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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
# 41 SkillzKillz719 @ 01/30/12 09:47 PM
Quote:
Originally Posted by Porters55
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.
Yes! I've been saying this exactly!
 
# 42 rudyjuly2 @ 01/30/12 09:47 PM
So true. The author's comments on the physics engine couldn't be more perfect to sum up my feelings. I just can't take the lousy physics engine and the way the players move anymore. I simply am giving up on EA football until this is MUCH better. Or at least give us an option similar to the speed threshold where we can make momentum matter.

As for the recruit weights, the game randomly generates weight which is completely and unrealistically independent of the type of player. Seeing a 4*, 6' 7" 198 pound "run stopping" DE is ludicrous. Either start tying weight into attributes or at least change the weight ranges for specific player types. Run stopping DEs should have a higher range than pass rushers. It's common sense.
 
# 43 TDenverFan @ 01/30/12 10:17 PM
I think the game play is fine, focus on Dynasty.
 
# 44 blkrptnt819 @ 01/30/12 10:22 PM
Quote:
Originally Posted by TDenverFan
I think the game play is fine, focus on Dynasty.
Really? Gameplay looks like what you see on Saturday? I just wanna see your side of this.
 
# 45 TDenverFan @ 01/30/12 10:28 PM
Quote:
Originally Posted by blkrptnt819
Really? Gameplay looks like what you see on Saturday? I just wanna see your side of this.
No. But is it pretty realistic compared to Recruiting and the Coaching Carosel? YEs.
 
# 46 fcboiler87 @ 01/30/12 10:29 PM
Quote:
Originally Posted by TDenverFan
No. But is it pretty realistic compared to Recruiting and the Coaching Carosel? YEs.
I think the gameplay has a lot of glaring issues. But I cannot argue with you on this.
 
# 47 WipeOut464 @ 01/30/12 10:45 PM
Quote:
Originally Posted by TDenverFan
No. But is it pretty realistic compared to Recruiting and the Coaching Carosel? YEs.
Yeah, but how hard is it to beat the realism of a roulette pitch wheel for recruiting?

Sure, Recruiting and Coach Carousel (and Custom Playbooks, for that matter) could be worked on, but they're really just ancillary features -- and the CORE game still needs tons of work. Think of how much time you spend recruiting and going through the Carousel versus the time you spend on the field watching 220lb 6'7" DEs hold the line against All-American OTs or CBs and WRs being oblivious to one another (or ball trajectory or momentum-less DBs or psychic playcalling, etc. etc...).
 
# 48 blkrptnt819 @ 01/30/12 10:56 PM
Quote:
Originally Posted by TDenverFan
No. But is it pretty realistic compared to Recruiting and the Coaching Carosel? YEs.
Umm I'm not too sure about that, but either way the gameplay needs a lot of work. The carousel needs more work that recruiting. Let us pick our topics, problem solved. There's more work that can be done to recruiting but physics ,psychic DBs, pass trajectory, psychic play calling, blocking interactions and wr/db interaction while the ball is in the air all need work.
 
# 49 kc816 @ 01/30/12 11:22 PM
bottom line is its 2012 we all feel that technology has come far enough to where we should see better physics amongst other things such as halttime show post game show basically becasue we all saw that in nfl 2k5, great game btw. ea is holding back period, 2k is holding back. hopefully we can get back to some good o fashing competition with more gaming companies. socialisim is bacisally what we are experiencing as far as sports games r concerned. make it more real and stop cheating us cuz we seen better and and spend 67.66 at freakin game stop. s/o to the 816 kcmo
 
# 50 blkrptnt819 @ 01/31/12 12:02 AM
Quote:
Originally Posted by moneal2001
head coaches play editor was good, but i remember NCAA 00 or 99 for the PS1 that had an amazing play editor. I remember creating a quad option from the I were you could either hand off to the FB, pitch to the RB, pitch to the WR on a Reverse or keep with the QB. You could even select what direction you wanted players to block like: run block left, middle, or right and same for passing.
So I popped this in today to see what you are talking about and that play editor was pretty good. If they had every route available it would be amazing!! I just hope they have something to allow you to make option plays and playaction plays.
 
# 51 CuseGirl @ 01/31/12 03:14 AM
As long as casual gamers drop 60 full retail for the first few weeks, Ea has no obligation to listen to any of this. They have less features than last gen on more powerful systems. Im over it.
 
# 52 jfsolo @ 01/31/12 04:54 AM
IMO, anyone who goes to a Community Day event should bring a laptop and show that telepathic A.I. video, and rhetorically ask "what gives?" People have been talking about psychic defenders for a long time now, but I honestly didn't know that it was this bad, I guess I didn't want to know.

This is much worse than all the other issues, IMO. I'm somewhat demoralized, because I have to believe that the team simply doesn't know how to fix this issue, because it seems unconscionable that they would choose to implement something like this if they were capable of doing better.
 
# 53 JerzeyReign @ 01/31/12 06:18 AM
You know what? Their is nothing more to say. If they fix those issues than NCAA won't be that bad. Well... maybe they should fix player to field ratio but I'd settle for that.

Great write up!
 
# 54 jgess6232 @ 01/31/12 08:56 AM
One other added thing about recruiting, would be the ability to create a recruit class. Similiar to 2k's draft classes for the NBA draft. This way we can create 200 some odd recruits, REAL recruits with names and all. Make them (with a logic that the stars/gems/busts) randomly selects them to be so. Why this has not been implemented already is beyond me. But it needs to be addressed, so we can upload a draft class and share it.
 
# 55 IronVictory @ 01/31/12 09:54 AM
I agree that the gameplay needs altering, and I also agree that coaching carousel (while loaded with potential) can be a lot better.

However, the "roulette wheel" recruiting format is preposterous. I used to coach college football, and I spent a lot of time recruting. At NO POINT was I ever sitting at my desk spinning a big wheel, hoping it would land on "Campus Lifestyle" when I was talking on the phone to a recruit.

Why can't we just ASK THE RECRUIT? They respond, we (the user) note their response, and we know how to proceed from there.

Also, I agree that rosters of 85 would be a huge help.
 
# 56 Cardot @ 01/31/12 10:45 AM
Great list. I especially agree with the point in the first section about too many plays/routes being too successful or too prone to fail. This has been my gripe with pretty much every video football game I have ever played. It really limits the playbook, and makes the game boring.

I also agree on atmosphere. The visuals are already great. No need to touch this area. But the audio is woefully behind. I popped in 2004 the other day, and was shocked how much better the audio was in that game than what we have now. The crowd really came to life.

The only think I don't agree with is "New Features" part. There are already enough modes I don't use. LOL. I think it was '04 that had vintage teams in leather helmets. Seemed like a cool feature, but I only actually used it once. Although I do understand the marketing team needs something to sell.
 
# 57 choadler @ 01/31/12 12:46 PM
Basically done with these games. They have not made progress really. It is usually one step forward 2 steps back with them.
 
# 58 Bad_Intentions @ 01/31/12 01:39 PM
CPU reading your controller is the trump here. that KILLS this and madden. Half of football is deception. Play action, screens, draws, in EA football world you have to throw these plays out the window b/c if someone knows what you're doing it's no point. The point is to catch the other team off guard for potentially a big gain, also to keep them honest later on in the game so you can run other things out of the same formation.

When I call 5 wide shot gun formation and a QB keeper near the goaline, the defense is all up at the line. Audible to a pass play from the same formation and they all spread out to cover my wideouts! Audible back to my original QB keeper from the same formation and they leave the wideouts and crowd the line! UNACCEPTABLE and FAKE!

Not to mention DB's who have their backs turned to the ball but yet break towards wherever i'm throwing it without looking and right on time!
 
# 59 All-Vol @ 01/31/12 01:40 PM
Question for the programmers out there: what is stopping EA from taking NCAA 06's engine and code, then just updating the graphics? I need to go change my pants after thinking about the possibility.
 
# 60 LionsFanNJ @ 01/31/12 01:45 PM
A couple of things i'll add.


Can the CPU please actually run their offense correctly? Playing Georgia Tech is an easy win every time becaue the AI cannot run the option at all. Hell, Oregon is an easy win as well as the AI cannot run the option at all.


Have the ratings matter more thus creating individuality between players and stop having arbitrary animations override everything, like the DT throw away animation to the OG no matter the rating of both players.

Also, stop having the CPU be psychic, especially when you call blitz, because it can and DOES screw up the CPU offense, especially screen plays where they audible the screen man to block, thus not having an active route running reciever on the play.
 


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