denverbro89's Blog
Madden 11 and the new inevitable gameplay feature that is supposed to revolutionize the Madden franchise, the same thing was said about Hit Stick, and Precision passing, both are afterthoughts, Precision passing, or QB Vision, is completely out of the game, and doesn't seem to be making a return to the next-gen consoles. So will GameFlow be another failed experiment? I believe GameFlow was created to combat Madden's lack of a passing game in Madden 10, in which I thought took a step back to Madden 09's passing game. In Madden 09 the passing game was not great, but I felt like I could call passing plays and not be limited to the routes able to be completed, I could compete plays on out routes, Ins, comebacks, I didn't have to dump it off to my RB, I had no idea what rocket catch was, and I didn't need to throw to the flat route to gain a couple yards. The only problem with Madden 09's passing game was trying to complete deep passes, and guys running out of bounds.
Madden 10 pretty much rebuilt the passing game from scratch, and in came worse problems than existed before. Now I was unable to to complete the routes that were able to be completed before. Now I was limited on the plays I could call in the game and be successful at doing so, I was limited to money plays and the defense not being able to defend slants, drag routes, and the flats, I was relying on gimmick plays and CPU glitches more than ever, as opposed to good play calling. That is why people started using less and less plays, gameplay, not game time, was the reason GameFlow was born. I don't mind playing a 60 minute game if I'M having fun for 60 minutes.
Madden 10 pretty much rebuilt the passing game from scratch, and in came worse problems than existed before. Now I was unable to to complete the routes that were able to be completed before. Now I was limited on the plays I could call in the game and be successful at doing so, I was limited to money plays and the defense not being able to defend slants, drag routes, and the flats, I was relying on gimmick plays and CPU glitches more than ever, as opposed to good play calling. That is why people started using less and less plays, gameplay, not game time, was the reason GameFlow was born. I don't mind playing a 60 minute game if I'M having fun for 60 minutes.
# 1
jmik58 @ Apr 29
actually they said in a recent video that the reason gameflow was created was due to the complexity of the playbook and the ratio of time that was actually spent on the field. Gamers were spending an alarmingly large amount of time in a game where they weren't actually "in play." I think the addition of game flow is a great concept that will stick. It's not so much about playing the game less (as some people are misguided to believe), but getting more out of the time you are able to spend with it. People who played for 60 minutes before will still spend that much time, but they'll just get more production out of that time. The game planning aspect will go a long way to help this as well. Not to mention, gameplanning is a huge addition in my opinion, but I also coach in the real world, so I obviously have a biased opinion on that.
# 2
stlstudios189 @ Apr 29
I have always wanted something like this such as a two minute offense plan.
# 3
denverbro89 @ Apr 30
To clear things up, I am not saying GameFlow is a bad idea, what I am saying is that due to the game's AI, and pass game, or lack thereof, you were limited on playcalling. And that is why I believe people started using less and less plays because most of the plays in teams' playbooks didn't work.
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