So I’m sure this is something that has been suggested before, but below is an idea for a system of player ratings that would, in my opinion, make the game so much more interesting:
To me, one of the biggest issues with Madden is predictability. If you have a starter with even just slightly higher ratings than the backup - then it makes sense to play the starter all the time every time. Any “down” game is just pure coincidence - as is any “good” game from a low level player. It always makes sense to simply make the cold, calculated decisions. Including in free agency. Some guy has slightly better numbers than your guy? It makes sense, every time, to cut your guy and bring in the guy from FA (depending on the contract). It’s boring. I think a few big changes in franchise mode would make a world of difference:
1. Ratings are hidden within in ranges. Physical ratings may be in smaller ranges since those can be “tested” but all ratings would be hidden in a range. That range would shrink the longer the player is in the league (though it may start to expand again when the player gets older to simulate potential regression) and it also shrinks the longer they are in a system. The range would be smaller for the team with the player since the coaches see them in practice. This would drastically alter team building since it injects massive amounts of realistic uncertainty into player evaluation.
2. Ratings fluctuate on a game-by-game basis. Each game, a player’s true ratings - which dictate their play - fluctuate within a smaller range inside their main ranges. This means that “good” and “bad” games aren’t just a coincidence/fluke - they were actually good and bad games. This also means that players’ performances in games could indicate where they may actually be within their more broad range. Let’s say a young player has an overall range from 58-73. We may not know it, but their “true” rating may be a very good 72. In games they would fluctuate between say 65-73. So, if you have a good eye, you could determine from their performances in games that they are at the upper range of their 58-73 rating range. In addition, you could then make a call like benching a player who plays poorly in the first half because you make be determining they they are having a down game. This could even make practice useful. Perhaps for a certain amount of time per week you could practice with players and they will practice at the same level that they’ll play in the game. See a player lighting it up above their normal levels in practice? Might suggest they are on a up week.
These changes alone would:
1. Add uncertainty to the caliber of your roster
2. Add uncertainty to player development decisions
3. Increase the incentive to hold on to players since you have familiarity
4. Add significant amounts of uncertainty to adding free agents
5. Add variability to the performance of your team in games
6. Makes “up” and “down” games from players actually possible
7. Creates scenarios where benching or promoting a player actually makes sense
8. Makes draft picks true mysteries as to their quality until proven
9. Makes practice actually useful as a way to evaluate players (this could honestly branch into a whole system where you could observe practice yourself or you could sim it and you get a report on good and bad performers in practice - the accuracy and depth of that report could depend upon the quality of your staff).
This would obviously have to work around other changes to things like development and scouting, but I think the fixed and certain nature of ratings is one of the biggest detriments to this game.
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