With video game baseball season underway, it's the perfect time to make this analogy What realistic hitting would be to baseball games, realistic line play would be to football games -- unplayable for 95 percent of gamers.
To put things in perspective, a hitter at the MLB level has less than .25 seconds to judge a pitch's speed, location and decide whether or not to swing.
How Hard is it to Hit a Baseball?
Hitting major league pitching is so difficult, that succeeding 30 percent of the time is considered successful enough to earn a multi-million dollar contract.
NFL quarterbacks have more time to make decisions than MLB hitters, but with so much more data to take in, a NFL quarterback’s job is arguably the toughest in pro sports.
What Constitutes a "Realistic" Pass Rush?
The average NFL play lasts five seconds from snap to whistle.
A NFL quarterback is trained to get the ball out in less than three seconds -- 2.7 seconds, to be exact -- according to USA Today's study of the St. Louis Rams rookie quarterback, Sam Bradford.
Why three seconds? In a Sports Science test, Steelers outside linebacker LaMarr Woodley was able to break through two layers of pass protection in 2.6 seconds.
In another Sports Science video, Chargers defensive end Luis Castillo reached Steelers quarterback Ben Roethlisberger in 1.3 seconds when coming unblocked off the edge -- just a few hundredths of a second before Roethlishberger could complete a five-step drop and get the ball out of his hand.
Are these just lab numbers unrelated to what happens on a real football field?
An analysis of Dwight Freeney's 25 sacks from 2009 and 2010 suggests that Sports Science's pass rush numbers are spot-on. According to ESPN Stats & Information, 2.5 seconds was the average time from snap to Freeney making contact with the quarterback.
Removing one sack from the sample pool that took 5.8 seconds (on this play, the QB rolled out to the sideline opposite Freeney), the time it took for each of Dwight Freeney's remaining sacks was an astonishing 2.1 seconds.
A "Realistic" Pass Rush Would Frustrate Most Gamers
Could gamers handle having only one to three seconds to make their reads and get the ball out before getting crushed by a realistic pass rush?
I believe 95 percent of gamers would be begging for a patch within a week of the game's release to fix the game's "broken" pass protection.
A similar reaction occurred with a recent football game -- a game that, before the pass protection was "fixed," had the most realistic line play of any football game to date: Natural Motion's Backbreaker.
When a bad offensive line goes against a good defensive line in Backbreaker, the results are ugly. A team can run the ball 30 times and end up with negative yardage at the end of the game. Quarterbacks can end up taking double-digit sacks.
In Backbreaker, a mismatch at the line of scrimmage plays out much like the 2008 Sugar Bowl in which Georgia demolished Hawaii's weak offensive line:
With only a four-man pass rush, Georgia's defense pressured Hawaii quarterback, Colt Brennan, into eight sacks, two fumbles and four interceptions.
NFL teams like the 2009 New York Giants, whose defensive line harassed Tom Brady en route to a Super Bowl XLII Giants victory, proved that a four-man pass rush can cause havoc even at the highest level of football.
Video Game Pass Rush Is Neutered To Satisfy Gaming Majority
Attempting to play as the video game equivalent of great 4-3 defenses like the Giants, Lions, Titans or Rams is an exercise in frustration.
Defensive ends do not get upfield, defensive tackles do not push the pocket back, and neither position seems to explode off the ball with the sub-five second 40-yard dash speed that today's NFL defensive linemen display.
In Madden and NCAA Football, defensive linemen get sucked into vacuum blocks, fail to use line moves properly, and don’t use the sprint button when pursuing the QB -- core issues that have gone unfixed in EA's football games for years. Even in All Pro Football 2K8, feared defensive linemen like Reggie White can be easily handled by a generic offensive line that is set to “pass block.”
Why are video game developers keeping the four-man pass rush from being the game-changing entity that it can be in real life?
To put it simply, because the people buying football video games are not NFL quarterbacks.