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Madden NFL 12 Reviewer Impressions: Franchise Mode

In Madden NFL 12, Franchise mode is the greatest beneficiary in the yearly cycle of improvements this year. The mode saw tons of new additions, which span across the entire spectrum of the mode, from the offseason, to roster sizes, to team management and more.

Simply put, for our more ADD readers, Franchise mode is now as deep as any of the greatest modes of this type in our genre. It's just that the User Interface is so poorly designed that I seriously think the Madden developers went out of their way to try to make the game be as frustrating as possible.



This is Not the Interface You Are Looking For

I want to spend the first part of my impressions really talking about the interface in Franchise mode before I get into the additions. Why? Because I feel that this is the biggest thing holding the mode back from being a truly amazing experience.

For instance, re-signing players is perhaps one of the clunkiest things I've ever seen. There is no interest meter, no feedback, no anything. You simply randomly give offers until your player eventually agrees. With enough time, you can get each player to agree to a contract extension -- you simply have to find what they want and offer it. Just don't count on getting any guidance.

You can find examples like this throughout Franchise mode, where the developers seemingly insisted on giving you as little info as possible or worse, force you to go through several different menus to get information that should be on a single menu. Those of you somewhat familiar with my blog here on OS probably will remember these same types of complaints stemming from my impressions about MLB: The Show's Franchise Mode. 

Madden's franchise mode is truly of the same ilk. It's incredibly deep, but the interface is so poorly designed that it really makes the whole experience more frustrating than anything. I personally do not mind having to bring a notebook to make notes of my free agent targets, my team needs, etc. But this is my answer to poor software design, and I'm critiquing how the mode is designed -- thus I think the additions are great, they are just poorly implemented.

Free Agent Bidding

I applaud the Madden team for trying something new. 

But just as with my thoughts on gameplay yesterday, the Free Agent Bidding really follows the same path. It cuts several corners on realism just to deliver something new and unique. If I were sitting in a design meeting of Madden, I would've asked a simple question: Why do we need to do that when realism dictates we simply add more personality to players and enahance the negotiations around that and their performance?

To me, this is taking the easy way out in the sense that it replaced a system that was more realistic for something that has an eBay feel to it. It's a new system and can be downright exciting to try to keep up with the bids coming in and whatnot. But if you do a little bit of planning, you will get your man every...single...time. 

So let's sum up the bidding for free agents as fun, not realistic and hopefully a one year abberation towards something that's both more realistic and fun next year.



Computer AI -- Not the Sharpest Knife in the Drawer

The AI does some pretty wonky things over the course of a few years in Franchise. The first thing you will notice (mainly because it's the first thing you do) is that the substitution system in Pre-Season games is pretty broken. Since the AI puts guys in down the depth chart that don't actually play the correct position, you can have Safeties playing WR and QB's playing kicker at the end of pre-season games. It's not a big deal until Calvin Johnson gets hurt playing Safety in the fourth quarter of a pre-season game.

The AI tends to manage it's roster decentely, but it doesn't get too active. There are no trades to speak of outside of the draft (and some of those made no sense to me), and there are some really terrible draft picks. For instance, I saw a kicker taken in the Top 10 one season. 

There are some bright spots thanks to player roles. The AI doesn't draft several QBs in a row and it doesn't typically get rid of franchise stalwarts (such as Peyton Manning) so easily. So it's not all bad in terms of AI, it's just not good either.

Given that you can basically out wheel and deal the AI at every turn, don't expect to be challenged to rise to the top of the NFL after a few seasons so long as you can manage your team's cap room.

Player Roles

The player roles feature adds a good bit of strategy to roster management. Deeming a QB the 'QB of the Future' results in you betting a fair amount of confidence on a draft pick. Ditto for any number of other potential roles. The consitency and confidence ratings tied in with Dynamic Player Performance also make the whole Madden Franchise universe feel much more alive than in prior years. 

You have to carefully consider where guys fit in your franchise puzzle, and a mistake in roster management could easily set you back. This is the type of thinking man's game that makes Franchise so darned appealing to me this year. Unfortunately, just as with the rest of the experience, a clunky interface can make the whole experience just as frustrating as it's appealing.



Rookie Scouting System to the Draft

The rookie scouting system is a mixture of good and bad. I like the effort EA has gone to here to try to bring some realism into the whole process. I think that, for casual users, the whole thing will be quite too overwhelming since the interface has nothing to help guide you along. For hardcore, more sim-based guys, I think the system will frustrate at times due to the arbitrary and hands-off nature of it.

I'm actually liking the system, but I found myself wishing I had a bit more control over what I wanted to scout and having a few more players to scout as well. On a realism scale, most NFL teams scout more than 20 players at the combine and attend more than 20 pro days. As a bit of wishing, how cool would it be to have individual player workouts and school workouts and have to choose from those? 

And from a pure user interface standpoint, how cool would it be to have your scouting agency actually recommend which one of those events you actually attend along with some rough estimates of each player in some way already. What kind of scouting agency doesn't already have that info?

The whole process of steadily uncovering ratings works though, and with some proper planning you can set up a good draft plan -- you just have to plan ahead and think about what players you want in the first round through the seventh and then scout appropriately. I like having to make that decision. I didn't like initially not knowing my draft position and having players be quite vague in their position only to reach draft day and find out who was expected to be Top 10 vs. Top 5, etc. 

I don't like the guy, but including Mel Kiper's stuff or something similar would seriously go a long way towards making the Madden draft so much more enjoyable. Speaking of the draft, it's bare bones. There's not much here if you want any glitz or glamour, as some text-sims in the past have handled the draft in more exciting ways. And while the interface does work, it mirrors the rest of the mode in not being the most user friendly I've ever seen.

Stats, Stats, Stats

One of the strengths of Franchise mode this year is that the simulation engine is quite good. I have simmed up to 10 seasons thus far and the stats that the engine produce are rarely out of control. There are some crazy abberations, such as Peyton Manning passing for 5,500 yds with 50 TDs and 6 INTs, but at the same time I'm a guy who believes saying stuff like that can't happen will only result in you being proven wrong with time. The biggest problem I have encountered with stats is that the passing percentages are way too low, as QBs going over 60% completion percentage are quite rare when in reality they're very common and thus, the passer ratings are also way too low.

For the most part, don't steer too far from what one would call historical norms, so you will see leading rushers at around 1600 yards most years and most field goal kickers top out with their longs in the low to mid 50s. If you really start breaking stuff down and get into yards per carry and whatnot you can find some distortions, still. I don't see anything that is so out of whack that Franchise suddenly has become unplayable, though.

Even more encouraging is that the dynamic gameplans touted actually do show up. Teams who change their personell over time also see their stats change. The Chiefs actually drafted a scrambler QB in year five and their stats changed from a more run-first offense to a more spread out wide open offense stats wise. 

Scores are fine too, unlike in a recent playoff simulation we did at OS -- you won't see any 79-38 scores coming out of this engine. Fans of stats (and you know who you are) will love Madden's results this season.



Progression

One of the biggest problems in EA Football over the years has been progression that was either too much or not enough. I've only gone through one long-term franchise, but it seems as if Madden is pretty close to finally getting it right. It still seems like ratings can get top heavy, but it's not nearly as bad as prior years. 

Cam Newton was an 88 ovr after a few years in my Franchise, as one example of how progression isn't out of control. Given the fluctuations you will see with Dynamic Player Performance, there is no telling how performance will work in each franchise -- but the best endorsement I can give it is that I have personally not seen anything too crazy just yet. I'll do another 10 year simulation before the final review just to make sure.

Bugs

I have encountered several freezes and a nasty bug where an imported draft class doesn't import into the game and you are left with a generated draft class as if you did not import a class. Some have had success with imported draft classes, so I'm not really sure what's going on here, but the lesson to be learned is that franchise experience does have some bugs. We will see, with time, whether these turn out to be detrimental or just an annoyance.

Wrapping it Up

Franchise has had so many additions that I'm really finding it hard to write on everything because there's just so much. Instead I've tried to focus on the issues OS'ers tend to care most about and also add my thoughts on how the mode plays.

To sum up franchise mode, it is like the prized draft prospect who is touted by everyone, but when the combine comes it's numbers aren't quite what you expect. The interface holds the whole experience back quite a bit. But if you have the patience and organizational mind to pull it off, the Madden franchise mode is easily the deepest and most engrossing experience yet for the Franchise.


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Member Comments
# 41 boyce1602 @ 08/28/11 05:15 PM
Quote:
Originally Posted by adembroski
I went into work saturday and spent the day trying to recreate the draft class issue Unfortunately, I'm not seeing it at all. Every import I do works fine, even on my home retail version.

Is this 360 exclusive issue?
From what I've encountered, it has to do with when you save your import in NCAA. If you save the first time it asks, the import will not work in Madden. If you save after the "Players Leaving" section, the import WILL work in Madden.
 
# 42 KG @ 08/28/11 06:27 PM
How is player regression?
 
# 43 heelphreak @ 08/28/11 07:10 PM
So my franchise freezes every time between preseason game 1 &2. Anybody else having freezing issues?
 
# 44 stlstudios189 @ 08/29/11 10:57 AM
Sounds like a solid product that is gonna be worth a purchase
 
# 45 SGMRock @ 08/29/11 11:03 AM
Quote:
Originally Posted by boyce1602
From what I've encountered, it has to do with when you save your import in NCAA. If you save the first time it asks, the import will not work in Madden. If you save after the "Players Leaving" section, the import WILL work in Madden.
I tried both on the 360 early release from Season Ticket and neither one of them seemed to work. Right after I do the import before game one of the season I go into the Scouting and I dont see any NCAA players.
 
# 46 ABR173rd @ 08/29/11 11:08 AM
Good honest review Chris.....I worry about the exact amount of pressure on some of you guy's to write honest and responsible reviews for EA products because of the amount of Dev. interaction this site receives. This piece seems to be well thought out and decisive.
 
# 47 mavfan21 @ 08/29/11 11:56 AM
I always do the 32 team chise and let the CPU handle 90% of the actions for the other 31 teams. I do the darfts 1st round and a few trades for all teams. I also will adjust depth charts and do a few FA signings where needed.

It's a much for enjoyable experience that way.
 
# 48 SGMRock @ 08/29/11 03:54 PM
Quote:
Originally Posted by adembroski
I went into work saturday and spent the day trying to recreate the draft class issue Unfortunately, I'm not seeing it at all. Every import I do works fine, even on my home retail version.

Is this 360 exclusive issue?
I tested this again today by doing the following.

Platform Xbox 360 Slim 250G HD, Madden Season Pass download.

Took my retail version of NCAA with title update 1, downloaded named rosters from FAIRDALE KINGS gamer tag. These are the default rosters of the game with players and coaches named but no other edits.

Simmed season 1 of Dynasty up to the Bowl Season. Saved backup copy of Dynasty. Advanced game to End of Season. You get prompted if you want to export draft class to Madden. Picked Yes. (If you pick Yes here you won't be asked again I found, tested that 3x) Saved file SIM1Before as in first year simulated season exported before players leaving point.

Backed out of Dynasty and reloaded the backup Dynasty I had saved at the end of Bowl Week. Advanced to End of Season. Picked No when prompted to export. Advanced to the players leaving section. Asked a couple players to stay, advanced from there, prompted again if I wanted to Export draft class to Madden, picked Yes. Saved file as SIM1After meaning exported after the players leaving screen.

Started up my Madden 12 franchise that I have saved right at the end of the 4th exhibition game right were it prompts you if you want to continue to regular season. I had used the latest online roster that was released on the 27th to fix the lockup with depth charts when I made this Franchise.

I advanced to the regular season. Imported the SIM1Before file. Went to Scouting. Could not see any of the named players that would have been high overall Seniors in NCAA 12. Hit B to back out of Franchise back to main menu without saving my Franchise.

Reloaded Franchise back to end of week 4 of preseason. Advanced to regular season again. Imported the SIM1After file this time. Went to Scout Players, checked QB's , found imported players there correctly this time, example Andrew Luck from Stanford, Pryor (ya he was still on the NCAA default rosters) and lots of others so it seemed to have imported correctly the second time around using the SIM1After file.

Hope this helps you recreate it.
 
# 49 hoop xyience @ 08/29/11 04:15 PM
Look like another fantasy draft year for me...
 
# 50 Feldman011teen @ 08/29/11 04:34 PM
You guys normally spend a lot of time detailing your reviews, which I commend and thank you for that time. I don't have the retail version yet. I have played NCAA 12 and loved it, and notice the shortcomings. I played the Madden 12 demo and think it's the best game of football. My question is, did they fix the speed issue from the demo? When you guys said to drop the speed to slow and player threshold to 35 it makes a world of difference. Did you do this for the review? Either way, I loved Madden 10 and despised Madden 11. 11 was the first time I traded a Madden in within 2 weeks. This game is a huge jump.
 
# 51 btrudeau401 @ 08/30/11 11:16 AM
IDK IF I SHOULD BUY THE GAME OR NOT. IM ALL ABOUT FRANCHISE MODE, AND ALL THE NEW FEATURES SEEM TO HAVE ISSUES...CANT DECIDE IF ITS WORTH IT OR NOT...GETTIN HEEEATED
 
# 52 MrNFL_FanIQ @ 08/30/11 01:00 PM
I'm glad they seem to be making a good effort at having a good franchise mode once again. But based on this and what I've seen, it looks like I'll be sitting out for the 4th or 5th year.
 
# 53 KalimbeNaire @ 08/30/11 01:33 PM
Didn't the Raiders take Sebastian Janikowski in the first round, I think he was 17th overall? Not too far off from the top 10.

I have played NFL Head Coach 09, so I already know quite a bit of what to expect from Madden's Franchise mode. I am a little disappointed that they don't have a mock draft or some kind of show to tell you where guys are being slotted. NFL Head Coach did this very well. You had a pretty good idea of who the top 10 guys were before you entered the draft.

Sounds like this was a step in the right direction, but once again they missed the mark with some detail work that could have made it better. I am really not happy that there is no training camp to help improve your players, but based on how you unlock player ratings and such, that just wouldn't really work to well in this system. I'm on the fence about whether I want the new Madden or not.
 
# 54 RGiles36 @ 08/30/11 01:33 PM
I think I'll truly enjoy franchise mode if/when they fix the QB stats. It's hard to immerse myself when these critical stats are so low.
 
# 55 btvs @ 08/30/11 04:18 PM
I agree the Interface is AWFUL. I was so excited for this new franchise mode and they just dropped the ball. EA seriously needs to get it together. Its just sad. And whats up with the generic OC's and DC's? Madden 10 had every coach. I don't know why they would remove them from Madden 11 and 12... ugh
 
# 56 shaq273 @ 08/30/11 04:45 PM
It is a good review, but a 7.5 ... is it really that average? No I think 8.5 to a 9 is good. They improved the graphics , revamped the franchise mode, added dynmamic progression. So I give them credit, I know everyone wants that perfect game similar to what NBA 2K is to basketball but I think they did an oustanding job and so far I'm loving the game.
 
# 57 TheJustPull @ 08/30/11 05:34 PM
I was really looking forward to buying this years game after not getting it for a while, all I really play is offline dynasty and from what I had heard before release it was supposed to be vastly improved this year.Now on here I am seeing not so much maybe and it makes me glad I am decided to wait... Maybe I can trade in a few games for it.
 
# 58 NATINO @ 08/30/11 05:51 PM
like they always do , raise the hype = more buyers. But once you get the game , the hype is just a dream. This franchise mode is not recommended for offline players.
 
# 59 sentry85 @ 08/30/11 06:15 PM
Wish i could add to the discussion but Amazon screwed the pooch and i won't be able to play until sometime thursday
 
# 60 StankonYa @ 08/30/11 09:21 PM
The game looks good this year but am i the only one who misses the franchise features from madden 2005? I can't be the only one, you know.........features like Story Line Central were there was news paper clips of NFL news and they made it easy to scout the team and it players you were about to go up against , The Tony Bruno show ect. IDK just something I've been looking forward to since the xbox 360 came out.
 


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