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RaychelSnr's Blog
Is Madden's Gameflow a Revolution or a Gimmick? 
Posted on August 10, 2010 at 03:02 PM.
The question I keep asking myself is whether Gameflow and the Game Planning features are a revolution in Madden NFL 11 or just another gimmick which is sure to go by the wayside in future years not unlike Weapons, the Vision Cone, and any number of other features.

It's not like we haven't been given a bevy of reasons to believe Gameflow isn't indeed another gimmick.

But yet, I can't help but also feel that maybe this feature is different. Because, in case you didn't know, picking plays by down and yardage is how the real coaches do it more often than not.

So we face a crossroads here, where people are so used to an aspect of the game which is incredibly unrealistic traditionally (play-calling) yet they resist a change to something a bit more realistic -- although slightly gimmicky as-is.

I'm fine with playcalling continuing it's march towards being more realistic. Picking plays by down and distance, instead of by formation, is how it's done in the big leagues -- and really any other league if a coach is successful sans the napkin waving Mike Leach. I just feel Madden (and NCAA for that matter) are on the cusp of really exploring some pretty deep and immersive aspects of what it's like to be a coach, although they certainly must retool their career modes in such a way that being the coach is a focal point of the modes for this to go further.

But yet, I can't help but feel that even though many want a more realistic on the field product, they are more forgiving with things off the field. I think there is a built in resistance towards changing playcalling by many in the community simply because it's a change from what we are used to. If you are one of those people I simply must say, "Fear not the change which is hopefully coming."

As far as the current iteration of Gameflow and Game Planning is concerned, it's rather gimmicky this year only because there's no foundation to it. Make the coaching aspects of the game more realistic and suddenly, gameflow/game planning becomes a whole new monster, one that really has a point and purpose. As always, I think the classic playcalling option should be in the game, but if you really started to explore the complex world of gameplanning within Madden in relation to playing towards your coaching and team strengths -- I think users would be less willing to pick plays the old way.

I think the majority of gamers want their experience more realistic. However, we just need to know we are moving and building towards a more realistic game instead of just being handed random forks in the road just to satisfy the need for a tagline touting a new innovative feature on the back of a retail box.

Like a mist: vision cones, weapons, lead blocking control. Here one moment, gone the next. If Gameflow plans to stick around, it's going to need more weight behind it than it currently does.
Chris is the Executive Editor of Operation Sports and maintains this blog on the site. He is also a native Oklahoman and avid storm chaser. You can follow him on Twitter @ChrisSnr.
Comments
# 16 Dazraz @ Aug 11
I think declaring Gameflow a gimmick is a bit harsh but it is fair to say that it is just a revised version of Ask Madden.
I think the feature does have possibilities. Maybe a hybrid of the Gameflow logic & the normal playcalling system whereby a selection of plays are shown based on the scenario on the field. I'm no NFL Coach (I'm from England after all) but I'm sure if a team is 2nd & 10 on there own 40y line they have more than 1 play in the book to go to!
 
# 17 MegaBearsFan @ Aug 12
After my limited time with the game, I will say that GameFlow is a gimmick, albeight a potentially viable gameplay mechanic if it can be better integrated with the rest of the game's features.

Chris already addressed the issue of further integrating GameFlow into the Career modes, which really is necessary to solidify it as a true feature rather than just a cheap gimmick.

Basically, GameFlow has 2 other major problems for me:
1.) It takes you AWAY from feeling like a coach. Why am I committed to running ONE play and only ONE play? The coordinator should suggest the play, give me his "Coach Talk" justifications, THEN give me the option to look at ALL my gameplanned plays, or open the full playbook. I am the coach. I still want to make decisions, damnit! And I should know what I'm calling before I commit to calling it!

2.) Better integration with the Accelerated Clock. Using the Accel Clock is almost mandatory with GameFlow. If the user isn't taking the time to scroll through plays, then simulating the 15-25 seconds taken in the huddle is essential to simulating real football clock management. So WHY does the Accel Clock get disabled inside of 2 minutes in a half?! If anything, this is the time when simulating the loss of clock time when huddling is MOST IMPORTANT! Running the No Huddle is pointless if you can just hit a button to have a play dialed-up after a long gain, then be instantly warped to the line of scrimmage in a matter of 2 or 3 seconds.

GameFlow does have ONE major point going for it though:
Madden 11 is the first football game (thanks to GameFlow) in which playing a full, 15-minute quarter game is fun, timely, practical, and balanced. The Accelerated Clock and GameFlow effectively allow gamers to start playing full-length football games for the first time ever without having to commit 3 hours of sitting in front of the screen. Without Gameflow, a full-length game of Madden 10 w/ Accel Clock only took only 60 to 75 minutes typically. Now, with Gameflow, it could possibly take less than an hour if both teams are doing a decent job of moving the ball and sustaining drives.
 
# 18 MegaBearsFan @ Aug 12
Another major flaw with Gameplanning is that (as far as I can tell), it completely nullifies the Package Substitions that were major features in the last 2 years.

IMO, the GameFlow feature would be MUCH better and more useful if it went like this:
1.) Play ends. Players go into huddle.
2.) Co-ordinator suggests a play based on your gameplan and gives his "Coach Talk" speech about why you should use it.
3.) User (in role of Head Coach) has option to use that play, view his entire Gameplan for that situation, open Package Substitution screen, or open the full playbook.
4.) players line up, and user (as players) has the option to audible, call hot routes, etc.

In most cases, this method would add a few seconds between plays. But the trade-off would be much more freedom for the user to keep his role as coach and do in-game strategizing, and the ability to pick plays directly from one's gameplan (rather than the full playbook) keeps the Gameplanning feature relevant, and still allows for previous-games' features (like Package subs) to remain useable.

* The AI needs to take a few more seconds before snapping the ball on offense. There is virtually NO time to make pre-play adjustments on defense, which was a common complaint with Madden 09.
 

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