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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
# 101 blkrptnt819 @ 02/03/12 01:00 PM
Quote:
Originally Posted by raulstar12
One thing that i would love to see in recruiting is that lets say there is a #2 ranked OLB from Louisiana and my team is LSU i should at least like 70% of the time get him because i mean honestly thats how it happens in real life most of the time kids arent going to travel 4000 miles away from home. Look Dorial Green-Beckham signed with Missouri instead of signing with a power house. Number one running back in the nation Johnathan Gray signed with Texas. I would like to see this but not everytime a prospect from the same state will sign with you like Mario Edwards went to Florida State. Idk if this can be done or not but if the recruiting class is ranked high and the player wants bcs championships he should go with the class that is ranked high this should effect where he would go.
Players go far away from home all the time. It should just depend. I think the way it is now is fine.
 
# 102 CuseGirl @ 02/03/12 01:09 PM
Quote:
Originally Posted by blkrptnt819
Players go far away from home all the time. It should just depend. I think the way it is now is fine.
lollllll, there's no bevy of talent in Wisconsin and Oregon lollll....and lets be real, when Nebraska was at their height of their powers way back when, they got most of their talent from Texas. The best recruiting states, in no particular order, Florida, California, Texas, Ohio, Pennsylvania, Georgia, Louisiana (in my opinion). I don't even kno if Alabama produces as much talent LA, Fl and GA.

Boise gets their players from California. Notre Dame has to get players from any scrap of land that they play on. Recruiting is about location AND coaching. When the coaches say the right things or dare I say, pay the right people, you get players.
 
# 103 gerg1234 @ 02/03/12 01:13 PM
Quote:
Originally Posted by blkrptnt819
Only thing is recruiting services such as Scout and ESPN put out measurements on ppl. So I'm not sure how much a scouting feature is needed.

True, but if you truly look at the star rating system...much of it depends on how many and what schools are after a certain player.

As an Oregon State fan I look at Jacquizz Rodgers. He was a 3* for quite some time when his offers were from Oregon State, SMU, Houston, and UTEP...but in the last month of recruiting he jumped to a 4* after the Big XII schools (minus Texas) started calling him.

I think it would be kind of cool to see the star ratings work like reality, unranked until schools start offering players based on tape and scouting...THEN the players get the star rank...(thats when you'll see 5* busts and 3* booms like in real life)

but to truly do that you'd have to have JR classes involved as well so you can scout them to really get it set up correctly.
 
# 104 blkrptnt819 @ 02/03/12 01:29 PM
Quote:
Originally Posted by gerg1234
True, but if you truly look at the star rating system...much of it depends on how many and what schools are after a certain player.

As an Oregon State fan I look at Jacquizz Rodgers. He was a 3* for quite some time when his offers were from Oregon State, SMU, Houston, and UTEP...but in the last month of recruiting he jumped to a 4* after the Big XII schools (minus Texas) started calling him.

I think it would be kind of cool to see the star ratings work like reality, unranked until schools start offering players based on tape and scouting...THEN the players get the star rank...(thats when you'll see 5* busts and 3* booms like in real life)

but to truly do that you'd have to have JR classes involved as well so you can scout them to really get it set up correctly.
If only for scouting purposes to included Jrs and it doesn't take my SR and JuCo time. Maybe allows us to scout 10 per week or something like that.
 
# 105 illwill10 @ 02/03/12 01:44 PM
Quote:
Originally Posted by blkrptnt819
If only for scouting purposes to included Jrs and it doesn't take my SR and JuCo time. Maybe allows us to scout 10 per week or something like that.
I would like to scout 10 JRs a week for the future, so we can figure out the ratings of a player. Instead of knowing everything about a player without doing any scouting.
 
# 106 gerg1234 @ 02/03/12 01:48 PM
Quote:
Originally Posted by blkrptnt819
If only for scouting purposes to included Jrs and it doesn't take my SR and JuCo time. Maybe allows us to scout 10 per week or something like that.
Agreed...you'd have 10 hours "recruiting time" and lets say....10 hours "scouting time"
 
# 107 blkrptnt819 @ 02/03/12 01:56 PM
Quote:
Originally Posted by illwill10
I would like to scout 10 JRs a week for the future, so we can figure out the ratings of a player. Instead of knowing everything about a player without doing any scouting.
But you can't scout EVERYONE. As long as the scouting services still put out attributes on players I can deal with the scouting system.
 
# 108 gerg1234 @ 02/03/12 02:09 PM
Quote:
Originally Posted by blkrptnt819
But you can't scout EVERYONE. As long as the scouting services still put out attributes on players I can deal with the scouting system.
Add in a scouting budget where you can buy scouting services (legally, not Willie Lyles).

I think 40 times, bench press, etc would be available to see right off the bat...like it is now.
 
# 109 blkrptnt819 @ 02/03/12 02:13 PM
Quote:
Originally Posted by gerg1234
Add in a scouting budget where you can buy scouting services (legally, not Willie Lyles).

I think 40 times, bench press, etc would be available to see right off the bat...like it is now.
So you have to scout everything but the physical attributes? Ok
 
# 110 illwill10 @ 02/03/12 02:20 PM
Quote:
Originally Posted by blkrptnt819
But you can't scout EVERYONE. As long as the scouting services still put out attributes on players I can deal with the scouting system.
Quote:
Originally Posted by gerg1234
Add in a scouting budget where you can buy scouting services (legally, not Willie Lyles).

I think 40 times, bench press, etc would be available to see right off the bat...like it is now.
I dont mean everyone. There can be a scouts grades. So, the higher the grade the more players and more details you get back.
I would like to be in a disadvantage where I am going after a recruit that I didnt scout him much and when I sign him I realize either he doesnt fit in my scheme or has drops issues.
 
# 111 gerg1234 @ 02/03/12 02:21 PM
Quote:
Originally Posted by blkrptnt819
So you have to scout everything but the physical attributes? Ok
That's all the scouting sites like Rivals & Scout give anyway. Most of the scouting is done by coaches and scouting services....which is where the scouting services option would come in. You would scout a state and maybe position (which cost would be based on service used, pipeline, and distance) and it would give you a letter grade on attributes based on quality of service used.

I'm just thinking out loud here. Giving away all the attributes right off the bat as it is now is boring as hell.
 
# 112 blkrptnt819 @ 02/03/12 04:19 PM
Quote:
Originally Posted by gerg1234
That's all the scouting sites like Rivals & Scout give anyway. Most of the scouting is done by coaches and scouting services....which is where the scouting services option would come in. You would scout a state and maybe position (which cost would be based on service used, pipeline, and distance) and it would give you a letter grade on attributes based on quality of service used.

I'm just thinking out loud here. Giving away all the attributes right off the bat as it is now is boring as hell.
I actually was agreeing with you. I know I coulda said more but... I think it's a great idea.
 
# 113 blkrptnt819 @ 02/03/12 04:26 PM
Quote:
Originally Posted by gerg1234
Add in a scouting budget where you can buy scouting services (legally, not Willie Lyles)
Also not really with the Budget thing. That conjures up last-gen's memories that pissed me off.
 
# 114 CuseGirl @ 02/03/12 04:40 PM
Hmmmmm, not really feeling all that extending scouting and recruiting and "revealing" player abilities. Not when you need classes of 12 to 15 players, sometimes 20 if ur trying to take over a crappy program and need a quick infusion of talent. The game is tedious enough with sliders adjustments, custom playbooks (which we'll have to do ALL OVER for NCAA 13, i mean, no way they could transfer last years :rolls eyes: ), depth chart adjusting since it's not going to sort properly for the 5th year in a row.....I kno it sounds lame, but I dont wanna end up with a class of bums because I dont have enuff scouting time even tho I'm coaching at an elite program. Meanwhile, the CPU big boys never make mistakes. I can see it now.
 
# 115 blkrptnt819 @ 02/03/12 05:10 PM
Quote:
Originally Posted by CuseGirl
Hmmmmm, not really feeling all that extending scouting and recruiting and "revealing" player abilities. Not when you need classes of 12 to 15 players, sometimes 20 if ur trying to take over a crappy program and need a quick infusion of talent. The game is tedious enough with sliders adjustments, custom playbooks (which we'll have to do ALL OVER for NCAA 13, i mean, no way they could transfer last years :rolls eyes: ), depth chart adjusting since it's not going to sort properly for the 5th year in a row.....I kno it sounds lame, but I dont wanna end up with a class of bums because I dont have enuff scouting time even tho I'm coaching at an elite program. Meanwhile, the CPU big boys never make mistakes. I can see it now.
I didn't think about the fact that the CPU wouldn't miss but it would allow for sleepers and bust though. And it could add alot to the game. It's probably the lesser of 2 evils.
 
# 116 blsu227 @ 02/04/12 03:03 AM
THIS IS MY POINT OF VIEW ON HOW NCAA FOOTBALL 13 DYNASTY AND OTHERS should BE:

1. THERE NEEDS TO BE CBS FOR THE SEC
for dynasty and others

2. SPRING GAME


3. BAND SEATING ARE ACCURATE THIS TIME

4. REAL PREGAME BAND PRESENTATIONS

5. BETTER THROWING TECHNIQUES.
Last year's game (NCAA 12), throwing was VERY hard! It needs to be easier, especially on freshman and varsity mode. The modes I play.

6. REDUCE GLITCHES.
Make the quarterback look like he is throwing forward instead of throwing to the side for a long pass. Football players don't need to go right through each other. They should be like normal people. Make 3D grass without zooming into the field. For dynasty and others.

7. DYNASTY (importance):
weather= let us have a say so in the change of weather
schedule= let us have a say so in the time of day we want to play some other team.
FBS TEAMS!!!!!

8. PLEASE FBS SCHOOLS WANT TO BE IN THIS GAME PROBABLY! There needs to be FBS!
 
# 117 blsu227 @ 02/04/12 03:05 AM
Quote:
Originally Posted by blsu227
THIS IS MY POINT OF VIEW ON HOW NCAA FOOTBALL 13 DYNASTY AND OTHERS should BE:

1. THERE NEEDS TO BE CBS FOR THE SEC
for dynasty and others

2. SPRING GAME


3. BAND SEATING ARE ACCURATE THIS TIME

4. REAL PREGAME BAND PRESENTATIONS

5. BETTER THROWING TECHNIQUES.
Last year's game (NCAA 12), throwing was VERY hard! It needs to be easier, especially on freshman and varsity mode. The modes I play.

6. REDUCE GLITCHES.
Make the quarterback look like he is throwing forward instead of throwing to the side for a long pass. Football players don't need to go right through each other. They should be like normal people. Make 3D grass without zooming into the field. For dynasty and others.

7. DYNASTY (importance):
weather= let us have a say so in the change of weather
schedule= let us have a say so in the time of day we want to play some other team.
FBS TEAMS!!!!!

8. PLEASE FBS SCHOOLS WANT TO BE IN THIS GAME PROBABLY! There needs to be FBS!
FCS SCHOOLS NEEDS TO BE IN THIS GAME
 
# 118 blkrptnt819 @ 02/04/12 09:59 AM
Quote:
Originally Posted by blsu227
FCS SCHOOLS NEEDS TO BE IN THIS GAME
For what? They will just take up space for all the other stuff the game is missing on the field. This actually needs to be the LAST thing included.
 
# 119 blkrptnt819 @ 02/04/12 10:01 AM
Quote:
Originally Posted by blsu227
3. BAND SEATING IS ACCURATE THIS TIME
This is a joke right?
 
# 120 blkrptnt819 @ 02/04/12 08:01 PM
Quote:
Originally Posted by gerg1234
Agreed...you'd have 10 hours "recruiting time" and lets say....10 hours "scouting time"
Gerg how do u feel about that all attributes are available for all players in you pipeline states? Too much or could that work?
 


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