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A Potential Improvement for Be A Player Modes

About a year ago, I wrote about why I don’t play Be a Player modes. A year later, I still feel the same way.

Arguably the greatest weakness of the mode lies on the field, where to this day it still feels like you’re playing the same game but with the player lock on. The technology is just nowhere near the point where you can truly play a team game with a bunch of AI players, since there’s no effective way of communicating with them in real time.

But the mode’s off-the-field offerings can stand to use some much needed improvements, too.

The biggest problem, by and large, is that everything is too linear. There’s just no surprise anywhere, which is directly opposite of what you can say about most professional’s careers. It’s a shame, considering this mode is supposed to be all about your player, yet it doesn’t give you a lot of chances to write your own unique story. Unless creating a player with a green Mohawk, aqua aviators and a blond soul patch is your idea of unique.

Essentially, there's no variation in the mode's narrative.

Think about franchise mode — one that most of us dedicated sports gamers spend the chunk of our playing time on. Whether you’re conscious of it or not, franchise mode comes with many inherent narratives, depending on the team you choose. “A struggling team building for the future,” “an aging dynasty trying for a last hoorah,” “a team mired in mediocrity goes all in.” Depending on the situation that you find yourself in, the rationale for your decision making changes.


Franchise modes have inifinite narratives to draw from. Be a Player modes have...one?

The bottom line is that there are plenty of directions you can go in franchise mode. However, in Be a Player modes, every game is essentially the same. You start out as a lowly rookie, work your way through games, and in the end — if you’re patient enough to play it all the way to the end — your player becomes a superstar. Wash, rinse and repeat.

One of the more frequent complaints about the mode is its repetition. Compare it again to franchise mode. You, the GM, have to plan for the franchise’s future with salary and draft management. If you're a contender, you go and add veterans; sit in the basement and you will want to blow it all up and get young. In franchise modes, things are constantly evolving, and so are you. You can be on top of the world one year, and then get mired in mediocrity for the next seven because you didn't plan ahead. No matter how hard you try, there's still the potential of failure.

Not so much in Be a Player modes. It’s the every road leads to Rome syndrome: You know one day you’re going to be an 80 plus player scoring a boatload of goals or winning consecutive Cy Youngs; it’s just how long it takes you to get there. What fun is that?


If you aren't guaranteed superstardom, would that take away or add to Be A Player modes?

Suggestion: Give every player a different potential ceiling.

Potential is not a hard and fast thing, and even if you do possess it, you may never fully reach it depending on what happens as your career progresses. Controversial? Maybe a little, as perhaps not everybody likes their virtual pro to be a role player. But that’s sort of the point, isn’t it?

Not every player is created equal and has the same ceiling. Sometimes you’re just not as good as everyone else. Or perhaps you were supposed to be — at least by the team that drafted you No. 1 overall — and you end up never rising above the role of being a bench guy. What variable potential does is shake things up, as you won’t have a full picture of how your player is going to turn out until a few seasons in.

This, in turn, forces players to be judicious when choosing which attributes to improve upon. Instead of slowly and steadily building your dream player, one attribute at a time, maybe you won't have that luxury and instead have to boost attributes that you may not fancy, but no other player on your team has -- giving you a shot in the big leagues.

And your player's potential can change throughout too, depending on the circumstances. For example, injuries to various body parts may limit your max ability in certain areas — like a chronically wonky hamstring may affect speed — and force your guy to transform his style mid-career.

Basically, this all contributes to help alleviate the long term staleness of the game. No longer will you be guaranteed that your player will turn into a superstar. Maybe your player just isn’t that good. And as we all know, there’s no shortage of great stories for role players, either.


Be A Player modes could use something, anything to keep the monotony away.

Instead of trying to win every award available, your player is just trying to survive, and do everything he can to get a contract next year and stay in the league. It becomes a story about a professional fighting for his life, which, in many ways, can be a lot more compelling. Do you play every game in a low-key, but consistent manner? Or do you do more than your coaches are asking of you and risk spectacular failure?

Of course, this requires a few more ideas to be implemented first. Games will need a whole new slew of mental attributes — representing “heart,” basically — to be added into the system. After all, you can’t really be a character or a clutch player when there are no traits like determination or pressure. Second, it will also need some sort of communication module between your player and his coaches/teammates/the media — something the mode sorely needs. A large part of being a true team player is the ability to support your teammates when the going is tough and say the right things to the press, even though the temptation to put your foot in your mouth can sometimes be almost irresistible.

(Speaking of coaches, please, for the love of God, get rid of the silly idea where once you reach a certain reputation that you can alter your team’s strategy. Any ounce of reality is immediately lost when somehow you, the player, can change things willy-nilly as if the coach was merely a puppet (And no, soccer fans, John Terry doesn’t count … yet).

As much as the thought of your player never making it as a superstar runs counter to how we’re trained to play sports video games — to be the very best — bear with me on this one. Not only will the idea of having different player potential make the mode much more realistic, but it will also provide a greater amount of variation in storylines, which makes the Be A Player modes that much more interesting to play with.

What do you all think? What can be done to Be A Player modes to spice them up?


Member Comments
# 21 XiaNaphryz @ 05/20/12 11:59 PM
I really wish more sports game developers would take a closer look at the My Life mode in the Power Pro games as an example of how to flesh out what else you can do in a Create-And-Play-A-Single-Player type of modes. Here's an older OS article on it: http://www.operationsports.com/features/632/mlb-life-does-the-career-mode-right/
 
# 22 willz1985 @ 05/22/12 06:30 PM
I've said for years that Madden's superstar mode should include the full NFL combine, i mean how hard could it be. And when i say the combine i mean the actual combine in Lucas Oil Stadium, not some practice field.

They kinda had something with the miniature pro days but got rid of it.

As for fifa, i cant really think of something that would improve the mode, as unlike madden he same pro you create offline is the same one you use in pro team matches.

The best mode by far in any sports games is MLB: The Show's Road to Glory, it really does a good job of simulating a baseball player's career from the minors all the way to the bigs.

NHL is pretty good too, the addition to play a 4 year career in the WHL lets you literally play through a full career
 
# 23 Heshi @ 06/07/12 06:34 AM
Nice idea, but it leads to nowhere. "All roads lead to Rome" because you are just too good. Even with low ratings you will dominate your league, and if you keep stuck on the bench despite your great stats, you will start to complain. Just think of Road To The Show, I think it was 08, when at the start of your career you would be sent back to AAA even when posting otherworldly numbers because of your low ratings. What did people do? Complain.

I for my part suck at career modes, and I do live the life of a fringe player stuck in AA or as the third string running back. If you want to have more "realistic" careers, then simply don't play sports games as often and don't own everybody

So there's no solution to this, as long as you keep controlling your player directly. There have been text based games like the old "New Star Soccer" that demand decisions and you just click on what you would like to do. Do you try a risky dribble or do you pass the ball? It's probably the most "realistic" thing in terms of narrative, but who would accept a text based career mode in, let's say, "Madden"?
 
# 24 Manonamission @ 06/12/12 01:57 PM
I have only tried three different Be a player modes (MLB power pros 2008, NBA 2k series, and MLB The Show 12) and have loved them all. I do acknowledge that these are considered some of the best be a players though
 
# 25 arneliring0012 @ 06/15/12 12:11 AM
I agree with you too Mate.

Quote:
Originally Posted by steelereign
I agree with you for the most part. However, the issue that these modes must overcome is the short attention span of most gamers and/or the limited time available to play through all the modes.

I would imagine that most sports gamers tend to stick to the calender with their respective sport. I play baseball games during baseball season, football in the fall & winter, etc. I'm lucky to get through one full franchise season with each iteration of a game.

That being said, who wants to spend all their time crafting a BAP only to end up on the pine spitting sunflower seeds for a living? The intent of the mode is to allow the basement QB to achieve "the dream." Most of us have already experienced enough failure in life and would rather avoid another dose of depressing real-world realism and failure.

I agree with RockitOldSchool. If the mode could be developed in a manner similar to the board game "Life" it might work. You decide in the beginning if you want to "roll the dice" and see what happens or go the guaranteed superstar route. Maybe there can be a risk/reward element tied to the decision. For those that go the "gamble" route maybe they get achievements or unlockables that are only available in that mode. If you prefer the guarantee of success, cool, but your in-game rewards are fewer or less-impressive? I don't know. But, I do know that I don't have 4 hours a day to fully flesh out a BAP mode only to find out that my player should be bagging groceries rather than shooting jumpers.
 
# 26 saan356 @ 06/22/12 10:53 AM
I perform I would get much more use out of this mode.
 
# 27 jackgold46 @ 07/09/12 09:44 AM
At least games don't immediately make your player a starting anymore (I don't think they do at least), because in Madden 10 you're usually already ranked in the excellent 70s and get the starting job at your position on the team that creates you regardless of what position the starting already there is.
 

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