Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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  • Vikes1
    Proctor, MN. Go Rails!
    • May 2008
    • 4102

    #226
    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

    More true to QB ratings accuracy is maybe my greatness hope for 18.
    1969 NFL Champions

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    • jfsolo
      Live Action, please?
      • May 2003
      • 12965

      #227
      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

      We'll see in a few months, but based off of this thread, and some other conversations I've read, listened to, and participated in, I still believe that the biggest playstyle clashes this year are going to be between individuals who all consider themselves simulation style gamers.

      I think that single player sim style Users are going to be able to craft a solid experience(CPU playcalling and QB A.I. will be the key determination of that), but multi User CFM's are going to have people fighting over so many different issues: Realistic 2.7 seconds to throw in the pocket, or standard Madden time of 4 plus seconds, challenging kick meter or cake walk meter, because of online lag, I guess. Ratings based tackling and hit power, or User ego stroke tacking results, cause, Hit Stick! There will be a dozen more things that will be argued about.

      I think that a lot of people who have played in the same league in the past will be going their separate ways this year. At least I'm hoping for this to happens, because I feel like that will be indicative of sim style having some major gameplay differences from competitive style,
      Jordan Mychal Lemos
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      • Haze88
        Pro
        • Oct 2010
        • 667

        #228
        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

        Originally posted by michapop9
        I know theyve said "misses arent fun". Adembroski do you see misses becoming more prevelant through the simulation mode that they are incorporating into madden 18? Personally im tired of taking brett hundley and moving the ball just as effectively as if it were Aaron Rodgers.
        Speaking of misses I'd love to see the odd missed FG/XP also. They seem way too automatic still despite misses being incredibly common in real life
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        • Americas Team
          MVP
          • Jun 2016
          • 1282

          #229
          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

          Originally posted by michapop9
          I know theyve said "misses arent fun". Adembroski do you see misses becoming more prevelant through the simulation mode that they are incorporating into madden 18? Personally im tired of taking brett hundley and moving the ball just as effectively as if it were Aaron Rodgers.
          I think misses can be fun if done right, what I mean by done right is instead of blatant overthrows like they have now which are predictable and get boring, add a variety of in field effort catch attempts on inaccurate passes, and add a bunch more inaccurate catch animations and bobble catches, for example if a receiver is wide open on a streak, have Qb's throw the ball a little behind their receiver where they have to turn around and adjust to the short thrown pass, and they collide with the DB causing a PI. That's the type of variety we need in the passing game.
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          • adembroski
            49ers
            • Jul 2002
            • 5825

            #230
            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

            Originally posted by Americas Team
            I think misses can be fun if done right, what I mean by done right is instead of blatant overthrows like they have now which are predictable and get boring, add a variety of in field effort catch attempts on inaccurate passes, and add a bunch more inaccurate catch animations and bobble catches, for example if a receiver is wide open on a streak, have Qb's throw the ball a little behind their receiver where they have to turn around and adjust to the short thrown pass, and they collide with the DB causing a PI. That's the type of variety we need in the passing game.
            It's not about fun. The fallacy that games are suppose to be all fun all the time is the biggest problem with the industry.

            Is Papers, Please fun? Is Insomnia fun? No, that isn't the experience they are going for. They're both fantastic games.

            Is OOTP fun? No, it's mostly tedium, but the experience is about managing a professional baseball team. A sim experience in Madden would represent a range of experiences, including but not limited too fun.

            The need for fun killed the Deadspace franchise. It's a perfect illustration of why Colonial Marines sucks and Isolation is awesome.

            Tension, heartbreak, elation, focus, fun... all parts of the whole. You want fun? Go play Crash Bandicoot.

            Sent from my SM-G930P using Operation Sports mobile app
            Last edited by adembroski; 05-31-2017, 03:56 PM.
            There are two types of people on OS: Those who disagree with me, and those who agree.

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            • DeuceDouglas
              Madden Dev Team
              • Apr 2010
              • 4297

              #231
              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

              I completely agree with the sentiment that it shouldn't be about fun but they've made it overwhelmingly clear that fun is one of their top priorities whether it be gameplay, CFM, etc.

              "we're hearing this a lot - it's a tough balance, inaccuracy not as fun as it sounds, but we will look into it"

              "you missed my point - people don't think injuries are fun - why add more?"

              Experience Franchise faster than ever. Jump into game-defining plays, drives and situations that matter to you, speeding up your experience and delivering more fun.

              Big Decisions begins a new direction in your career mode, delivering more strategy, more control and more fun.

              Know your opponent’s tendencies every week then pick the right drills to attack and counter those tendencies in game. This new level of strategy delivers more variety and more fun when preparing for your next opponent, whether it’s a user or the CPU.

              Tackle battles add a new, fun in-game mechanic allowing you try and break free for extra yardage.

              Sometimes the things are the least fun in franchise or gameplay are what end up making it the most enjoyable. It sounds weird but having things like penalties, injuries, QB inaccuracies, etc. make the game more enjoyable IMO. They're not "fun" but they create a better experience.

              Comment

              • JoshC1977
                All Star
                • Dec 2010
                • 11564

                #232
                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                Amen here about the fun factor...

                If there is no chance for failure, there is no feeling of victory in success.....
                Play the games you love, not the games you want to love.

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                • XtremeDunkz
                  CNFL Commissioner
                  • Aug 2007
                  • 3414

                  #233
                  Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                  Originally posted by DeuceDouglas
                  I completely agree with the sentiment that it shouldn't be about fun but they've made it overwhelmingly clear that fun is one of their top priorities whether it be gameplay, CFM, etc.

                  "we're hearing this a lot - it's a tough balance, inaccuracy not as fun as it sounds, but we will look into it"

                  "you missed my point - people don't think injuries are fun - why add more?"

                  Experience Franchise faster than ever. Jump into game-defining plays, drives and situations that matter to you, speeding up your experience and delivering more fun.

                  Big Decisions begins a new direction in your career mode, delivering more strategy, more control and more fun.

                  Know your opponent’s tendencies every week then pick the right drills to attack and counter those tendencies in game. This new level of strategy delivers more variety and more fun when preparing for your next opponent, whether it’s a user or the CPU.

                  Tackle battles add a new, fun in-game mechanic allowing you try and break free for extra yardage.

                  Sometimes the things are the least fun in franchise or gameplay are what end up making it the most enjoyable. It sounds weird but having things like penalties, injuries, QB inaccuracies, etc. make the game more enjoyable IMO. They're not "fun" but they create a better experience.
                  Yeah I actually am starting to lose the trust I had in this current group of leadership. The way they speak about the game just makes it seem like we will never see a lot of the things we want.
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                  • msdm27
                    Pro
                    • Nov 2009
                    • 956

                    #234
                    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                    I mean, based on Rex's recent interview (see own thread) one can actually draw the conclusion that SIMULATION MODE is basically the same gameplay of Madden 17 + the additions made to M18 like the all new *lol* target passing *lol*

                    I find it baffling that all of the sudden when M18 is around the corner we get the message that M17 was supposed to be the pinnacle of Simulation, and that their efforts have been mostly focused on SIM the last few years.

                    Like wait a minute, are we talking about the same game I have here at home?

                    Comment

                    • SyncereBlackout
                      Rookie
                      • Aug 2014
                      • 828

                      #235
                      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                      Originally posted by adembroski
                      It's not about fun. The fallacy that games are suppose to be all fun all the time is the biggest problem with the industry.

                      Is Papers, Please fun? Is Insomnia fun? No, that isn't the experience they are going for. They're both fantastic games.

                      Is OOTP fun? No, it's mostly tedium, but the experience is about managing a professional baseball team. A sim experience in Madden would represent a range of experiences, including but not limited too fun.

                      The need for fun killed the Deadspace franchise. It's a perfect illustration of why Colonial Marines sucks and Isolation is awesome.

                      Tension, heartbreak, elation, focus, fun... all parts of the whole. You want fun? Go play Crash Bandicoot.

                      Sent from my SM-G930P using Operation Sports mobile app


                      While I think I see where you are coming from. I do think all of those things are fun. Games too should be fun (imo).

                      The real question is: how do you define fun?

                      For most of us here simulation is fun. That typically includes all of the predictable and unpredictable things that happen on Sunday. Errant pass by a qb with 90 short accuracy to a wide open WR. That is fun. As a jets fan I can recall Chad Pennington throwing some screen passes over martins head or at his feet.

                      A stupid penalty on a crucial drive. That is fun. Ask everyone who has coached Suh.
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                      • OhMrHanky
                        MVP
                        • Aug 2012
                        • 1898

                        #236
                        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                        Originally posted by SyncereBlackout
                        While I think I see where you are coming from. I do think all of those things are fun. Games too should be fun (imo).

                        The real question is: how do you define fun?

                        For most of us here simulation is fun. That typically includes all of the predictable and unpredictable things that happen on Sunday. Errant pass by a qb with 90 short accuracy to a wide open WR. That is fun. As a jets fan I can recall Chad Pennington throwing some screen passes over martins head or at his feet.

                        A stupid penalty on a crucial drive. That is fun. Ask everyone who has coached Suh.


                        Yeah, this is tricky. Obviously, all video games are meant to be 'fun'. Otherwise, why buy them if u get no enjoyment from them. But, what's truly interesting when it comes to sports can be different things. When u have the NFL license and have 11 v 11 football, I still say your #1 goal is realism. With realism, fun should come. I'm sure most people think spin moves, jukes, trucks, etc are all 'fun'. I was a big fan of stiff arms (which madden has consistently done poorly!!! Lol). Those things are also all 'real' moves u see on Sundays. So, if they make them true to life, they will be fun for the user. If fun is the #1 goal, then u make a game like NFL blitz and NBA jam. Those are games that are 'based' on football, but meant to be an exaggerated and 'fun' version of the sport. And, as a personal opinion, I think this is where many video game designers, producers, etc get things wrong. U should always develop a game for your core audience, first. U should have a vision of the game and what it should be. When the core backs it, more people will also back it. Then, u can add gimmicks if u want for more and more casuals. But, for any sports game, u should make the game for football fans, first. You're trying to replicate the sport in video game form, u should start with realism, and go from there. If you make a shooter video game, would u put all of your focus on a side game of jackpot that gives u better guns or something? Or, do u concentrate on making the guns fire realistically, or accurately? A side game of jackpot would mean nothing, lol, but maybe some casuals would get a kick out of it later. Create the game for your core, and the rest will follow. [emoji41]


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                        • adembroski
                          49ers
                          • Jul 2002
                          • 5825

                          #237
                          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                          Originally posted by SyncereBlackout

                          The real question is: how do you define fun?
                          No, it isn't. The question is what does fun mean in the context of design philosophy, because that is the language the designers are speaking.

                          Fun is an imprecise word, but when philosophies around a craft develop, they tend to incorporate existing words and give them contextual precision.

                          Imprecise fun can define watching any film as fun if it's an entertaining film. Game design fun would say the Shawshank Redemption is not fun, so it's not worth making.

                          If we're discussing a game designer's definition of fun, we must both includs his context or we're talking past each other, and in turn, the designer.

                          And yes, I'm being purposefully argumentative here. I absolutely see what you're saying and you're right, but if we're not speaking to them with precision, we risk misinterpretation. It's a common occurence with Madden.

                          Imprecise; we want QB awr to matter.
                          Response; Vision cone, with all the ridiculously overly complex control therein
                          Imprecise; this isn't fun
                          Response; remove feature, back to square one. Two dev cycles wasted.

                          Sent from my SM-G930P using Operation Sports mobile app
                          Last edited by adembroski; 06-01-2017, 04:19 PM.
                          There are two types of people on OS: Those who disagree with me, and those who agree.

                          The first kind is wrong. The second is superfluous.

                          The only difference between reality and fiction is that fiction needs to be credible.
                          -Mark Twain.

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                          • jmurphy31
                            MVP
                            • Jun 2008
                            • 2803

                            #238
                            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                            I haven't read everything, or I'm not sure it's been released yet, but is written anywhere what exactly each mode will/will not have. I was watching the madden game between serious moe and problem and I kept hearing moe whining about being cheated by the game. Even in his post game interview he said he played perfect but the game cheated him. 2 of his main gripes were he lost a fumble and he missed a TD on an overthrow. (Funny how he didn't mention his interception in the end zone he threw into 5 defenders) . Wonder if this is where these changes are coming from. Not from him specifically, but from gamers like him. i get it that it must suck to lose money on a random play, but it's like a bad beat in poker. You can play the percentages and sometimes the other guy gets lucky.

                            So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).


                            I'm just glad they're having different settings and didn't just cater to the competitive crowd

                            Comment

                            • ODogg
                              Hall Of Fame
                              • Feb 2003
                              • 37953

                              #239
                              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                              Originally posted by jmurphy31
                              I haven't read everything, or I'm not sure it's been released yet, but is written anywhere what exactly each mode will/will not have. I was watching the madden game between serious moe and problem and I kept hearing moe whining about being cheated by the game. Even in his post game interview he said he played perfect but the game cheated him. 2 of his main gripes were he lost a fumble and he missed a TD on an overthrow. (Funny how he didn't mention his interception in the end zone he threw into 5 defenders) . Wonder if this is where these changes are coming from. Not from him specifically, but from gamers like him. i get it that it must suck to lose money on a random play, but it's like a bad beat in poker. You can play the percentages and sometimes the other guy gets lucky.

                              So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).


                              I'm just glad they're having different settings and didn't just cater to the competitive crowd
                              Those sort of people always forget about those "robberies" when it happens to the other guy in their favor though don't they?

                              That's what gets me when people complain about this, it all evens out...but people only remember the bad that happens to them.
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                              • jmurphy31
                                MVP
                                • Jun 2008
                                • 2803

                                #240
                                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                                Exactly. Ill go back and watch some of my hoops teams i coach games and in a close game (if your honest with yourself), you can point out a bunch of items that went in your favor that probably helped you win. (call, non/call, bouncing in of a shot, foul trouble, etc). Even in real life you cant control everything...
                                Last edited by jmurphy31; 06-02-2017, 12:04 PM.

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