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Chatting With Josh Looman About Madden's Franchise Mode

With all the news already being released about what to expect in this year's Franchise mode in Madden NFL 12, I thought it would be best to go back through my interview with EA's Josh Looman, one of the main developers behind Madden's single-player behemoth, and just transcribe the entirety of the interview. If there is not news to break, at least you can find a bit more depth here about the reasoning behind some of the changes being made and why they should improve Franchise mode this year.

Operation Sports: This year will players be more reasonable during the free-agency period? For example, sometimes players on your team would ask for insane money to re-sign, only to sign for very cheap somewhere else.

Josh Looman: Well, the one way to kind of look at free agency, it’s going to be different this year because it’s going to be a bidding system like we used to have in NFL Head Coach 09. So money is sort of out of the player’s hands at this point. It’s kind of up to the teams to -- we set up a starting point for the bidding -- but then from there the teams start bidding on a guy. So if a team desperately wants him, they’ll bid him up to a point where they desperately overpay for him. It’s a little different, the logic of which players CPU teams sign has been tweaked a lot and the contracts have been tweaked, but not necessarily to make players sign for cheaper because the bidding will drive the value of the contract.

 



OS: Yeah, I saw it’s more of a speed-bidding system this year for free agency. When you take part in this, is it more of a player-by-player thing where a clock starts for one player and then later on a timer starts for the next player?

Looman: Basically the way it works is that you go into a screen and every single free agent is listed there, and as soon as you press start and begin things, other teams start bidding on players. The timers start for the best players first, and they’re a little shorter than the timers for the [lower-rated] players. What you do from there is go down the list of guys, and if there is any guy that you want to increase the bid on and take the lead on, you just press a button on the player and that increases the bid.

There’s also a filter you can go to, so if you just want to look at the guys you have bid on so far, you can switch the filter to keep track of just those guys and then just watch those guys. And as teams are trying to outbid you, you can continue to increase the bid, and eventually CPU teams will give up near the end of the timer. At that point, you will have to decide if you want to spend more money than you expected to or just give up the player. Then once the timers on those players have run out and all the players have been bid on by other teams, you’ll go to the contract-signing phase. And that’s actually different this year, and it’s only different in free agency because once you finish and you go to that signing screen, you get to choose between a couple of different contract options. One would be back loaded, one would be flat across the board, and you can choose to sign that player to whatever type of contract you want. After that, it’s all over.

The thought process behind the new free agency this year was to make it faster paced, more interactive and a lot more fun. Last year’s feature got a little tedious at times, and it would even take a long time to simulate through it. We just wanted to make it quick, fun and really sort of make you make quick decisions as you targeted guys against the other CPU teams.

OS: Does it take out a lot of the negotiation process? Is it more basically meeting the demands or not now?

Looman: Yeah, that’s basically it. I mean you’re still negotiating when re-signing players or any other times you’re signing a guy to a contract. In free agency, I guess you could say the negotiation occurred during the bidding, so a guy definitely got what he wanted if not more than he was probably expecting. Once you get past that point, it’s more just about how the contract works out.

OS: Will certain players still not want to sign with you like in past Madden games because of certain criteria, or will players just go where the best money is now?

Looman: Everybody goes where the best money is. We talked about adding something back in because last year’s system had a little bit of that. The problem was it just was never really that clear when you would go to sign somebody. When you went to sign somebody, it just looked like they weren’t interested in signing with you, but if you offered them enough money they would eventually be interested. It was just tedious. As I’m sure you know, and all the guys on OS know, you had to toggle up the contract amount by an extra seven or eight million sort of like a guessing game. Then you would check and see if the player was interested yet. And if he wasn’t, then you had to toggle the contract amount up some more.

Eventually, we’d like to get something in there where players refuse to sign with you or something like that, but we have to be really careful when we do that and make sure it’s very clear why something like that is happening so it doesn’t frustrate the user. So if they desperately need a corner and Asomugha is sitting there in free agency, only some users just cannot sign him, they need to know exactly why and figure it out.

OS: Are there team-building stages in Franchise mode now? To be clear, will some teams play the veteran who is slightly better while chasing a Super Bowl, while another rebuilding team will play the rookie with the higher potential even though he may have a lower rating than some veteran?

Looman: Well, we added a lot of different things in there that sort of combine to create that type of effect I guess you could say. We added the player roles back in, which was a feature we had during the last generation. A lot of those roles affect the logic in the game. So if you have a guy on the team who has the role of “quarterback of the future,” a team won’t go into free agency or select a QB early in the draft because they’re trying to build around that QB.

We also rewrote all of our re-sign logic, and we added new logic that we haven’t had before, such as “cut dead weight” logic in the offseason. And what happens then is teams will go through the roster player by player and evaluate how they need to go forward. I think my example was that last year if the Redskins signed Donovan McNabb to a seven-year deal, our logic would make him stay on the team for seven years; they would never consider cutting him, and he would be there until 2017 as the quarterback of the Redskins. This year, what they’ll do is take a look at the talent on the roster, and they’ll factor in the fact that they could probably draft a guy early in the draft or potentially sign a free agent to replace a guy like McNabb, and so they’ll just cut McNabb at that point. They do sort of execute a lot more intelligently to build for the future, so yeah there’s a lot of that stuff in there that makes them a lot smarter.

OS: You mentioned the reintroduction of player roles, can you talk a little bit about how they change from year to year or why they change from year to year in the offseason?

Looman: Each role has criteria for a player earning or losing it, and it’s specific to that role. There will be some players we will be setting up initially in the default rosters to have roles; we can do that just like we set ratings. So for a guy like Peyton Manning or Tom Brady, we can set those guys to have the “franchise quarterback” role. Then once we get into the offseason, we completely re-evaluate those roles, and we check that criteria and determine based on a combination of ratings and different season stats if they get to keep that role or new players earn it.

One of the really cool roles we added this year -- we added like a handful, probably five or six new roles we never had in the last generation -- is the “playoff performer” role. This role is actually earned by the guys who have a great playoff run in your franchise. So if Tom Brady throws for 400 yards in both playoff games and the Super Bowl, and he doesn’t have the playoff-performer role already, once you get to the offseason he’ll earn that role, and the next year if you make the playoffs again, he’ll play better than he normally does. The majority of these roles do have an in-game impact, and a lot of them are very similar to what they were last generation [but they still have these interesting impacts].

There’s another one called the “shutdown corner” role, and that role on the field actually impacts the corner himself. It also impacts the defensive line -- makes them a little bit better because they know there’s a guy on an island out there who can handle himself so they get more pressure on the QB -- and it also impacts the receiver he’s covering and the opposing quarterback. It’s not a massive impact where the opposing QB won’t be able to complete a pass, but if he throws the shutdown corner’s way his accuracy will drop a little bit. So the roles have a real tangible impact in game; I think there are 25 of them like the playoff performer, including other new ones like the "trench warrior" role for guards, centers and defensive tackles.

OS: I was a little confused about how the rookie ratings will work this year because it seems like there will be unknown ratings for rookies now in Franchise mode. So will you know all of Cam Newton’s ratings at the start of your franchise this year, but you won’t necessarily know the ratings for the players you draft in 2012 and beyond?

Looman: Okay that’s a great question because that kind of leads into the expanded rosters and cut dates feature. So the way that gameplay mechanic works is that when you start the preseason, the first year any rookies that are on your roster, all of their ratings are going to be hidden in Week 1. So, naturally, if you want to go out to the main menu and look at Cam Newton’s ratings you can do that.

OS: Okay, so you can’t technically hide them completely I guess, but you can hide them in Franchise mode still? Of course, people can still just go out to the main menu of the game and just look up every rating for every rookie on his or her team, but I guess that's a necessary evil.

Looman: Yeah, we talked about hiding them completely, but it seemed excessive. We hide rookie ratings Week 1 in preseason. Every week that guy stays on the roster, we unlock a chunk of ratings and his overall becomes a little clearer. So initially you’re going to think a guy’s overall might be a 99. Then we’ll unlock speed, agility, throwing power maybe. Then the next week, that will bring his overall down to let’s say an 89. So you’re getting a clearer picture at that point.

But the majority of the feature is designed for future years. Basically, the way it’s going to work is, let’s say throughout year one you’re scouting a handful of players -- 25 or so guys. You’re unlocking ratings on these guys, you know a lot about the guys you really like. You get to the draft and you have the 15th pick, and you’re sort of targeting a QB that you think is going to go around 20. You get into the draft and teams start picking, and a guy that was projected to go fifth overall falls all the way to you. Now, because you didn’t expect him to get to you, and you thought he’d be gone by then, you didn’t really scout him much.

Still, you draft him at 15 and sign him, only you’re still not going to know what his ratings are. You get into the preseason, and you’re only going to have unlocked at that point what you’ve scouted so far. So if you have completely scouted a guy, when you get to the preseason you’ll have all his ratings unlocked. With the unscouted guy, you’re going to have to go through the four week preseason process to unlock his ratings.

OS: So I know you guys are keeping “dynamic player progression” somewhat under wraps until around E3, but can you talk about how it affects Franchise mode at least?

Looman: Yeah, dynamic player performance as a whole is a gigantic new feature for the whole game, but I can talk about the aspect that is exclusive only to Franchise mode. There are going to be two new traits that sort of define how this all works. And I know when people first read about it they’re going to think this is not that big of a deal, but it really does change Franchise mode more than any other feature we have ever added to it, so it’s really a huge deal. There’s two traits, confidence and consistency, that play a huge part in Franchise mode now.

Players are going to be rated anywhere between one of four levels of consistency. So Peyton Manning and Tom Brady are going to be at the highlest level of consistency. Guys like Cutler or Tarvaris Jackson -- guys you never know what’s going to happen with when you turn on a game basically -- will not be as consistent. So week to week, depending on their performance last week, their confidence is going to be updated. Let’s say Cutler throws for 400 yards, three touchdowns and has the highest confidence, when you get to the next game he is going to have a huge ratings swing.

Now, let’s say in our default rosters he is an 85 overall. If his confidence is really high, his ratings could go up to a 90 or a 92. If he has a bad game the week before, his rating could drop down to a 75 or a 73. The key thing to remember about this is that, regardless of whether they are hot or cold, every player’s ratings no matter the confidence level will change every single week. You could have a week where your starting corner is three points less in overall than he was the week before, while the corner opposite is two points higher. You know, the cool thing is that when we talked with the marketing team about this on how to present this, I think the tagline I said was “any given Sunday” because every game you play you are going to have a guy who is having a bad day. He might be struggling a little bit while another guy is playing better than expected, so every franchise game feels different than the game before.

So it really sort of lends itself to the strategy of drafting guys and signing free agents because it’s really up to you if you want to decide to draft an 80 overall guy that is really consistent, which means basically every single game you’ll get the same guy -- he could be a 79 or an 81, but he’ll typically be around 80. Or do you want to go out on a limb and sign or draft a guy who is really inconsistent, but has the ability to have a wide range of ratings and swings. So he could start as a 70, but you may get the 80 guy or you may get the 60 guy. Either way, we try to really be careful that the ratings swings don’t break the game. We kept our eye on the most inconsistent guys on a cold streak because we wanted to make sure you could still play the game with them, and really make sure it’s not so drastic you can’t complete a pass. But we also wanted to make sure it is noticeable so that if you’re playing with a Cutler, you don’t know what’s going to happen every week. You go into that week, you could get the good Cutler or the bad Cutler.


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Member Comments
# 61 ComfortablyLomb @ 05/25/11 11:47 AM
Quote:
Originally Posted by Hellisan
Wait... How is "fumble prone" or "injury prone" a role?
Because role is a poor word choice when it really means "characteristic."
 
# 62 Hellisan @ 05/25/11 11:35 PM
Quote:
Originally Posted by ComfortablyLomb
Because role is a poor word choice when it really means "characteristic."
Yeah, but let the ratings do the work... undoubtedly, if they mark somebody as fumble prone, he will fumble every time he touches the damn ball. Injury prone guys will be hurt every time they get on the field.
 
# 63 jpdavis82 @ 05/26/11 12:15 AM
Apparently on the official Madden Forums there is a rumor going on that some game developers were in a conversation on xbox.com forums and said that there is a ESPN pre/post game show in Franchise mode now.

I hope this is true, but kinda doubt it. Then again they haven't told us that much about Presentation besides player intros and stat overlays.
 
# 64 oneamongthefence @ 05/26/11 01:52 AM
Its kinda nice to hear about other games needing to emulate Madden for a change. In regards to the NHL series. Hopefully it brings about some nastalgia and I can get lost in franchise mode again for hours on end.
 
# 65 RedZoneD25 @ 05/26/11 03:03 AM
Quote:
Originally Posted by jpdavis82
Apparently on the official Madden Forums there is a rumor going on that some game developers were in a conversation on xbox.com forums and said that there is a ESPN pre/post game show in Franchise mode now.

I hope this is true, but kinda doubt it. Then again they haven't told us that much about Presentation besides player intros and stat overlays.
I can 99.99999% guarantee that is false, but if I am wrong I will eat all the crow I deserve.
 
# 66 Argooos @ 05/26/11 07:26 AM
Quote:
Originally Posted by Hellisan
Yeah, but let the ratings do the work... undoubtedly, if they mark somebody as fumble prone, he will fumble every time he touches the damn ball. Injury prone guys will be hurt every time they get on the field.
...or there's a chance that the developers aren't idiots and actually tested these roles to make sure that's not the case.
 
# 67 jmurphy31 @ 05/26/11 08:48 AM
Quote:
Originally Posted by jpdavis82
Apparently on the official Madden Forums there is a rumor going on that some game developers were in a conversation on xbox.com forums and said that there is a ESPN pre/post game show in Franchise mode now.

I hope this is true, but kinda doubt it. Then again they haven't told us that much about Presentation besides player intros and stat overlays.
Can you post a link with this statement in it...
 
# 68 jpdavis82 @ 05/26/11 02:36 PM
http://forum.ea.com/eaforum/posts/list/120/5943970.page


awfulperky123
Joined: 05/25/2011 01:19:48
Messages: 7
Offline
It's official! Madden got ESPN for pre-post game franchise shows.

http://forums.xbox.com/29841326/ShowPost.aspx


quoted by a few game developers!

HOLD ON TO YOUR HATS, IT's GOING TO BE AMAZING!
 
# 69 Tecmo Bowl @ 05/26/11 02:48 PM
Quote:
Originally Posted by jpdavis82
http://forum.ea.com/eaforum/posts/list/120/5943970.page


awfulperky123
Joined: 05/25/2011 01:19:48
Messages: 7
Offline
It's official! Madden got ESPN for pre-post game franchise shows.

http://forums.xbox.com/29841326/ShowPost.aspx


quoted by a few game developers!

HOLD ON TO YOUR HATS, IT's GOING TO BE AMAZING!
DOubt it. THe link doesn't work and the guy joined yesterday
 
# 70 spfhelmiii @ 05/26/11 02:57 PM
Quote:
Originally Posted by cocacolaman
Same with Stadiums. If you but the stupid upgrades have them actually show up. Even be able to upgrade and design a new stadium with current team...not having to move the team to do so.
This. I started a separate thread on this (and really am only repeating myself here in case EA developers are actually reading), but since the create-a-stadium function is already in the game, I do not understand why they simply can't do a quick change so that existing teams can also create a new stadium.

Us 49ers and Vikings fans suffer when we dig into franchise mode (which is the whole point of renovating the thing), but get to year 2018 or so and are still playing in the same old stadiums.
 
# 71 KalimbeNaire @ 06/16/11 01:00 AM
It seems to me that Franchise Mode is incorporating a whole lot of features from NFL HeadCoach 09. I didn't realize that Josh was on the dev team for Madden 12, so when I was hearing and reading about the updates for the game, I was like, "Hmmm, just like in Head Coach."

There are a lot of Head Coach fans still here and I am still playing it to this day. A relative of mine has come up with some GREAT stat sheets that can track your season progress. You open up the spreadsheet, type in your players names in the correct boxes, and the thing automatically puts those names in for every week and the season totals, and season leaders boards. You plug in your stats from week to week and it calculates them on the season total sheet on a week to week basis. There is even a pie chart for total yards from scrimmage. It is pretty awesome and I think a must have for a stat geek like myself. Since Madden is probably going to be a lot like Head Coach, this sheet should transfer over to Madden extremely well. He was trying to get an idea of how many people might actually be interested in something like that?

Anyway, anyone who has played and liked Head Coach will most likely love what they are doing with Madden in Franchise Mode. To me it seems like the perfect marriage. I get all the options of Head Coach with the playability of Madden on the current engine. NFL Head Coach was using Madden 08's engine and graphics I believe.

Several big questions for me to bring up to him if there is a follow up:

1) And this is a HUGE one for me personally: Off Season Training Camp. I loved this feature for many, many years with my PS2 Madden games and I was ANGRY that Madden 11 didn't have this feature. Now, with rookies having stats that are potentially locked if you didn't scout them, I realize this might be a tough feature to implement...but man, that was the most fun of the franchise mode for me. Drafting my rookies and taking them through those mini games to see if I could make them just a little better for the upcoming season. Please, please get an answer to whether this is coming back or not?

2) Player Progression: Madden's have been horrible at this for a long time. I think 2004 was the last year that players could actually get better across the board in every stat. After that, running backs would only improve in AWR, BTK, CAR, and maybe STA. If they follow Head Coach's progression, I will be in heaven. Essentially all players could improve in EVERY stat they had if they had the potential for growth. As they played and gained experience, they would go up in stats...including things like Speed! So, how will progression be done? Like Head Coach, or like previous Madden tittles?

3) Just how much will your coaches affect your teams? In Head Coach, a great GM really made a difference on your scouting and drafting abilities. Great assistant coaches definitely helped your players perform and progress better. Better offensive and defensive coordinators actually did a decent job of calling plays and sticking to your philosophies. Again, if this mirrors Head Coach...I think there will be A LOT of happy fans.

4) Custom Team Creation: The mode has been lacking forever. Limited uniform options, limited stadium graphics, etc. Madden 11 took a step in the right direction with this, but had very limited number of logo choices.

5) I am worried that "Dynamic Game play" will just be a cover to hide comeback AI. Just what I need...I am crushing the Bills and J.P. Losman gets lucky on a couple of dump off passes, then all of a sudden he turns into Joe Montana and is tossing up 2-3 late TDs on me and costing me the game. They really need to nail this feature. Okay, I guess that wasn't a question.

6) In recent Maddens and in Head Coach, if you "watched", played, or coached your teams, Offensive Linemen would rarely if ever receive pancakes. Since that is the main thing they are graded on as well as allowing sacks, this would really hinder OL progression. Now, Head Coach had a work around in which they graded your OL on how many runs and passes were done, and how many of them were successful, and how many yards were gained. As long as your guys were doing their jobs and they weren't dumb as bricks (LRN rating) they would progress pretty nicely. Still, they wouldn't get recognition for Pro Bowls since they weren't getting Pan Cakes. Are they going to do anything about this?

7) Special Teams AI: Too many times I have seen my special teams blockers run up field, have a defender coming right at them, and they run away to go block somebody else...or nobody most often. Other times I have a return man (rated in the 90's mind you for returning) have a wall of blockers ahead of him, he will decide to cut back and run to where he has absolutely no blockers and a wall of defenders are coming for him. Is there a Suicide rating for players that I am missing? Are they going to work on the AI for this part of the game?

Sorry if there is a lot here to read. If you couldn't tell, I am a stat freak and love Head Coach and Madden. If they do Madden 12 right, they quite possibly have the best football game ever created.
 
# 72 one5beast @ 06/16/11 03:10 AM
Hopefully franchise mode is going to be good this year
I didnt buy madden 11 because it was basically like 10
 
# 73 mjhyankees @ 06/16/11 08:24 AM
You know after the all the hype, I'm already disappointed in franchise mode for this year (M12). It will significantly improve in a FEW areas...and these are great improvements, but so many little, easy, but immersive things continue to be left out.
1. Training camp,
2. newspaper articles,
3. radio talk show,
4. college all star game,
5. emails from players,
6. scouting report on players for next game, position by position,
7. The ability to build a new stadium without relocating.
8. a draft that sounds like you are in the draft room (like old gen with crowd booing or cheering.
9. Mel Kyper or some other draft analysis
10. A hall of fame you can visit (you know some player makes the hall in 2017 and you can go in and see his plaque or bust or lifetime stats or something.

What's particularly annoying about all this is that I'm pretty sure that this was all available in prior iterations of the game, mostly old gen. For the life of me, I can't see why most of this can't be put in. The stuff they did is way harder and I appreciate it greatly but most of these little things seem so easy...why leave them out? It's almost as if they consciously don't put it in....like there's an attitude that "well not many people really want this anyway" or "lets hold things out so we can add them a little at a time each year" or some other mindset.

Now I want to be clear, I'm not bashing Madden. Own M11 play every night and enjoy it greatly. I'm excited about M12 and will be on line at midnight for the first time since 08. But it's so disappinting that this little stuff can't be added.....
 


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