Home
Feature Article
Breaking Down Madden: Core Experience and Audience

Editors Note: Andy McKenzie was a designer of the Backbreaker video game series. In this series he is writing, Andy is going to break down the Madden NFL Design and the implementation of features from a game developers perspective and to see exactly where Madden succeeds and where it doesn't. This should be an interesting series to say the least.

This is the first piece in a series that examines the finer points of the Madden NFL experience. Throughout the series I'm going to talk about Gameplay, Franchise Mode, Superstar Mode and Online Franchise.

But first, let's take a wider look at the current direction of the Madden series.

The first thing you have to identify when analysing a video game is this: “What is the Core Experience the developers are trying to deliver?” Since the inception of John Madden Football back in 1984, Madden himself has stubbornly protected the Core Experience of the series: A realistic representation of NFL Football.

EA wants to deliver the complete NFL experience from the beginning of a television broadcast, all the way down to the field. This statement is quite literally echoed with Madden 12’s tag line: TRUE TO THE GAME.

To look a little deeper, you have to change the way you think of conventional video games. Traditionally, you’d hear a game announcement about this new sweet FPS “with a twist” and maybe get a few details and the expected release date. Then maybe you’d follow the development cycle by reading whatever articles or previews you could find, to try and find out more about the game. Then you’d have to sit tight and wait for the demo/game to drop.

With most modern sports franchises the number one goal of the developers never changes, and the Madden NFL series is no different. There is no room for speculation as to what Madden is seeking to deliver, you know that you’re going to get that thrilling NFL experience EA Sports is developing with each version that comes out. The interesting thing about Madden NFL games is how this experience evolves to cater for its audience, and it’s that which keeps us coming back each year.

This brings us on to the next question in our evaluation process: “Who are they making this game for, and why?” That’s an easy one, right? NFL Fans who like to play video games? The simple answer is yes; if you’re an NFL fan and you like to game, you buy Madden and have fun with it.

But EA Sports and the guys at Tiburon have been taking it a step or two further.

Think back to Madden 08. That season, Madden 08 on PC & PS2 is the last version of the old game engine that I played, and I loved it. In my opinion, it was the most feature-complete Madden that we’ve seen to date in terms of core gameplay (I couldn’t live without Online Franchise nowadays though). Now, you could be the most die-hard NFL fan in the world, but if you’re a casual gamer, picking up Madden 08 can be a scary prospect. There is quite a substantial barrier-to-entry in order to succeed and have fun with it. Mr Joe Casual might pick the game up, get their ass kicked by the CPU and never revisit the series ever again, just because they don’t have the gaming savvy to investigate the difficulty setting. It is around this time that EA began streamlining their core experience to consider the casual gamer.

The impact of this was felt immediately with the addition of the “Madden Test” & “Madden IQ”. Upon booting Madden NFL 09 for the first time, you were greeted with John himself in holographic form, ready to put you through your paces in virtual training. Whilst this feature was used to teach new players how to play (and existing players about any new controls), the primary goal of the “Madden Test” was to gauge a players ability.

This is around the time when game developers started to place great value on the information you can gather about a player, and how you can use that information to make their experience better. Fast forward for a moment to 2012 and video games across every platform are gathering data about its players and how they play the game and sending it back to the developers for analysis. Back to Madden 09, and it is from this point in time onwards that we can begin to identify the types of player EA are trying to cater for.

With each subsequent release, you can start to categorize the feature decisions made by EA sports into those that benefit the hardcore Madden fan and those that benefit the new-age Madden fan. A much smaller third category does exist, of stuff they removed for one reason or another.

It’s fair to assume the majority of these decisions will have been made based on analysing player data or community feedback. However the market for Football games around this time will have been a contributing factor as well.

The discontinuation of the NFL Street franchise would suggest that there were thousands of casual football gamers out there without a game to play. Of course, it needs to be said what I mean exactly by “casual football gamer”. The Madden franchise has been around for a long time and generations of people have grown up playing it. But as the franchise has evolved, so has its audience. As you begin to grow up, other things start to take priority. You could keep buying a new Madden game each year but maybe you just don’t have the time to play it the way you used to? Maybe you haven’t kept up with the advances in video games hardware and all of a sudden you aren’t as technically sound as you used to be. Or perhaps you just don’t want to spend so much time strategizing in order to play ball at a high level. These are the people I mean when I say 'casual football gamer'.

Cue EA sports, who began to widen the net and focus on bringing their Core Experience to more and more players, better known as the casual football gamers.

So when you’re talking about a specific version of Madden NFL, you have to look at the goals the developers have set for this version of the game. EA Sports make it quite obvious what they are trying to achieve each year with the hype surrounding their big features, something that a lot of us Madden fans are grateful for. Here’s my breakdown of the back-of-the-box features over recent years, along with which side of the line I think they fall:

As you can see, EA Sports have been using a fairly balanced attack. 2009 & 2010’s versions laid down a great foundation to build on. 2011’s version focused on making that foundation accessible to players that just wanted to enjoy some fast paced NFL Football. Then 2012s version concentrated on adding depth to the experience to cater to the hardcore player.

Does this mean Madden NFL 13 will be another win for the casual fan? Are you on the hardcore or casual side of the spectrum? Please let us know what you think in the comments down below!


Madden NFL 13 Videos
Member Comments
# 1 maccano @ 08/21/12 03:49 PM
A really insightful article, its good to see another perspective on the way that these games are made.
 
# 2 jpdavis82 @ 08/21/12 03:57 PM
I've got 13 as a MAJOR win for the Hardcore, I don't know about ya'll.

Infinity Engine
No super lbs/psychic db's
Read and React
Pass Trajectories
Connected Careers
Nantz and Simms-could be considered casual by some, to me it's for the hardcore because it adds to the experience making it more like Sundays.
 
# 3 Juce734 @ 08/21/12 03:57 PM
Interesting article there. I would probably fall in the middle between casual and hardcore.

I do not have the time to perfect a game like I once did. I do however like the smaller details that take a lot of time outside of the game like setting my team up and stuff like that. Some features I've liked and some I've hated in previous years.

GAMEFLOW I sort of liked because I could just play with whatever the coach called. Sometimes I would audible out of the play but for the most part I just ran with it.

This new infinity engine looks nice in the retail version and CCM looks fun too. Really excited to check them out. Hopefully they deliver or I will be trading my game in pretty quickly.
 
# 4 Bgamer90 @ 08/21/12 03:58 PM
Very good points and great chart at the bottom. Love the article.
 
# 5 jmurphy31 @ 08/21/12 04:11 PM
Good Article. One question is did EA ever take advantage of Tuner Sets in Madden 12?
 
# 6 jpdavis82 @ 08/21/12 04:13 PM
So do you guys see Madden 13 as breaking the trend in this chart and being more for the hardcore or do you think it's more for the casual?
 
# 7 SHAKYR @ 08/21/12 04:22 PM
WOW! This reminds me of a project I'm working on. The chart itself is exactly what I was aiming for;

http://www.operationsports.com/SHAKY...rs-interested/

I wondering how marketing knows what each fans want and they can implement it in the game without scaring the other kinds of players away? I always they core plays come first(default) then the other kinds of players come as options.
EA is notorious for creating a hybrid game as default to please everyone.
 
# 8 jpdavis82 @ 08/21/12 04:30 PM
Quote:
Originally Posted by StrawHat Patriot
A bit of both,
LOL, I'm surprised you didn't say it was a win for the casual. The only thing M13 did for the casual was probably piss them off, no fantasy drafts, no option to control all the teams in Connected Careers, trying to remove nanos.
 
# 9 McNutted @ 08/21/12 04:34 PM
I think the ball was dropped on the tuners. While NCAA hasn't blown people away with the tuner feature, it was at least used. I can't say I remember a Madden tuner last year.
 
# 10 jpdavis82 @ 08/21/12 04:42 PM
Quote:
Originally Posted by StrawHat Patriot
What does that imply
You don't give Madden much credit for when they do something for the hardcore.
 
# 11 elementz09 @ 08/21/12 04:45 PM
I enjoyed reading this article. I start to wonder though how much of these changes that EA has put into Madden or NCAA relates to sales vs. ratings? I know sales are important in any business, but I look at another sports game in MLB: The Show and they're pretty much top notch in MLB realism. Even the franchise mode allows you to schedule promotions, transportation, and all other kinds of things that comes very close to really putting you in the position of a GM of a MLB franchise. And if you don't want that much responsibility, just play season mode. I say that to ask how difficult can it be to get to the point in a game where you have a "fork in the road" option for casual gamers vs. hardcore gamers? Is it too complicated to implement out of fear of a sales decline and/or a not so good rating?
 
# 12 Craigsca @ 08/21/12 04:54 PM
Interesting to me that he considers accelerated clock as a "casual" feature. I love it because it's more realistic to the actual game and feel it's a more "hardcore" feature. Also interesting to me is how he feels that authentic player entrances and authentic crowd chants as casual as well, as I know a lot of OSers have asked for them as part of a more authentic experience.
 
# 13 Caveman24 @ 08/21/12 05:36 PM
great points
 
# 14 DetroitStyle @ 08/21/12 05:40 PM
Pretty neat little flow chart. I noticed accelerated clocks was mentioned in '11 but hasn't that been in since '04? Also, I would not consider that a "casual fan" feature. As a hardcore player accelerated clocks is a MUST HAVE for full quarters. I've been wishlisting it for years in NCAA. It's the only way to get sim possession time.
 
# 15 RGiles36 @ 08/21/12 05:47 PM
Quote:
Originally Posted by StrawHat Patriot
Like when?
Like when they introduce a pass-ready system that prevents you from throwing to a receiver at any time you want to . That's certainly more for the hardcore crowd.
 
# 16 VinnyVegas28 @ 08/21/12 06:06 PM
Quote:
Originally Posted by jpdavis82
LOL, I'm surprised you didn't say it was a win for the casual. The only thing M13 did for the casual was probably piss them off, no fantasy drafts, no option to control all the teams in Connected Careers, trying to remove nanos.
JP; They didnt just piss off the casual fans with those removed features. I consider myself a hardcore offline franchise player and I am pretty frustrated with those features removed. However, I am giving them credit for everything new in the game right now. Step in the right direction, I only hope that they allow those options back in next year. I don't care about editing ratings but editing equipment, numbers and positions is something that the Hardcore offline gamer needs in order to account for the mistakes made by EA. Hopefully return of offline co-op in franchise and other features like fantasy draft make their way back in next year. I am very much looking forward to CC and IE though!
 
# 17 PGaither84 @ 08/21/12 06:25 PM
That chart is simply inaccurate.

Online franchise was introduced in Madden 10, not 09.

Accelerated clock was also brought back in Madden 10 and it is a hardcore simulation mechanic to SIMULATE the time it takes to change personnel and call a play into the huddle.

NFL Game Plans were another Hardcore simulation/realism addition.
 
# 18 Joobieo @ 08/21/12 07:53 PM
Interesting read .
 
# 19 Tweeg @ 08/21/12 08:29 PM
Quote:
Originally Posted by jpdavis82
LOL, I'm surprised you didn't say it was a win for the casual. The only thing M13 did for the casual was probably piss them off, no fantasy drafts, no option to control all the teams in Connected Careers, trying to remove nanos.
I don't see anything casual about 32 team control in connected careers. The removal of 32 team control is actually a negative for Hardcore, not casual.
 
# 20 Sausage @ 08/21/12 09:59 PM
Madden 10, my favorite Xbox 360/PS3 version of the series. Probably my favorite football game of all time next to Madden 05 and NCAA 06 on the PS2.
 

« Previous12Next »

Post A Comment
Only OS members can post comments
Please login or register to post a comment.