Let's address the proverbial "elephant in the room". M20 is no longer available via EA Play or in the Playstation or XBox store. If you previously purchased the game, you will still have access to it. However, if you do not already own a digital copy of the game, you will need to buy it on disc (a used copy at a gaming store should not run you too much).
My general goals for Madden are quite simple:
- I want ratings to matter
- I do NOT want artificial mechanisms to interfere with ratings aside from organically derived mechanisms like morale (and even those need to be moderate)
- I want to see injuries and penalties (I'm not necessarily looking for a 1:1 match to what we see IRL, but they need to be there)
- I play the CPU straight-up without cheese. In that context, I want tough games. I want to be beat without beating myself.
- I want to see defensive stops that are not strictly a function of sacks and turnovers.
- I want to see variety in games from defensive battles to shootouts to blowouts
Madden 20 has checked every one of these boxes for me. I went 1-15 in season 1 with the Giants (suffering through Eli's last season while Daniel Jones was developing as the number 2). Games were tough, the CPU run game devastating, but we had chances in many games; many decided by just a handful of plays (or even inches). This game gives me an illusion that I am playing football; something current titles have been unable to provide me. Now, let's get to the setup.
The Setup
Here is the basic setup we will be using for Madden 20. You will set these first in the main menu and then import into your franchise. I suggest shutting down the game the first time you set these in the main menu and reboot the game to ensure these settings load-up properly.
Offline CFM
All Pro/Sim
10 min quarters, no acc clock
Assists - Ballhawk and Autoflip defense must be on, all other assists off
Injuries - 40
Fatigue - 50
Threshold - 50
Gameplay Sliders/Penalties - all 50 or turned "on"
Superstar abilities - OFF (set this in the franchise setup screen - more on this below)
Someone may ask, "why are you using 40 Injury for this game when you said to not go above 26 Injury for Madden 23"? Good question but simple answer. Madden 20's franchise mode's default injury value is 40 - so THIS particular game has been tuned (by EA) around that value.
Turning Off Superstar Abilities is Key
As you all may remember, Madden 20 introduced the concept of Superstar abilities and X-Factor abilities. Some of them were quite overpowered (e.g. Enforcer) but they did provide a little added flash. What we did not realize at the time is that enabling abilities has some sort of a core impact on the gameplay - it really seems to open up the game (to a fault) and gives it an arcade-like feel. When I went back into M20 here recently, I wanted to see how the game would respond to turning these off - I was floored in the best way possible. The game has its moments where it "feels like Madden", but holistically, this game is a truly fun experience that has much stronger sim vibes than any Madden made since.
Comparison of Madden 20 vs M23 - Gameplay
- The is an "old gen movement" title. OK, I know some of you will scream that CG movement is "more realistic" in terms of footplanting. You're right and this is why M23 is the inferior title. Huh? What do you mean Josh? The old movement (and "canned" 2-man animations) actually work better for the game. The juke moves are more exaggerated for example, but it is because of this that the CPU can really make you miss and it makes their offenses much more dangerous (and fun to play against). The defensive 2-man animations actually work well in creating tight coverage windows at the point of catch; it not only makes catches more varied, but also adds to that "illusion". M23 no longer uses these and because of this, catch outcomes have a very binary feel (receiver catches it or it is a pick). The one wart of the old movement is that sharp cuts can be handled a bit wonkily in coverage. You can get separation in routes featuring a hard change of direction - but in my experience, the relative coverage ratings are crucial here (as coverage defenders can absolutely still stick to routes).
- M20 CPU QBs are not overly effective at scrambling. Few QBs in this game scramble. I'm collecting data right now to see if I can suss-out any specific trends, but I think it is tied directly to the QB archetype (which is based on ratings) vs traits. This is going to have to be a concession you accept. But in reality, the CPU does such a good job moving the ball, I'm not bothered TOO much by this.
- Lineplay. OK, so lineplay doesn't look as good on M20. You can also do the MUT-style scramble out of the pocket crap sometimes (if you abuse that, that's on you). That said, from an outcomes perspective, it holds up well-enough on M20. There's a balance to it even if it doesn't look quite as pretty as M23. But, M23's lineplay looks very scripted while M20s blocking looks messier and forces fast choices when making moves (something I appreciate) with defenders that close quickly if they are good.
- The "little things". I've seen a wider variety of penalties in M20 (pass interference calls, facemasks, holding, offsides, fals starts, roughing, etc.). Frequencies are predictably not in-line with real life, but there are just enough to have an impact. I do suspect that this will improve as we flush real players out of CFM. On the injury front, I have seen QB injuries (on scrambles) and a lot more RB injuries (though not egregious) than 23.
- QB (in)accuracy - this is done really well. You will flat-out miss short throws quite organically with mediocre QBs but can dissect defenses with elite QBs. Same goes for the CPU.
All of this adds up to an experience that is fun, challenging (for us AP guys), and ratings-based while keeping a larger proportion of "simulation" elements than current games. I fully expect my Giants rebuild to take a good 4-5 seasons before we have a chance to be a championship contender; which is exactly what I want.
Comparison of Madden 20 vs M23 - Franchise Mode
OK, I am going to be blunt. M20's franchise mode is miles better than M23.
"But Josh, tHeY AdDeD mOrE StUFf". Yes, they added a whole lot of stuff to franchise mode between M20 and M23. But it is worse because of it. Morale boosts are out of control on M23, coach skills boost player ratings, game planning boosts ratings, way too many scenarios (which the CPU does not get). What this results-in is a signficant boost to ratings in-game and the user gains huge benefits. As a result, you go from great competive games in the first few weeks of a franchise to blowing away the CPU afterwards. Unless you play M23 on All Madden or using extreme slider settings (neither is appealing to me), CFM in 23 is a waste of time.
Thoughts on franchise longevity
- One thing M23 features that I like is the player tag system for FA. What I suggest for M20 is that you restrict yourself with respect to in-season contract extensions (how you do it is your choice). The more of your players that go into FA, the more you will have to pay, and the harder it will be to maintain a team. Not a perfect solution, but given how infrequent in-season extensions are in real life, this is a good option. You might also consider not making any trades during the draft (as the CPU does not do them).
- Do not use the 5th year player option scenario. The CPU does not get this; so a user should not get the boost.
- Purely optional, but each off-season, I like to adjust the CPU QBs "sense pressure" trait based on their awareness rating. Makes no sense to me to see a QB start as paranoid and then get to a 90 awareness but still have the paranoid trait. The rough scale I use is:
85+: Ideal
80-84: Average
70-79: Trigger Happy
<70: Paranoid
- Final thing. Up to you how you implement this in your CFM, but you might want to consider lowering dev traits for older players on the decline.
Wrap-up
I'm having fun with Madden again...I hope some of you give this a shot and enjoy it as well.
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