In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Yep, Mike Young confirmed there isn't a single NFL game played in this mode.
I just can't fathom why he would think that was a good idea. You can have a great story AND have the player play in the NFL too.
After 4 years of development too?
Come on. -
Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Sounds like QTE and cutscenes. They keep acting like this is revolutionary and groundbreaking like 2k hasn't done it the past 2 years and Fight Night Champion didn't have a story mode the same way.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Probably going to go the route FIFA went where multiple years of Madden flesh out the story for the protagonist. To that end, separating the NFL experience from the "making it to the NFL" experience is perfectly reasonable storytelling.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
But considering it took EA 4 years to make this Madden story, are we going to have to wait another 4 years for the next story?
4 years is a LONG time to make a story like this. Games like Skyrim, GTA 5, Witcher 3, and other blockbuster titles took 4 years to make and those were full games. (GTA 5 actually took 3 years of development).
If EA comes out with a continuation story each year, I'm good with what they're doing.
I just don't want franchise mode to be neglected in place of this.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Do you see what I and many others are saying? Please just acknowledge it. I swear when anyone says something about madden you respond and try to defend it. And it's nothing personal. You seem like a respectful and professional person. I don't mean any disrespect at all. But honestly it seems the higher ups here don't want any negativity towards EA.
Let me put it like this. Football is my passion. Like I'm sure it is to most here. I mean I really have to deep respect for the game. I am a very casual basketball fan. I don't know the x's and 0's of its strategy. I buy 2k almost every year. I'm blown away yearly by what they do and what that game allows me to do. Madden, I don't but often. When I do I end up playing a handful of times and never pick it back up. I return to older games to get my football fix.
I've provided a ton of constructive criticism to the team. Made videos. Talked to the devs. And at this point madden just continues to move in the opposite direction that I personally want it to move it. It's just very frustrating.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Originally posted by CM HooeLongshot is for someone who has never played Madden before and finds the game and its deep mechanics too intimidating to even consider.
Remember one-button mode from NCAA Football? I get the impression that Longshot is more-or-less equivalent to that; not necessarily in terms of profoundly nerfing the gameplay, but rather it acts as the first step in ramping up a new player who has literally never touched Madden before. It's a mode which exists to ease a new player into learning the core game mechanics - how to throw passes (the seven-on-seven drills), how to break tackles (the QTEs), learning football concepts in a low-pressure situations (the Gruden QB camp), and so on. It wraps all that teaching and ramping the user up the learning curve in an interesting story context which will encourage the user to move forward, as opposed to Skills Trainer which, while useful, lacks any and all context and doesn't keep a new player engaged.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
That's EA though. The suits dictate it all. I absolutely agree with you but as tough a pill as it is to swallow, it has to be realized that they're not making the game for us, they're making it for dollars. If you're not spending cash on MUT packs the only thing thing they care about is either A) how can they get you to spend money on MUT packs or B) how can I find someone else to spend money on MUT packs. So if you're playing a mode that doesn't generate additional revenue you have to realize that the mode is going to not be built for the people playing it. It's going to be built like this mode around kids and people who don't even play the game to pull them in and maybe stick around and spend more money in-game. It's no coincidence that you get MUT rewards upon completion of the mode. It really, really sucks but that's just the way it is and it isn't going to change any time soon.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Some people have a tremendous ability to spin things, almost presidential ability
So a NFL game on the market creates a story mode, sells it as something revolutionary (which it is not) and on top of that you will not play a single NFL game in the mode.... whaaaaaa?
That is as if FIFA story mode was the life of Alex Hunter BEFORE ever playing in the Premier League, and then the game stops when you get signed by Chelsea. That makes zero sense and it is either:
A) Waste of potential and resources
B) A plan to account for their lack of creativity when Madden19 tries to sell us the exact same thing but now you'll get to play a player career in the NFL
Or... C) both of the above
Also, claiming the mode was made for those who are just getting into Madden or know nothing about it is as nonsensical as a statement could be, that is what SKILLS TRAINER and even THE GAUNTLET are for. Let's see the logic here:
PROBLEM:
Person A knows nothing about football and feels like. Madden mechanics are complicated.
SOLUTION:
Let's make person A sit through pre-planned/cut-scene heavy mode that is likely gonna focus on 101 cliche football stories
Yes, that makes sense :/Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
claiming the mode was made for those who are just getting into Madden or know nothing about it is as nonsensical as a statement could be, that is what SKILLS TRAINER and even THE GAUNTLET are for. Let's see the logic here:
PROBLEM:
Person A knows nothing about football and feels like. Madden mechanics are complicated.
SOLUTION:
Let's make person A sit through pre-planned/cut-scene heavy mode that is likely gonna focus on 101 cliche football stories
Yes, that makes sense :/
There is no player progression in the sense we're used to in Longshot. Understandably so, because Madden has like 60 or 70 player ratings and traits to juggle. That's way too intimidating for someone who doesn't understand the game yet.
In exchange, the story is what drives the progression in this mode. The story is what compels the new user to continue through the various game mechanics, learn them all, and with that knowledge gained graduate to the full game (or at least to MUT Solos and Franchise).
Skills Trainer is a useful tool for building mastery and absolutely has a welcome presence in the game, but there is absolutely no sense progression attached to it. It's just a bunch of one-off drills with no context, so it's not a good on-boarding tool; there's little in there to drive new users forward. Gauntlet on the other hand was never designed as a new user on-boarding mechanism, it's a single-player stick skills challenge to take on after mastering the game's mechanics in Skills Trainer, so it's absolutely not a tutorial either.
The exact same thought process drives the scripted playable intro which Madden has included for the past three years. Both that and Longshot are intended for new user on-boarding, something at which sports games have profoundly awful track record. Think about it - the amount of institutional knowledge required to complete a single game of Madden - not even be competitive or win - is staggering, and we all take it for granted because we are sports fans. Of all the sports games, really only Madden has made any considerable gains in helping new users along over the past few years, and that's because it's been a priority by Tiburon to do so.Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
Some people have a tremendous ability to spin things, almost presidential ability
So a NFL game on the market creates a story mode, sells it as something revolutionary (which it is not) and on top of that you will not play a single NFL game in the mode.... whaaaaaa?
That is as if FIFA story mode was the life of Alex Hunter BEFORE ever playing in the Premier League, and then the game stops when you get signed by Chelsea. That makes zero sense and it is either:
A) Waste of potential and resources
B) A plan to account for their lack of creativity when Madden19 tries to sell us the exact same thing but now you'll get to play a player career in the NFL
Or... C) both of the above
Also, claiming the mode was made for those who are just getting into Madden or know nothing about it is as nonsensical as a statement could be, that is what SKILLS TRAINER and even THE GAUNTLET are for. Let's see the logic here:
PROBLEM:
Person A knows nothing about football and feels like. Madden mechanics are complicated.
SOLUTION:
Let's make person A sit through pre-planned/cut-scene heavy mode that is likely gonna focus on 101 cliche football stories
Yes, that makes sense :/Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
It absolutely makes sense.
There is no player progression in the sense we're used to in Longshot. Understandably so, because Madden has like 60 or 70 player ratings and traits to juggle. That's way too intimidating for someone who doesn't understand the game yet.
In exchange, the story is what drives the progression in this mode. The story is what compels the new user to continue through the various game mechanics, learn them all, and with that knowledge gained graduate to the full game (or at least to MUT Solos and Franchise).
Skills Trainer is a useful tool for building mastery and absolutely has a welcome presence in the game, but there is absolutely no sense progression attached to it. It's just a bunch of one-off drills with no context, so it's not a good on-boarding tool; there's little in there to drive new users forward. Gauntlet on the other hand was never designed as a new user on-boarding mechanism, it's a single-player stick skills challenge to take on after mastering the game's mechanics in Skills Trainer, so it's absolutely not a tutorial either.
The exact same thought process drives the scripted playable intro which Madden has included for the past three years. Both that and Longshot are intended for new user on-boarding, something at which sports games have profoundly awful track record. Think about it - the amount of institutional knowledge required to complete a single game of Madden - not even be competitive or win - is staggering, and we all take it for granted because we are sports fans. Of all the sports games, really only Madden has made any considerable gains in helping new users along over the past few years, and that's because it's been a priority by Tiburon to do so.
Judging this this mode, this early, based on what you think you know about career mode in sports games is absurd. Innovation needs to be tried, weighed, and measured in person rather than opinionated theories. Count me in as a gamer that will play this unbiased and with open arms."Im all jacked up on mountain dew!"
" Im just a big hairy american winning machine"Comment
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
I'm sorry. I still think is a waste of money and resources on 2 fronts.
1. Dev time and creation. CFM is still not fully fleshed out. One can argue metrics as 'not enough people play this,' or as we have heard recently, 'many people play this'. Lol. However, u can argue for both as reasons to continue working on this and make it a fully fleshed out mode. Find out what's missing and add it. Many suggestions are here and I know they've pulled from here, before. They could've added this story mode into CFM if they wanted to. They could've made it smaller, I would think, but many options are available here. In any sports sim game, this truly should be your #1 mode, period. And, should appeal to your #1 target audience which should be football fans. Football fans already know how to do this stuff and what to expect in a CFM. So, u have to blow it out bigger to get more bang for your buck. Think BIG!! And, if u want to convince the suits, tell them you're giving away more MUT packs in CFM by adding x, y and z. Lol. But, also, by blowing out CFM and satisfying your base, madden would receive more street cred, better reviews, less negative reviews, etc. THIS would bring more casuals and new users in. "Build it, and they will come."
2. Wasting money on poor marketers with poor marketing ideas. I really think the marketing team is off their rocker. From everything I hear here and there. I understand wanting to pull in new users from wherever I can. But, first things first. Understand your product. You represent a FOOTBALL game. As such, u should be marketing to football fans, both hardcore and casual. U should be including selling items such as 'the most realistic simulation of football ever. I thought I got knocked out by ray Lewis, himself!' And, then have a commercial with Lewis popping out of the tv and knocking a gamer in their a$$. Lol. If madden chooses to use that, I'll take some royalties. Lol. But, seriously, to spend all marketing and money and resources (or more) to try to pull in people who don't even watch football? This should be a small % of money/time spent. Again, KNOW YOUR PRODUCT. Don't waste your time where not going to get it.
There are many people out there who are sports fans who are choosing not to play madden. Those should be your #2 target (after football specific fans). People who are choosing NBA 2k and The Show, and simply not buying madden because of the poor CFM. These are the people u could most easily flip to buying madden. How do u pull in these people? With a wicked CFM and better overall gameplay. These should be the selling points focused on. After all of that, if u have some extra time and resources, sure, try to pull in casuals with something. But, this overall take that they've got to pull in casuals so much, I truly think should take less money and resources. If someone doesn't like sports, but loves shooters and is looking to buy Gears of War or Madden, they're going to choose gears.
And, I think, just overall, that's where the frustration lies with longtime gamers, longtime madden fans, longtime football fans, and longtime sports fans. Madden just hasn't been on top for so long, if ever, we would rather see them spend money on making the game better. Not, adding a campaign mode. Especially, if that mode took 4 years to make. Lol.
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Re: In depth Interview by Kat Bailey with Creative Director Mike Young on Longshot
I hear ya Hanky...really do...however the market and trends are pointing elsewhere and this team is trying...as they should...to stand out in the market. The game of Madden isn't enough anymore. What makes Fallout a great game? It's because it's a game within a fame that keeps you engaged throughout the entire campaign and long after you beat it. What's wrong with Madden attempting to innovate and build a similar experience? I look at it as a nice break from the CFM mode. Hope this made some sense, but in short...playing a football game is not gonna cut anymore I feel. The experience is everything. Living out a fully fledged out RPG experience of grinding from zero to hero is what we can all identify with and that's what's being attempted...creating an emotional tie to Madden to the point where it never gets shelved due to boredom. The RE biohazard game wasn't the best ever...but the way it captured the emotional drama is what made that memorable"Im all jacked up on mountain dew!"
" Im just a big hairy american winning machine"Comment
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