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Five Things NCAA Football 13 Must Do For Success

For years, the NCAA Football series has sold well and enjoyed great reviews.

But this year, it feels like the tides of public opinion have shifted, and a series that once seemed immune to criticism is now subject to a growing wave of discontent. It doesn’t take more than 5 minutes in the OS forums to see that dedicated sports gamers have a whole laundry list of complaints and suggestions.

In this article, I discuss five things that the NCAA Football 13 team could do to restore gamers’ faith in the series.


Let's just put it this way, NCAA Football 12 -- you won't be looked as a high point of the franchise.

Fix CPU defense

Yes, I’m beating a dead horse here, but there’s a reason that the CPU’s defense is so frequently maligned. Super linebackers and psychic defensive backs absolutely ruin the passing game. When CPU corners and safeties have eyes in the back of their heads, the deep passing game is devoid of any realism. Separation doesn’t really matter, and neither does reading the movements of the CPU DB’s. Instead, you’re stuck running screens, slants, and seam routes, while many of the routes in the game almost never work. Plus, doesn’t it seem like your No. 1 and No. 2 receivers are always blanketed, while your slot receivers are almost always open?

Only compounding the defensive problems is the fact that when you try to fool the CPU, it often won’t work because they know your play

Add variety to recruiting

When Madden added sleepers and busts to draft classes, it might have seemed like a subtle change. But to seasoned franchise mode players, sleepers and busts added a level of complexity and realism to the mode that had never before existed. In the world of college football, where three-star recruits can win the Heisman and many five-star recruits never start, it’s a shame that the NCAA series doesn’t include more variety in player ratings. 

There’s no real thought required in recruiting; instead, you can just target the players with the highest star ratings and be relatively certain that you’re getting the best players. In real life, though, we all know that low-rated recruits often blossom into superstar players. That’s not really possible in the NCAA series, as all players improve at roughly the same rate, and their stats appear to have little impact on how quickly they progress.

Adding sleepers and busts would encourage players to stop blindly adding the top-rated players to their boards and instead look closely at their individual ratings, combing through lower-rated players to find overlooked gems.

Recruiting is stale, predictable and bland.

In addition, recruits are even handled poorly post-signing. It’s strange that there is no option to enter practice mode before you have to decide whether or not to redshirt a player, and that using a redshirted player in practice mode during the season burns their redshirt. That’s not how college football works. 

There is a host of other problems with recruiting, including “athletes” that can only really play one position and the incredible difficulty of signing a fullback with a 6-star program. But adding sleepers and busts, as well as an under-the-hood potential ratings would be a massive improvement. 

Finally, why are we still stuck using 70-man rosters? Yes, 70 players is a lot, but a real NCAA team has 85 scholarships to play with and room for walk-ons as well. I don’t like it when a video game has you cutting virtual athletes after a year or two on campus because their ratings aren’t high enough and your roster is too small. Oversigning is a serious problem in college football, and it would be nice if the NCAA series didn’t have an artificially small roster size that basically encourages you to oversign and cut later. 


The atmosphere at college football games doesn't end after the coin toss.

Focus on recreating the college atmosphere

The team-specific entrances that EA introduced for NCAA Football 11 were a nice touch. But that kind of immersion needs to continue past the coin flip. The atmosphere at a big-time college football game is incomparable, so why does the NCAA series feel so flat? A few years ago, these games featured variable crowd noise that had tangible effects on gameplay, including botched audibles, and that little meter on-screen that indicated how crazy the crowd was.

Yes, it was a little gimmicky, but gamers could really feel the energy in notoriously loud stadiums. 

In addition, why not include team-specific chants and in-game traditions? More activity on the sidelines? A less boring crowd? More stat overlays? The return of pre-game predictions? It’s great that gamers can upload their own sounds to play in-game, but that’s a lot of work that most people won’t be willing to do.

EA also needs to do a better job of integrating ESPN-style presentation; they have the license, so why does the game look so different from what we see on television every Saturday? The sights and sounds of college football are amazing, even on television. It’s a shame that so many gamers just put on some music and hit the mute button on NCAA 12.

Improve physics

One of my favorite ways to test a game’s physics is to create a player with extreme ratings and attributes and see how they perform. When you do this in NCAA Football 12, it becomes clear just how poor of a physics engine this game has. If I create a 350-pound halfback with 99 speed, 99 acceleration and 99 strength, I expect him to have enough momentum running with the ball that a 180-pound cornerback can’t just stop him in his tracks.

Watch a college football game – or ANY football game, for that matter, and it’s obvious that weight and strength matter.

But in the NCAA series, they don’t appear to matter much. Using power halfbacks just feels like a waste of time, and 220-pound defensive ends can hold up just fine at the point of attack. Under this physics engine, aside from their speed, most players just feel the same. 


There are still features which we still haven't regained in the NCAA Football franchise.

Be creative and bring back old features

Custom playbooks and the coaching carousel were welcome additions, but not exactly genre-defining features. EA should look to 2K’s example and get creative. Why not bring back classic teams wearing vintage uniforms? One thing the roundly criticized mascot games demonstrate is that EA has the capacity to include a lot of different player models in the game. Why not drop some mascots in favor of old-time players in leather helmets? Also, why are we still unable to make custom plays? The underrated NFL Head Coach 09 had a terrific play editor that allowed for real creativity.

Another great feature in Head Coach 09 was the ability to export a team to use in Madden’s exhibition mode. It’s always frustrating to watch some of your favorite recruits close out their virtual careers, knowing that you’ll never be able to use them again. Imagine, though, being able to export your dynasty mode teams to use in exhibition games, or even take online to play against your friends. This feature would do wonders for the game’s replay value.


Clean up the bugs

Perhaps the most notorious bug in NCAA Football 12 is the “Transfer Failed” issue for online dynasties, which first appeared in the 2011 edition of the game. EA supposedly fixed this – after the college football season ended. Add in the no huddle glitches, problems with custom playbooks, and the extremely annoying player tendency bug, and you’ve got a robust set of glitches that affect core gameplay.

A lot of bugs and issues take some time to detect (like the lack of progression for young scouted players inFIFA 12), but some of the biggest issues with NCAA 12 became apparent after only a few hours with the game. When gamers can identify bugs within a day or two, it creates the impression that the game wasn’t tested enough. Already, many gamers have decided that for them, NCAA 13 won’t be a day one purchase. After last year’s issues, it’s hard to blame them for wanting to wait for a patch.

OS readers, what do you think of these suggestions? What do you want to see in NCAA Football 13?


NCAA Football 13 Videos
Member Comments
# 21 jmik58 @ 01/30/12 04:27 PM
The author is spot-on in regard the the first point with gameplay improvements, but i feel that real issue is that a change needs to be done regarding the programming logic that is used.

The psychic defenders, super-linebackers, etc. are a result of there not being a read-and-react setup.

The programming is done in a way that works such that "Action A" is going to result in "Reaction Z" and then we'll fill in the middle with animations to make sure we get there. For example, you press pass (action A) and the game decides it will get swatted (action B) and fills in the gap with a super linebacker or psychic DB. This is due to the fact it's all about a result that is determined before the subsequent actions take place.

NCAA and Madden both need to incorporate more of a chain reaction (read-and-react) programming logic to the gameplay. This would be done by establishing keys or "anchors" for each player on the field (mostly on defense).

For example, linebacker A focuses on his key (or anchor) and responds the action of the key (an offensive guard). The skill of the linebacker determines how well he executes his job, etc. Does he bite on play action? Does he not step up fast enough to get in position to stop the run?

Or, a dback is in man coverage and reads his "keys", etc. Or defensive lineman, etc. Stop predetermining the outcome and give us a sequential setup for gameplay.

If this is ever accomplished, football video games may overtake all other sports games as the most realistic and fun to play in regard to gameplay alone.
 
# 22 Aranor @ 01/30/12 04:31 PM
But again what all that requires is.......Work! Something these developers have shown year after year all they want to do is fluff up the graphics throw something in and call it new and innovative.
 
# 23 sarlndr @ 01/30/12 04:42 PM
Quote:
Originally Posted by statum71
Agree with everything except dropping some mascots in favor of old time players.

Couldn't possibly care less about guys with leather helmets. Besides....they wouldn't have the license to use their real names anyway so what good is it?
They don't have a license to use the current players names either but they are still in the game. I don't know about going back to team with leather helmets but it would be nice to go back with great teams from the past.

What I want is the ability to download up to date uniforms dagnabbit! This was in the game in the past and should be in the game now. The PC uni's are great and all, but who wants to use them a year later after their favorite team will never wear them again?
 
# 24 twindaddyj @ 01/30/12 04:43 PM
Oh yes someone mentioned it. Medical redshirt seriously should be turned on somehow. I have had star players get hurt first game or 2 and they are done for the season. It would be really nice to fix that. I liked it years ago when you could edit the signs in the stadium and talk crap that was good cheap entertainment.
 
# 25 SkillzKillz719 @ 01/30/12 04:53 PM
Quote:
Originally Posted by twindaddyj
Oh yes someone mentioned it. Medical redshirt seriously should be turned on somehow. I have had star players get hurt first game or 2 and they are done for the season. It would be really nice to fix that. I liked it years ago when you could edit the signs in the stadium and talk crap that was good cheap entertainment.
Now a days people get too butt hurt over that stuff though. I dont think the NCAA would allow that because it might be promoting "something" lol
 
# 26 KushNstien @ 01/30/12 05:03 PM
Why can't they make the crowd like FIFA 12, like the crowd is louder than the announcers
 
# 27 Boogiemanjay @ 01/30/12 05:21 PM
Extend. RTG ,allow rb,wr,cb,ss to return punts and
Kickoff return this was badly miss in past gens
 
# 28 illwill10 @ 01/30/12 05:28 PM
Quote:
Originally Posted by JaySmooov
Point 1: Wow, I've always had a feeling that the CPU already knew your play, but I never noticed it was THAT bad. Especially after watching that video, it's crazy that a safety with a deep zone assignment automatically knew where the play was going and decided to attack. DBs are taught to ALWAYS backpedal 2 steps or so BEFORE attacking the run play, UNLESS you have a man or blitz assignment. That is supposed to prevent a DB from constantly biting on PA.

But overall, I'd look for improve physics and the gameday experience. Duke vs. Wake Forest should feel a LOT different than Alabama vs. Auburn. If a home team is on the verge of pulling an upset, then the crown should be ROCKING! Conversely, if a home team is getting blasted, the crowd should be on ice, and the seats should empty. And yes, we need some Corso predictions and different crowd/stadium specific additions, as well.
I knew CPU knew your playcalls, but I thought audibling could negate it. I had feelings that they would switch when audibling, but I wasnt sure.
Besides Gameplays improvements, this is my #1 must fix. As other people said, players dont have a mind of their own. They do what they are scripted to do and nothing else. I think tendencies could help it. It could help differentiate players.
 
# 29 schnaidt1 @ 01/30/12 06:12 PM
for me the football is still too big, there needs to be a way to add a bunch of different throwing animations and they randomly go to qbs and we can change them if we want. and they need to come up with a way to make dynasty mode to go faster, most times you have to spend more time in between games than you do actually playing a game.

add this to the list above...throw in penalties just like in the madden series. and i might buy this game. i wasted 60 on ncaa 12. not going to be so quick to buy it this time around
 
# 30 goNAVYbeatarmy @ 01/30/12 06:19 PM
Quote:
Originally Posted by JaySmooov
To piggyback, coaches should affect how recruits - AND the team overall - plays on a small level.

There might be a coach who knows how to get the most out of freshmen and sophomores, development-wise and game-wise.

Conversely, there may be some coaches who don't really focus on youngsters, and prefer the upperclassmen to play the biggest roles on the team, or won't play underclassmen unless their talent dictates it, or is needed. This could be a negative development for players if they're not getting the attention needed in practice to develop.

Recruits like Quinton Coples need to be introduced - those guys who lack the effort, but could be scary good if they wanted it. Basically, we need more variety in our players and recruits. We need the guys who may not be too fast or strong, but guys who just simply make plays when you need them because they put their hearts into it play in, play out.
I feel EA knows exactly what they are doing. They put out an "OK" game so buyers keep coming back for more. I mean, if they put out the perfect product with all the wishes in the game, why would we buy another??

Anyway, a point on heart/potential/work ethic - that would be great! How about academics? Say a kid is a stub on the field, dub in the classroom, so you have to allocate study hall hours to that player. This will keep him eligible, but it will slow down or halt his football progression?

For heart/work ethic - A kid can be a stud coming out of HS, but will not progress to his potential b/c he is lazy (happens all the time). Vice versa, a 2** kid in the right situation (good playing time) with alot of work ethic can become an All American. Etc. If im recruiting, i will shy away from dumb lazy kids. Am I right?
 
# 31 scotianprince @ 01/30/12 06:21 PM
I love what is being said.
My only wish is if the camera angles could be same as FIFA, 11 men on the field same as FIFA and the dynamics of turbo breaking away from the defense looks so good in FIFA i only imagine Madden or NCAA doing the same.
The flight of the ball in FIFA can be manipulated the movements to fake someone out and go around them hold men off from attacks while running to the goal. truly madden or NCAA has to emulate. They have to start sharing secrets one company one mind..
 
# 32 LucianoJJ @ 01/30/12 06:26 PM
Tiburon needs to get back to two bottom-line gameplay qualities: fun and fundamentals. Enhancing the college atmosphere and the presentation will make the game more fun. Improving physics, the option, special teams, defense, and penalties will bring the game closer to the fundamentals of the sport and make sliders less of a chore.

Reading an recent article about Madden shows how complex football games are to make and how far they have progressed. If Tiburon can't manage to slow down the progress and fix what they have, they endanger the longevity of both Madden and NCAA. If the next releases of these series are flawed and flat, they may not have anyone left to sell the Next Gen (PS4, the Next Xbox console) versions to.
 
# 33 GiantYankee @ 01/30/12 07:29 PM
Nice article. NCAA series used to be my favorite games to play. The defensive A.I. and the boring nature of recruiting have really turned me off. The series had so many great features pre XBox360/PS3. The only thing the current gen has over older titles is the graphics. NCAA football is no longer a first day purchase.
 
# 34 fcboiler87 @ 01/30/12 07:36 PM
Excellent article. Spot on with the defense. But my favorite point is about recruiting. I'm a dynasty guy only and the recruiting is a big thing that needs fixing.

Also, if I've said it once, I've said it a million times. The coaching carousel needs a lot of work and tuning. I'm not buying if it and some of these things aren't addressed. The bug filled game that was 12 doesn't justify the purchase early again this year.
 
# 35 Porters55 @ 01/30/12 07:56 PM
One of the little things that I miss from the PS2 days are the score updates from the rest of the country. They should add the ESPN ticker on the bottom with scores from that day's games in dynasty, and give people the option to turn it on/off so that it doesn't distract people who don't want it there.

Somebody mentioned it earlier, but every game in dynasty just feels like a one-off exhibition game. Remind us during the game that there's a college football "world" beyond that single game.
 
# 36 geezmeister @ 01/30/12 08:23 PM
Realistic Power and momentum. Cutscenes, stat overlays, better pre game, .... Ya know all the stuff that should be in there.
 
# 37 Hassan Darkside @ 01/30/12 08:34 PM
Funny how many things in this list were actually "focuses" in NCAA 12.

Personally, the brokenness of the pass game (including how the defense reacts) is the biggest area of concern. If none of that is fixed I won't be buying the game.

Also agree completely about recruiting. Recruiting becomes incredibly stale when you're a 6 star team because you know exactly what you're getting for the most part. I wish they'd add some sort of personality to the players as well.
 
# 38 return.specialist @ 01/30/12 09:09 PM
I noticed that EA was pushing the new tackling system which had done away with 'suction tackles'. It is fine and dandy (and realistic) that a tackle sequence or animation cannot commence until the player makes contact with the ball carrier. Great.

However, it is obvious that the tackle system is either separate of the blocking system, or the coding team chose to disregard tweaking the blocking component because THERE ARE STILL SUCTION BLOCKS.


I can deal with a defender being smashed from the side by a blocker, thus derailing his pursuit. I cannot deal with a defender rotating 90 degrees mid stride to engage in an approaching blocker.


Logic would infer that there would be a player contact system, not two separate modules. Regardless, this lies at the heart of the lackluster physics engine.


I have much less gripes about the engine than others I have read on the site, however, the aforementioned really irks me.


Also, being as I have not played NCAA since '05 on PS2, I was shocked when I encountered difficulties in the initial setup (e.g., restrictions for Team Builder and created players, amongst others) and the sheer absence of features from earlier games that i really enjoyed (e.g., NCAA violations in Dynasty mode, the impact player blinking circles, the atmosphere in the stadium). The limitations of certain aspects were rather appalling when compared to what I remembered in previous installments.


My two cents, I have others, but I'll leave it at that


Oh, and I agree with everything in the initial post, sans the classic teams. I just want FCS and Other schools which were present in the older games.


Yea,
 
# 39 gator3guy @ 01/30/12 09:18 PM
Just pop in NCAA 04-07 on last gen and take notice of things that were done right. I used to play those games for hours on end because the games were actually fun and didn't leave you with those WTF moments for the most part.

This year I stopped playing in September and just haven't had the urge to play since. It's just not really a fun game to play. It get's boring. And it'll stay that way unless they finally decide to cut the fluff and actually try to improve the game and not just put a band-aid on it. It's amazing how the last gen games didn't have nearly as many glitches but now that we have patches it's glitch after glitch. Something needs to change.
 
# 40 jwilphl @ 01/30/12 09:31 PM
I admit I am highly skeptical of EA's ability to right this ship, for a number of reasons.

First, it seems the engine needs a complete rebuild, and certain "features" of the game will continue to exist so long as the engine remains in its current capacity. This mostly refers to the gameplay, i.e. suction blocking, lack of momentum, super linebackers, and bad receiver/CB interaction. Most of this is basically runover from the last generation engine. It's simply old.

Second, I worry that this development team just doesn't have the right tools--whether it is a resource problem, personnel problem, or direction problem, I just feel like they have blinders on to a lot of the NCAA issues. The audio department is maddeningly unacceptable, and while they have made an "admirable" attempt to input college tradition, they are still completely missing on presentation and atmosphere. As a side note, no more Ben please.

Third, the short development cycle means it is approaching impossible to really fix the game the way it should be fixed. That means stripping down the foundation and redoing it with a whole new core that can perform like a next-gen game. Physics and the whole shebang could be included in this. My guess is it would probably take at least 20 months (and likely more with troubleshooting) to fix this appropriately.

This game has a long way to go to be great, but the list presented would definitely mean an improved iteration. I don't expect EA go get it all done at once, if we can even expect these additions in the future at all.
 


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