong Safety and a Closed Support is called. Finally the user is switched the Mike Linebacker with an option to change the front as well as call a line technique or to leave it as is.
Support Calls for Base Coverage
The first thing that needs to be mentioned with respect to support calls is the read and react nature of the call. This is about “if then” rather than an all out sell out. So, if it is run then the players a part of the support call execute the call. Otherwise they execute the coverage.
Cloud and Sky Coverage
The frame work for strong outside run defense in many cases is based around five elements. They include:
1) Primary Support/Force Player
2) Cutback
3) Secondary Support/Play Action Responsibility
4) Spill Player
5) Chase/Boot Action /Reverse
I have simplified these for the sake of a video game. I want to also mention that ratings still should matter even when a great call is made. Block Shedding ratings need to come into play along with a new discipline rating. Let me talk a little about the discipline rating and how I see it related to run defense. Elements two, three, and five can and should be impacted significantly by discipline. While a player may have a high block shed rating and strong at the point of attack, that does not mean he’s disciplined enough to carry out the assignment. Think Lavar Arrington.
Undisciplined players abandon cutback responsibility; they over pursue on the spill; and they chase too fast and too flat creating cut back lanes outside of them. Or they get too much depth in the chase leaving a gap underneath the chase for cutback opportunities. Or they just get too far up the field and allow the run to be executed underneath them. These type of mishaps need to be in the game. There is a reason some defenses excel at this over others and it’s because their players are more disciplined at these elements than others.
So let’s look at some basic coverages and talk about options that should be available for the user.
Cover 6

1) Primary Run Support
2)
Cover 3


Cover 2

Cover 4 Drop Zone
Need or NOT?
I am writing this after some reflection on tiered play calling. I like 2k’s system as a basic tiered way to call plays on defense. It is not the only way to call plays and probably can be superseded if we think about a new way of calling defense. I already had a thread on run/pass commit where we discussed a great deal of things; firstly, how unrealistic run/pass commit is with respect to principles of run defense. In that thread I then suggested that they make it more realistic by going with an if/then rather than an all or nothing. So if run then the defense executes the run fit. If pass they execute their coverage assignment. I still hold that to be needed in the game. But after reading through Mike McDaniel’s Pro 3-4: Winning Football with a Multipurpose Defense for the fourth time and looking at some other material, I’ve gotten clearer on how I think EA can expand defensive play calling and make it really dynamic.
I do believe in four levels with respect to defensive play calling. A football game should give us the ability to call a front, a line technique, coverage, and responsibilities within basic coverage. Given the structure of Madden NCAA all of these are not possible in the huddle and I wouldn’t want them to be any way. This is where I think EA has an opportunity to take defensive play calling to the next level in their game. They could keep the play calling the same. To give us the levels we would need things to change on the field. My suggestion would be to revamp defensive play-maker. I know some guys are not going to like it because it is going to take away some of the crazy things they like to call 1) to get pressure such as a mix of spies and contains; 2) One man pass rush/fag defense. The former, pressure, should not rely on glitching out the OL through a host of spies and contains. The latter, should be a play call anyways and not something that corresponds to every thing you call in the game. In addition to these two, contain should be an assignment anyway and I will get to that. So outside of giving a player a spy call, I really do not see the need for the current defensive play-maker.
What we need are assignments and line techniques. Before getting into the intricacies of what I am proposing I want to talk about options. Right now the game has a game plan play-calling mechanic that is optional. The user can select traditional or game plan play-calling. What I will be proposing should first be an option. Thus, the pick up and play player does not have to be bogged down by the new methodology. Their defense would not be as sound as someone who uses the mechanic. They are pick-up and play players so they might not care too much about that. So an additional category needs to be added on the options, namely ,
Defensive Play Calling – Traditional/Tiered
With this additional category on the options screen users can select how they want to call their defense. Again, I am advocating there that users who do use the new play-calling mechanic have a much better chance of having a more stout, exotic, and fundamentally sound defense than those who do not learn it. This would also provide a great deal of diversity in the online community as some guys may not want to learn it and thus some defenses will be a great deal stronger than others. With all of this in mind let’s discuss Tiered Defensive Play-Calling in Madden NFL 14.
For a look back at game flow see the following video: <iframe width="560" height="315" src="http://www.youtube.com/embed/pxSkY_O0C9w" frameborder="0" allowfullscreen></iframe>
The Ins and Outs of Tiered Defense
The new method I am advocating to get the four levels of play calling into the game combines the current method of calling plays, namely, the user calls a front such as 3-4 Predator:

Then one calls a coverage, such as Drop Zone:

Right now this is all the user is required to do. I’m advocating that this remain the same.
The additions all occur once the defense breaks the huddle. Three players are selected for the user as he/she calls assignments. First, out of the huddle the user is automatically placed on the Free Safety and an Open Support is called. Then the user is switched to the Strong Safety and a Closed Support is called. Finally the user is switched the Mike Linebacker with an option to change the front as well as call a line technique or to leave it as is.
Support Calls for Base Coverage
The first thing that needs to be mentioned with respect to support calls is the read and react nature of the call. This is about “if then” rather than an all out sell out. So, if it is run then the players a part of the support call execute the call. Otherwise they execute the coverage.
Cloud and Sky Coverage
The frame work for strong outside run defense in many cases is based around five elements. They include:
1) Primary Support/Force Player
2) Cutback
3) Secondary Support/Play Action Responsibility
4) Spill Player
5) Chase/Boot Action /Reverse
I have simplified these for the sake of a video game. I want to also mention that ratings still should matter even when a great call is made. Block Shedding ratings need to come into play along with a new discipline rating. Let me talk a little about the discipline rating and how I see it related to run defense. Elements two, three, and five can and should be impacted significantly by discipline. While a player may have a high block shed rating and strong at the point of attack, that does not mean he’s disciplined enough to carry out the assignment. Think Lavar Arrington.
Undisciplined players abandon cutback responsibility; they over pursue on the spill; and they chase too fast and too flat creating cut back lanes outside of them. Or they get too much depth in the chase leaving a gap underneath the chase for cutback opportunities. Or they just get too far up the field and allow the run to be executed underneath them. These type of mishaps need to be in the game. There is a reason some defenses excel at this over others and it’s because their players are more disciplined at these elements than others.
So let’s look at some basic coverages and talk about options that should be available for the user.
Cover 6

1) Primary Run Support
2)
Cover 3


Cover 2

Cover 4 Drop Zone

Comment