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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
# 101 jth1331 @ 01/24/11 04:00 PM
Quote:
Originally Posted by JOHNNYP52
The stadium atmosphere could be improved. The band doesn't play after EVERY first down. Gets very annoying! They need pre-game atmosphere too.
For example, they play the Tunnel Walk VIDEO for Nebraska. That would really get me pumped in real life, could get me pumped in the game.
Quote:
Originally Posted by AUsouthpaw2013
And at a lot of schools, the band does play after every first down. Most schools down here have a "first down song" that the band does.
A lot of schools do play something after nearly every good play, etc. Shoot, I know OU plays something for 1st downs, etc.
 
# 102 Fredonia @ 01/24/11 04:46 PM
Fix Zone coverage. I've been stuck playing man coverage for a pretty good while. I've yet to see a defense play strictly man coverage, but it's the only reliable defense in this game. Please fix defensive play.

Special Teams... I should be getting more than 10 return yards total per game. They kick the ball my way and I'm leveled as soon as I catch the darn thing. I can break off about a 20 yard return every now and then, but the kicking team unrealistically breaks down the field like they're a bullet train. In the demo, I can return kicks and punts a tad more realistically. Wth happened??? Also blocking field goals and punts should be a little easier, but not every kick. It happens way more often in real life than in this game.

FIX PLAYACTION PASSES! Good grief, insta-sack. Wildcat is useless in this game, and most option plays are too.

Supermen linebackers. Give them kryptonite... We shouldn't have to fix EA's mistakes with sliders. Things like this shouldn't even be there...

No more Robo QB's...

Actual dual threat QB's...

Team Builder could use an overhaul, but I think I've already mentioned some of that in an earlier post.
 
# 103 Bryzine21 @ 01/24/11 07:41 PM
NOW that Auburn has won the national title, can we PLEASE have our fight song "War Eagle" in the game???
 
# 104 AUsouthpaw2013 @ 01/24/11 07:56 PM
Quote:
Originally Posted by Bryzine21
NOW that Auburn has won the national title, can we PLEASE have our fight song "War Eagle" in the game???
Yeah, there's nothing worse than hearing a very generic Tiger Rag played after I score in my Auburn dynasty.
 
# 105 tswiatkowski @ 01/25/11 01:24 PM
I think part of the problem is the rating system altogether. I think it would be so awesome if they scrapped everything they had now and did something like NBA 2K11, with four categories for players. (Offensive skills, Defensive skills, Physical, Mental)

OFFENSIVE SKILLS
-Throw Power
-Throw Accuracy
-Touch (Some QBs are accurate but throw a very ugly ball, making it tough to catch, Drew Stanton comes to mind)
-Break Tackle (Power)*
-Elude Tackle (Finesse) *
-Carrying or Ball Security
-Hands (Certain hands ratings would make player more likely to make a spectacular catch. Also, this would affect a player's ability to pick up a fumble, making lineman hands ratings not totally useless )
-Catch In Traffic (Great addition to the ratings about 2 years ago, and it needs to be more noticeable)
-Route Running
-Run Block
-Pass Block
-Blocking Power**
-Blocking Technique**

DEFENSIVE SKILLS

-Wrap Tackle
-Shoulder Tackle
-Low Tackle
Tackling is the MOST important defensive skill, therefore it should come first, also, this fits with people's ideas of different tackling styles.
-Pass Rush (Should be boiled down to one stat, and tendencies should decide how the player actually plays)
-Break Double Team
-Pursuit
-Play Recognition (Some may think these are mental, but they are entirely defensive skills. Mental will be a different thing altogether. Big stat for a LB in terms of them finding the ball)
-Man Coverage (Coverage styles could also be added into the game, making Press Coverage unnecessary as a rating)
-Zone Coverage
-Locate Ball (Now there could be a rating responsible for a defender ignoring or not ignoring a pass)
-Defend Pass (would work in with a players "Catch" rating to determine likelihood of INT or Breakup)

PHYSICAL SKILLS
-Speed
-Acceleration
-Quickness (If I rename this stat will you make it matter EA?)
-Jumping
-Stamina
-Durability
-Strength (Ah, Strength. The seemingly most useless physical attribute in the game. I really don't know how to make it work in the gameplay because it really is important in the game of football. Possibly a rating cap for power related attributes based on player's strength?)

MENTAL
-Offensive Awareness
-Defensive Awareness
(These would be a players ability to line up correctly, run the correct plays, and react to certain things like tipped passes, fumbles, etc.) NO MORE CHEESING BY LOWERING AWARENESS
-Clutch (A player's ability (or inability) to make plays in GAME CHANGING SITUATIONS (not just the 4th Q)
-Discipline (This would be not only a player's off the field stat in terms of them causing you trouble, but it would also work on the field. Penalties would come from players with low discipline much more often (true freshman anyone?))
-Emotion (Player's ability to play better based on Home Field Advantage or through positive momentum)
-Composure (Players ability to not play worse based on HFA or through a negative momentum swing)


*Side-note: I feel that the current rating system literally does nothing to determine the style of running back that a player actually is. In fact, I am willing to go deeper and go with a "play style" page after the ratings. I'll make another comment describing it. Also, the break tackle rating would affect all moves that have to do with that (stiff arm and trucking) while the Elude Tackle rating would deal with all moves that involve elusiveness (spin and juke, or even the overall slipperiness of the player).


OK That is all I have in terms of ratings. I will be posting a Tendency/Play Style comment later, but let me know what you all think about this. I would really appreciate constructive comments or new ideas. PLEASE LET ME KNOW IF YOU HAVE A SUGGESTION
 
# 106 tswiatkowski @ 01/25/11 02:57 PM
PLAY STYLE / TENDENCY SECTION IN PLAYER CREATION / PLAYER EDIT

Ok, so I see a LOT of people on this board talking about how they would like to "feel" the way their player is supposed to play on the field. This section of player editing should be in the game and would really improve the gameplay and overall feel of uniqueness for each team and player, which is very important in college football.

Ok, so first I will go with Play Styles. Play Styles need to be improved and the game is pathetic in terms of showcasing these. Example: HB (Power, Balanced, Speed)

QB Styles:

Pro-Style
All-Around
Spread Pass
Spread Run
Athletic (Different than Spread Run in that QB is a pure Athlete, lacking awareness or understanding of scheme.)

RB Styles:
All-Around
Athletic (Lacks RB Skills but has better physical Stats)
Scat Back
Contact Back
Receiving Back
Blocking Back (usually FB types)

WR/TE Styles:
Athletic
Deep Threat
Big Body
Possession (Differs from Big Body in that the WR/TE uses more receiving skill as opposed to physical strength or size to create completions on short routes. Route running and Hands will be higher but strength and veritcal will be lower.)
Blocking (more for a TE than receiver)

OL- Positions will be selected but styles will be the same (Need most help in terms of suggestions here)

Quick
Bulldozer/Roadkill
All Around
Smart (Lineman will be able to get to the assignments and know the assignments better than any other lineman. Very useful in a spread offense predicated on speedy backs that only need a crease.)

DL Styles

Big Body
Athletic (Ndamukong Suh anyone?)
Speed Rush
All Around
Power

LB Styles

Athletic
Run Stop
Pass Rush
Coverage
All Around
Tackler

DB Styles

Bump and Run
Ball Hawk
Hard Hitting
Athletic
All Around
Tackling (More for a S than CB)
Coverage


ONCE AGAIN SUGGESTIONS AND CONSTRUCTIVE CRITICISM IS APPRECIATED

THIS IS BY NO MEANS COMPLETE OR THE BEST IDEA, JUST THE BEGINNING OF AN IDEA
 
# 107 rollinphat @ 01/25/11 04:31 PM
Quote:
Originally Posted by Bryzine21
NOW that Auburn has won the national title, can we PLEASE have our fight song "War Eagle" in the game???
the fight song isn't in the game, because Auburn doesn't own the rights to it.
 
# 108 ovillarr13 @ 01/25/11 04:41 PM
Wish List

1. Record pancake blocks

2. Have Dynasty History (When playing my Dynasty I always wonder who has been my best and the nations best QB, RB, WR... and so on, during my dynasty.)
 
# 109 AuburnChick @ 01/25/11 05:46 PM
Quote:
Originally Posted by rollinphat
the fight song isn't in the game, because Auburn doesn't own the rights to it.
This is correct.
 
# 110 SHORTxDOG @ 01/25/11 10:12 PM
i love the idea of the in depth build-a-coach, but what i miss from the last gen editions is your custom playbook being tied to your profile. give me 8-10 formation slots and let me build my own offense based on the plays that are already here (no i dont like the idea of creating you own plays).
 
# 111 Xx_JP_VHS_xX @ 01/26/11 01:56 AM
Does anybody remember like in NCAA '05 or '04 the tournaments they used to have online?! You could create one or join one and i had a blast playing them, maybe it was just because i was younger but i would really like to see a little more emphasis on online play, it seems like they have completely shunned it the past 5 years. Oh and also like the trophies you could get and the ability to look at other peoples past games and also your past games.
 
# 112 stcloudgopher @ 01/26/11 02:44 AM
Got a bit behind on this thread. Thoughts:

@Dr Death: Good post. All I can add is a coaching carousel.

___________________
OpusX910: "Something else I thought about that some people may hate, because it takes a lot of control of the passing game away, is this:

Instead of the user being able to control where to throw the ball ( back shoulder, over the top, etc ) and how hard to throw it. Let the QB's AWR rating determine what he thinks is appropriate. I feel this would separate the good QB's from the bad a lot better. As it is, anybody can make a 75 ovr QB look as good, or just about close to as good, as a 90 ovr QB, because the user is choosing where to put the ball and how hard to throw it."

You said it: "People may hate..." They cannot, I repeat, CANNOT start taking more control away from the controller. If that is to be the case, they need to make "NCAA Head Coach '12." Between the canned animations for tackling and sideline catches, adding another way to wrest control from my hands is going to be a guaranteed No Sale.
___________________
lesco543: "Dreads dreads dreads dreads. And also a little bit higher of mid socks, and the spats r a bit too fat..."
Seriously? I... I just... I, uh, umm, hmm... You're kidding, right?
___________________
jbrew2411: "6) Dynasty mode, add more depth: This starts with my #2 & #3 request. Bring back the spring game. Add a high school all-American game. Add a training feature so we can finally get rid of the random progression(see Choops2k8 for an idea on this should be done). Add a national signing day and no player is hard committed until that day. This would allow players to switch right up until the end like we see all the time in real life."
Love this idea, especially the signing day/hard commit part. I've always had that nagging issue as well. Not a game-breaker, but, man, nice call.
___________________
44drob: "1. Dreads; 2. True Power backs; 3. Throwing Animations; 4. True Dual Threat QB'S; 5. More Diverse player engine; 6.Creation of ATH recruits; 7. Brands On logos 'gloves socks cleats bands etc..."
Good god.
___________________
@tswiatkowski: Fantastic stuff.

A thing I'd like to add: It's not really that the LBs can jump, it's that the QBs have little to no arc on certain throws.

Also, I'd like to see an actual roughing the passer penalty called. I didn't really care about the obvious lateness of the hits, but I just lost two Qbs in an Offline Dynasty yesterday -- both on hits that would easily warrant 15-yards. I mean, I have the slider at 100 and it makes no difference. For all that is broken or near-broken, for all of the legacy issues and stale game modes, it still amazes me that people actually care about jerseys and dreads. Apparently I don't pay that much attention to the appearance part of football. Maybe that can be an attribute in '12. Call it "sexy." The higher the rating, the more likely the player is to have dreads, 19 wristbands, glittery cleats and tattoos.
 
# 113 AUsouthpaw2013 @ 01/26/11 05:26 AM
Quote:
Originally Posted by AuburnChick
This is correct.
That grumpy old woman needs to sell us the rights already and stop being obstinate.
 
# 114 44drob @ 01/26/11 12:28 PM
Dang tswiatkowski put a serious list i agree to some extent
 
# 115 ohiostate330 @ 01/27/11 02:44 AM
I love the small things that make great sports games. NCAA 12 multi collisions like if u hit a guy u should be able to continuing to hit him until he hits the ground. They need to put all bowl patches, heisman trophy ceremony (just like NCAA 06), allow the cpu to scramble even put in a scramble rating for qb's that would help, More dirt on jerseys like if your playing in a nice day game with green grass have grass stains instead of black dirt, have mouthpieces, eyeblack, more helmets and facemask, even more nike,adidas,and underarmor apperal(gloves,spikes) more jersey combinations( team color socks would be nice). and long hair like casey matthews long hair and dreads! not like maddens ponytail dreads because no one wears they're dreads like that
 
# 116 khaliib @ 01/27/11 01:21 PM
How about some type of communication from the Dev Team like the Madden community is getting.


C'mon, Madden is comming out a month later and the communication between Ian with the community is some type of weekly interaction consistantly. Did I mention it's comming out a month "After" NCAA and they're talking/gathering feedback?

So the response that it's still too early can't be used anymore.

If these two things are not in NCAA 12, something is up!!!
I say these two, because they are in two separate EA Sports Titles and the community has asked for them for two years, yet nothing.
They have no reason for not being included this year. None!!!

(I list these two not because they're things I want, but as a notation about their statement that they "Listen to the Community". 2 years asking, 2 years nada)

- Broadcast Camara that's in all EA's other sports games, except NCAA.
- Use of the ESPN/CBS Exclusive License they've purchased and used, except NCAA.

I have a sneaky feeling we're just going to get NCAA 11 with a couple of gameplay tweaks and some added fluff.


Quote:
"There's a watery substance hitting my shoe. Let's just hope it's rain"
 
# 117 bry422 @ 01/27/11 05:26 PM
I've read every post. I agree with just about all of the gameplay stuff. I'll add one online request that I have not seen.

Unranked online games... just terrible (and this may be the same for ranked games, but I don't play those). You cannot change the Time of Day, the stadium, or the weather. It just KILLS the atmosphere. Every game is high-noon and sunny. If you play against friends, in a tournament environment, like I do, this really kills the fun. It would be nice to have games at night and in bad weather, and finally, have the tournament championship game at a neutral site, like the Rose Bowl.
 
# 118 rudyjuly2 @ 01/27/11 08:10 PM
You are dead on about the CPU offenses. They suck and the ai needs to be much better, particularly for mobile qb and the spread. This is a huge need for NCAA 12.

They really need to add more animations and increase the player momentum. Locomotion didn't go nearly far enough (could we get some options for this) and players still don't look or feel right. Plus the weak locomotion makes pass coverage extremely hard as CPU receivers cut on a dime and burn you repeatedly. Playing defense needs a fun upgrade as it hasn't been very fun this ten.
 
# 119 stigs007 @ 01/28/11 03:39 PM
I'll being copying what others have already said, but oh well.

1. Coaches need to be more involved and coaches should change jobs, we need a true coaching mode. Madden used to have something like this where your HC, OC, DC, and ST's coach would have contracts and could retire. Wasn't a true coaching mode but still.

2. Weight needs to mean something, which will lead into #3

3. Your players should match your system. You shouldn't be able to plug in a 4-3 DE to play DE in a 3-4 and so on. I've wanted this for years in both NCAA and Madden, and we have yet to get it.

4. #3 would make recruiting more fun b/c you wouldn't just target the top guys, but the guys who fit your system the best.

5. Give you the ability to modify conference members so if I wanted to move Nebraska to the Big Ten after one year, I could.

6. Someone pointed this out, but the menus respond so slow.

7. Please fix the player progression.
 
# 120 AuburnChick @ 01/28/11 06:15 PM
Quote:
Originally Posted by khaliib

I have a sneaky feeling we're just going to get NCAA 11 with a couple of gameplay tweaks and some added fluff.
way off
 


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