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Old 06-19-2018, 10:03 PM   #156
kennypowers88
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Re: Madden NFL 19: The Full Interview With Producer Ben Haumiller

Quote:
Originally Posted by stinkubus
The "excuse" for CFM is that EA doesn't believe the sort of additions and changes advocated here will effect the bottom line enough to make it worth the time and expense, LDO. I don't contend that most of the features people ask for would be difficult to implement, they just won't increase the profitability of the game. If the people working at Tiburon, who's livelihood literally depends on how well Madden sells, thought they could get rid of another 500k units (to reach par with NBA2K) by beefing up franchise mode they would've done it a LOOOOOOOOOONG time ago.

The one feature I do believe would be difficult to implement in CFM is a balanced player progression system. I'm very hopeful that the archetype system when used in conjunction with custom draft classes (to ensure a good distribution of archetype and ability in the draft) will be able to limit the snowballing.

Right now the only limits in place are diminishing returns to XP which don't kick in until your player is already good enough that it doesn't much matter. If the draft is balanced enough that the player is put in the position of having to pick players (due to their superior starting ability) which they can't easily develop (wrong archetype) then we'll have ourselves a game.

What I don't expect is the AI to be good at any of this. The AI always has, and probably always will be, a pushover. This will probably remain true even once technology advances to the point that competent AI could run on a gaming console. Making the game too challenging, out of the box, would negatively effect sales. The best you'll ever get is the ability to customize to your liking.

If you want a challenge play against other humans. If you choose to play single player you know what you're getting (it's been the same for 30 years!) so don't act surprised or angered because you should've known better.
First of all, nobody cares about the bottom line. Not a single one of us.

Second of all, people really need to stop using this argument. There's plenty of examples of consumers rewarding depth and complexity in sports games. It's an old, exhausting, innacurate argument.

Third, even if it weren't profitable, other competent development teams have managed to please multiple playerbase through the use of customization and efficient use of development time over years.

Lastly, placing the blame on consumers for purchasing a monopolized, heavily flawed, product is practically the devils work. They bought the exclusive license. They make the game. They make the promises, the slogans, etc. They're the ones being completely outclassed by their peers. They're the ones asking for 65 dollars a year of my very hard earned money. The relationship between corporation and consumer is increasingly problematic, and you should seriously take a second to think about why your comfortable blaming those who simply want the enjoy their product at a level comparable to other products they spend roughly 65 dollars on. Especially on a website designed partly for those purposes.

A company essentially hijacked a pastime that millions of people enjoy, heavily diluted the product, and now you're trying to blame the consumers, simply for trying to maintain and save that hobby.

I'll let you guys get back to fighting the good fight, but I just couldn't let this one pass.

Sent from my SM-G960U using Operation Sports mobile app
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