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Old 05-30-2018, 08:16 AM   #42
Thunderhorse
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Re: How in-depth do you think Madden will take its archetype system?

Archetypes are useless if there are no animations to illustrate the differences between them.

Maybe capping ratings can create the desired outcome without an animation overhall, but using the previous example of LeGarrett Blount, I doubt they want to deflate player ratings unnecessarily by nuking individual attributes to effectively create visual differences between archetypes/signature styles.

Leave the ratings as they are and change/innovate your player-interaction animations. For example a spin move is actually a contact initiated move in real life (maybe I’m old school). Blunt is great at spinning off a hit. Some players are so agile they change direction in a way that appears to be a spin. Madden has this “spin” animation (I would actually define it as a cutback, but whatever), they would just need to tie in different rating requirements to actually make it trigger. X rating in spin + X rating in agility + X rating in elusiveness.

Maybe they already do that.
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