Home
Feature Article
Building a Better NCAA Football 12
NCAA Football 11 gave thousands of eager fans the first quality HD college football experience during this generation of consoles. But now with January already upon us, and NCAA 12 deep into development, it is only a matter of time until the NCAA Football 12 details start emerging. January is also the month that I begin my coverage of the newest NCAA game.

This first article will focus on some of the things NCAA 11 did extremely well, as well as the areas that still need improvement in order to push the game to the next level.

It's All in the Details

NCAA 11 did a serviceable job of finally returning in-game college atmosphere to NCAA 06 levels. NCAA 12 needs to push the envelope in terms of presentation and small in-game details. I'm talking about adding the few remaining details that were present in the last generation of NCAA games -- the return of bowl patches, eye black, interactive goal pylons, pregame predictions, coach cut scenes and dreads -- while adding in a College Gameday feature, complete with highlights in between quarters like in NBA 2K11.

On top of these additions, NCAA 12 needs updated stat banners and ESPN overlays while within a game. ESPN and ABC have become the name in college football, and this is the year that the NCAA franchise needs to fully implement the presentation we see on the tube any given Saturday. If the now-defunct NCAA Basketball franchise was able to do this, there are no excuses for the growing NCAA Football franchise to leave out such a critical aspect of presentation.

Remember the Heisman Winner?

If there is one issue with NCAA 11 that has unified the OS forums, it undoubtedly has to be the lack of scrambling logic by CPU quarterbacks. This issue highlights one of NCAA 11's biggest weaknesses: the lack of player profiles. While appearing on a recent version of the OS Radio Show with yours truly and Chris Sanner, NCAA developer Ben Haumiller mentioned that the NCAA licensing prohibited the team from integrating actual player profiles into the game (see: Auburn QB #2).

While this is completely understandable, especially because of the pending lawsuits from former college athletes, it still does not excuse the fact that CPU players just do not seem to play to their strengths in NCAA 11. If I am facing off against a team with a 6-foot-2, 250-pound featured back, I expect to get pounded by this team all day long. The same goes if I am facing off against a team with a dual-threat QB who has a 98 speed rating. I should be dreading defending such a player the same way teams that faced Auburn and Michigan feared their respective quarterbacks.

Good luck planning for QB #12.


NCAA 11 did a marvelous job when it came to replicating team-specific offensive sets, but the problem was that when facing the CPU, the CPU-controlled teams never seemed quite aware of what their individual strengths were. This is not to say that playing NCAA 11 against the CPU did not provide a suitable challenge, it's just that on offense the AI did not run a system as efficiently and realistically as teams do in real life. The issue was made even worse when playing CPU teams that ran the spread or shotgun-based offenses -- getting the CPU to establish an effective run game was downright impossible sans major slider tweaks.

For NCAA 12 I would like to see an emphasis on the offenses run by the CPU, especially with teams that run the spread and have dual-threat quarterbacks. For too long has defense in the NCAA series taken a backseat to offense. This is the year where the CPU needs to keep defensive gurus on their toes. How nice would it be to finally go into a week in Dynasty mode, know you are facing the next Michael Vick, and actually have to make personnel adjustments both pregame and in-game to give your school a chance at victory?

One of the biggest complaints I hear from people on a yearly basis regarding playing defense in football games is that the process is just plain boring. But if you actually had to engage in a defensive chess match against the CPU, would that be reason enough to stop using the Super Sim feature while on the defensive side of the ball? The incentive and feeling of accomplishment gained by devising a top-tier defensive game plan against an explosive offense would be second to none in my opinion.

Tune in the Fun

Tuning updates in NCAA 11 sounded like a can't-miss idea when they were announced shortly after the game was released -- they work really well in the NHL series, after all. Unfortunately, every time one of these tuners was implemented, another aspect of the game completely unrelated to a tuned issue began to suffer. Add this to the fact that some of the tuners were dependent on a game patch being installed (the dirty jersey/dynasty progression patch), and you have a recipe for disaster, especially when users are not given a way to switch back to previous tuning updates without deleting a core gameplay improvement. Simply put, NCAA 12 needs to learn a lesson from EA's own NHL series and rework the way patches and tuning sets are implemented.

Yes, football can learn from hockey.


My fondest memories of NCAA 11 occurred before the first tuner set was released. In fact, I would even go as far as to say that the first tuner set broke the game, nerfing the CPU running game, adding a devastating pump-fake glitch, and seemingly lowering some of the game's overall blocking logic. Others were pleased with the additions in each successive tuner set, and more power to them. The point is that if tuners are going to be the new standard of updating NCAA Football, then there has to be some flexibility to allow users to pick and choose the tuner set that best suits their game style.

Time to Restart the Program

Yes, Dynasty mode has been good times during the last 10-plus years, but it is now officially time for a change. Before NCAA 11 was released last year, EA sent out a survey asking gamers what new features they would like to see implemented into the series. One of the options given was called Athletic Director Mode, which included the ability to build your own stadium. A completely new approach to Dynasty mode is exactly what NCAA's deepest feature needs right now.

This menu is just not as exciting as it used to be.


I like the idea of AD mode, but I feel that a comprehensive Coach mode would be better for the long-term health of the franchise. Imagine building your coach from scratch and then taking a job from a pool of lower-tiered schools. After each game you would have to answer questions from the press, which would allow you to establish your personality type. This personality would begin to shape how you are viewed by potential recruits, and by your AD. Players could have academic troubles -- or get free tattoos -- and the press would grill you on these issues as well.

You would also be given create-a-play tools so you could develop your own offensive schemes and gadget plays. Depending on your coaching strategy and personality type, you would develop in-game dynamic rivalries with other coaches and programs. Add in a coaching carousel and some all-time challenges, like winning more games than Joe Pa, and you have got a surefire winner in my eyes.

Avoid the Madden 11 Effect

Madden 10 was one of the biggest leaps in terms of gameplay and features when compared to Madden 09. So when the masses began realizing that Madden 11 was not the year-to-year lap that Madden 10 was, people were understandably disappointed. NCAA 12 has to avoid falling into this same trap, and the team must continue to push the franchise forward in big ways. With an ever-changing sports gaming climate, consumers being able to see a quantitative year-to-year improvement is critical to increased sales, especially for a franchise that does not carry the NFL license.

In addition, the gameplay in many of today's sports games, NCAA included, does not match up with the gameplay found in titles from the previous generation. It's becoming extremely difficult for me to believe that the presentation and gameplay we are experiencing now are still not on par with what we were playing over five years ago. No more excuses, it's time for the HD generation of sports titles to finally surpass the games of yesteryear.

NCAA 12 will be released in just seven months, and for dedicated fans of the series, excitement levels are about to peak. As always, Operation Sports will be bringing you any and all NCAA Football 12 news as it breaks, so be sure to check back in the coming weeks.

What are your hopes for NCAA Football 12 at this point? Feel free to add your wish lists below.


Christian McLeod is a senior staff writer here at Operation Sports. A rabid Michigan State fan, he shed many tears as Alabama throttled the Spartans on New Year's Day. He's looking forward to next year and hopefully another Big 10 Championship. Follow him on Twitter @Bumble14_OS, talk to him here on our forums via Bumble14, and challenge him to a game of NCAA 11 on Xbox/PS3 via the tag Bumble14.

NCAA Football 12 Videos
Member Comments
# 61 illwill10 @ 01/14/11 02:26 PM
Player and Recruit Evaluation Madden had something like this 05-08. ex. terrific speed and great route runner. ESPN has it. It can describe players and what system they fit. With School having Play Styles, schools can recruit to their playstyle.
Recruit Ratings Either recruit overall rating should be raised or Player ratings should be decreased. There is alot of recruits coming in with low rating. Recruit positional rating should be higher. Only ATH and 5 STAR come in with position ratings. there needs to be power rbs.
Smaller Schools I want to see small schools getting big time recruits or recruits progress to high rating. Some 4 or 5 star recruits doesnt progress or produce. Some 1-3 star recruits progress very well or produces very well.
 
# 62 GGGswim @ 01/14/11 03:25 PM
Quote:
Originally Posted by sportyguyfl31
3) Balance between man and zone coverage: Too much route mirroring in man coverage, too little assignment recognition in underneath zone coverage.
Works both ways, too. Had an INT in a game 2 nights ago where my CB stretched for the ball and by catching it, it spun him around clockwise about 270-degrees. He was tackled, as is the norm in the game, right away by the WR. Why? Because, after seeing it in replay, the WR did the identical 270-degree spin WITHOUT the ball ending up facing the back of my CB for the easy tackle. And when I say identical, they rotated the same degrees and at the same rate, as if they'd practiced it.

Way too often the underneath routes in zone are completely unnoticed.

In other words, agree, agree, agree...
 
# 63 LionsFanNJ @ 01/14/11 03:26 PM
you know what. Throw my hat into the special teams mix. I'd really like to see it matter now. As it stands there's no fear of any type of block on punts or FG attempts, and the blocking on kicks and punts leave something to be desired.
 
# 64 DubTrey1 @ 01/14/11 05:03 PM
Great blog and comments thru all - Another thing I would love to finally see, id penalties. Other than holding and the occasional clipping call - I would love to actually see PI calls on both sides of the ball, as well as intentional grounding for a change.
 
# 65 ReadyForTheShow @ 01/14/11 05:20 PM
I feel that the playbook/play style should effect player progression, or atleast play a role. I think the offseason should have to parts of player progression such as a workout part and (don't have a name for the second) mode. Both of course being simmed like last(this) year but seperate so you can see the differences.

For example almost all or most athletes who play, train in specific areas such as agility, strength and stamina. These attributes would be effected by the workout portion. So core attributes like strength and agility would progress or regress as these are usually applicable for almost all players regardless of position.

The second part of training would be geared more towards the actual way in which players fit in each system. For example training for an Air Raid offense (Texas Tech) would see WR gain better route running, catching and other attributes that help with that offense. (QB's better throw power/awarness, RB's better catching) On the other hand an option team like Georgia Tech would see more focus on running back attributes etc. (QB's better elusiveness and other ball carrying skills, O-Line better Run Blocking etc.)

I blitzed (wasn't trying to make a pun or joke) through this and there maybe grammatical errors and such but I can explain more where/when needed.
 
# 66 Dashdagreat @ 01/15/11 12:09 AM
DOUBLE HIT TACKLING!!!! THATS ALL!!!!!
 
# 67 Dashdagreat @ 01/15/11 12:43 AM
Reading through these comments what with these simple minded wants? Facemasking, presentation.. how about FOOTBALL! That should be the goal! On the field make it play like NCAA FOOTBALL! Period! Allow me to play defense! 2 players to be able to tackle the ball carrier! Allow a Option Qb to RUN THE OPTION! All the game to be played like FOOTBALL! Once NCAA and Madden accomplish that, than give me a facemask and a good mascot... some of ya silly
 
# 68 illwill10 @ 01/15/11 03:31 AM
Coaches. The abilty to see coaches on the sideline. Coaches need to play a bigger role. Along with Coaching Carousel. Instead of a possible AD mode, have a coach mode like in NCAA Basketball and CHOOPS. Starting out with low team and playstyle, and building your legacy(possibly imported to Madden). Coaches being fired. Emails from AD, players, recruits, scouts, coaches, and ESPN.
Little Things Chain gangs, More official booth reviews, More Emotion, More Cutscenes and Stat overlays, offensive and defensive lineups, team record for the last few years, team record against rival, half and post time shows, more celebration, more animations, Real time presentation, Better Commentary, Email, Reporters.
little things that are not "back of the box features" or commercial worthy, but makes a big difference
ex. Assisant coaches, presentation overlays, Half and post time show in NBA 2k11
 
# 69 SynShadowzz @ 01/15/11 10:59 AM
.2 cents...

- I have my sliders set so the CPU actually has a decent running game. However, a lot of the time... the CPU will run up the gut and get into the second level. Meanwhile, my DL will break from his blocker, running up field but away from the ball carrier. It's like he has no idea the ball carrier just ran into him.

- I'm not sure what the gripe is about predictions. Herby and Corso make their predictions before every game. You just have to view info on the game first...

- Dynamic bowl patches and conference logos are definitely a must. Field, jersey, etc...

- Dreads and long hair would be great. I guess the NCAA has a problem with this? I don't know. It would be nice to be able to edit my players facial features and expressions.

- Kicker / Punter recruit ratings need to be adjusted. I'm pretty sure 90% of the other teams I play in Dynasty have a 60-68 rated Kicker. It's college; kickers miss PAT's frequently... but not THAT frequently. I guess I could fix this with sliders.

- Drop the nonsense parts of the game (i.e. Mascot Mashup).

- Fill up the sidelines. In RL the sidelines are packed with camera men, chain gang, reporters, coaches, redshirts, people with NCAA credentials, and random people. In NCAA 11 you see the team, some photogs, and then a vast space. Nitpicky, but still would help with the "experience of Saturday."

- It would be nice to see some 5-star and more 4-star recruits head to lower prestige schools. Let these teams have a chance to raise their prestige. Maybe a new college powerhouse can arise from the East Carolinas and Akrons of the world. You never know. I've seen NIU have some great seasons in my UConn dynasty, but in the end they're just going to keep recruiting lower-level talent, and get crushed by bigger FBS schools.

- Coaching carousel definitely a must, as well as coordinators. It means nothing to me if I'm offered the Alabama job at the end of a season. Why isn't Nick Saban there? They just won the Sugar Bowl, and he's been fired? Did he leave for the NFL again? What's the story?

- Give us Brent Musburger for BCS games, conference championships, and Top 25 matchups.

- Access to our offline Dynasties via internet. Stats, recruiting, historical stats from your previous seasons without having to save 500 different versions of your dynasty.

- News stories on top recruits signing and with whom.

- Have progression be more performance based in the off-season, with the possibility for the occasional radical progression. Maybe CMU's QB is a 77 OVR, but he has a stellar Junior season, is All-American and / or All-Conference, and an award semi-finalist. It would be cool if he got a random (+13) heading into next season, giving him a chance to be drafted.

- Give seniors the opporunity to progress after their final season and improve their chances at getting drafted.

I have other ideas, but not the time to write them.

Thanks for reading.
 
# 70 SynShadowzz @ 01/15/11 12:42 PM
I just wanted to add:

While I would love to see those ideas implemented into '12, I'm still really happy with NCAA 11. I don't want to come off like I'm not thrilled with NCAA 11.

It's a wonderful game, and probably the most fun I've had with a video game in quite some time.

It's satisfying on a gaming level, a college football level, and a realism level.
 
# 71 SOBAY310 @ 01/15/11 01:03 PM
I want to see a spectator mode for online games and dynasties. If they can't incorporate you to actual view the game, then at least give us the live play by play the way that MLB The Show does for their online games.
 
# 72 Gotmadskillzson @ 01/15/11 02:40 PM
Some more thoughts:

Improve the blocking on bubble screens, WR screens and HB screens. Those plays never work, in particular the bubble screen and WR screens because the blocking is so piss poor, your players gets tackled as soon as he catches the ball.
 
# 73 BlastX21 @ 01/15/11 03:06 PM
Quote:
Originally Posted by SOBAY310
I want to see a spectator mode for online games and dynasties. If they can't incorporate you to actual view the game, then at least give us the live play by play the way that MLB The Show does for their online games.
This would be amazing. Would really expose the leaderboard cheesers to more people, and making dynasty championship games all the more interesting.
 
# 74 Gotmadskillzson @ 01/15/11 03:14 PM
Well with EA MMA, for those who have played the game, we all know Live spectator mode is possible. Me and my friends use to have Live Spectator mode tournaments all the time with up to 10 people.
 
# 75 MrOctober430 @ 01/15/11 03:19 PM
I don't want every game to be on ESPN. Why would Ball St. & FCS West be on ESPN?? Please go back to the PS2 days where it's the crowd and the PA announcer.
 
# 76 reignjah11 @ 01/15/11 11:09 PM
Also taking another idea from mlb the show, we should have custom soundtracks. When your doing recruiting, editing depth charts, etc. the background music kinda gets annoying after a while so if we could play our own music that would be cool.
 
# 77 illwill10 @ 01/15/11 11:13 PM
There needs to be replays, commentary, recruiting process, Quarter length, and KR/PR, TE in RTG.
With these features I would and a drastically improved dynasty mode.
 
# 78 Fredonia @ 01/16/11 12:40 AM
We can haz Teambuilder fix? If we don't get some of those bigger additions, maybe we can actually get a turf fix so that when we pick ARTIFICIAL or Blue, it's actually fake turf and not grass... The helmet issue(the numbers), and probably one or two other things that wouldn't take much to fix at all.
 
# 79 Runnin with Scissors @ 01/16/11 01:56 AM
All I care about is a true simulation of the game, which includes realistic representation of penalties. That has to be included in "the even bigger jump" that we must see in 12.
 
# 80 davel @ 01/16/11 12:48 PM
broadcast cam, please
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.