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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
# 21 djordan @ 08/21/12 10:55 PM
You know what? Tiburon can add all the sim features they want. As long as the running animations are unrealistic, this game will never be the Sim game we always wish of.
 
# 22 balljonesjr @ 08/22/12 05:46 AM
I can't say this was a good read :/ my reason for this is how true it is. I consider myself a hardcore fan and it upsets me to actually see how sports games in general not just madden is made. I now know that I can't anticipate 100% realism based on the fact that I'm not the only person playing the game. EA has to appease to all fans of football and at this point with games being so complicated they have to (not insulting anyone) dumb OT down for the casual fans. Thanks for opening my eyes. To the next part of this series … in my best Bart Scott impression "can't wait!"
 
# 23 CT Pitbull @ 08/22/12 07:49 AM
in order for them to survive they must cater to their hardcore fan base ...if someone wants to play madden bad enough ...they will learn ..one time getting spanked by a friend or the cpu should be their motivation to get better...if they give up after a bad loss and say "its too hard for me" ...then they in all likelyhood would not be a madden gamer for very long anyway and would move on to another game that they are more interested in...if you love football you WILL learn how to play madden...its NOT rocket science
 
# 24 kingsofthevalley @ 08/22/12 10:09 AM
That was an interesting article. If we're going by trends it would probably mean they going for the casual this year. Key word "IF". I think they're breaking the trend this year with infinity, connected careers, commentary, etc. Definitely hardcore fan additions in my opinion.
 
# 25 jpdavis82 @ 08/22/12 10:16 AM
Quote:
Originally Posted by comen
Thats Maddens biggest problem right now!! Not having choices or customization!! It cant be that hard for them to implement options for casual all the way through to the hardcore! Customization is a must and caters to all users! The game has surely took a huge turn towards people that cant play football games(casual) or dont really care about true football sim! Maybe they should make 2 games: one called casual football and one called NFL football! (Great article tho!)
If anything the game has taken a huge turn towards the hardcore this year. Just because you can't do a fantasy draft(not realistic/casual) or control all 32 teams(casual/hardcore) doesn't mean that it's not for the hardcore. I totally agree about customization and giving us more options, that is something I really think EA football has been lacking since it went to the 360/PS3. One major area this is lacking is with legends, in NBA2k it's awesome how you can have a season with classic teams, uniforms, stadiums, presentation, you name it. In Madden other than in MUT, they only let us choose 1 legend and put him on a team to play with.
 
# 26 jpdavis82 @ 08/22/12 10:31 AM
Quote:
Originally Posted by StrawHat Patriot
Fantasy Drafts can be done by hardcore fans too. Along with other features not in the mode.
That's true, but not having it in the game doesn't make the game any less hardcore.
 
# 27 scoonie05 @ 08/22/12 10:38 AM
Quote:
Originally Posted by CT Pittbull
in order for them to survive they must cater to their hardcore fan base ...if someone wants to play madden bad enough ...they will learn ..one time getting spanked by a friend or the cpu should be their motivation to get better...if they give up after a bad loss and say "its too hard for me" ...then they in all likelyhood would not be a madden gamer for very long anyway and would move on to another game that they are more interested in...if you love football you WILL learn how to play madden...its NOT rocket science
This will not happen. Ea makes most of it's money off of casual fans. What do u think what would happen to Call of duty if it cater to their hardcore fan base?? It'll sell alot less. EA is a business and just like every other business they're in it to make money. Point blank
 
# 28 DBMcGee3 @ 08/22/12 10:45 AM
I guess I can officially call myself a casual fan by his standards. I still love my XBox, but at my age, reality has really set in and I just don't have the free time I used to spend practicing and improving in games like this. My biggest gripe with Madden has always been the massive gap between difficulty levels. It just seems like one level is easy enough to get boring, and the next level is frustratingly hard, even cheap at times. It would be cool if they added a few "tweener" levels so I can stop spending my precious few gameplay hours tinkering with sliders.
 
# 29 chi_hawks @ 08/22/12 11:00 AM
This is awesome. Great read!
 
# 30 cuttingteeth @ 08/22/12 11:08 AM
I deleted my initial post in here, but I want to make about the same point as to what the business model for this game should be:

Logic states you look through all the years of Madden sales, pick the year that sold the most and whatever that game's core features/options were, that's what every game should at least have coded in. Again, that's just simple business ethics they'll teach you in first-in classes.
 
# 31 cdh72469 @ 08/22/12 11:43 AM
It has to be difficult for EA to strike a balance to satisfy both "casual" and hardcore players. I put casual in quotes because I would have called myself somewhere between the two years ago but now with family and real world responsibilities reducing gaming time for me I would probably fall in that "casual" category now days. I just don't have to time to get too in depth in games because game playing falls at the bottom of my priority and time list these days.
 
# 32 TimLawNYC @ 08/22/12 01:33 PM
EA needs to stop worrying about catering to "casual" fans. If somebody likes pro football and video games, they're probably going to buy Madden. If a person doesn't like video games or isn't interested enough in the NFL to have a basic knowledge of the rules and mechanics of a football game, they're going to buy Cooking Mama or something and won't consider Madden no matter how many idiotic minigames ("Fight for the Fumble", anyone?) EA includes to anger its true fan base. There's not a lot of room for expansion of Madden's customer base, IMO, that wouldn't also be taken care of by focusing on making an actual realistic sim of football with solid gameplay and minimal bugs.

Never in the history of the world has a console owner said "You know, I really don't like football and don';t know anything about the game, so I wouldn't normally be interested in NCAA Football for my XBox, but this 'Mascot Mashup' game mode sounds super fun, so I'm gonna buy it anyway because I get to play as a whole team of Herbie Husker!". The "casual" modes and features don't sway anybody's buying decision, and all they do is annoy actual customers who want to play sim football and don't ever want to mash buttons to "Fight for the Fumble".
 
# 33 Jarbeez @ 08/22/12 02:19 PM
Here is a novel idea. If the game was becoming "too complicated" for casual gamers, wouldn't the right move be to put an actual game manual in with the game, so that a player can reference it while playing? Instead of removing features or changing things to make it easier.

Also, I would think that would be a better use of the difficulty system, but hey I'm no marketing whiz so what do I know? (Be gentle...)
 
# 34 btemp @ 08/22/12 03:15 PM
I think you guys, and definitely EA, aren't giving casual gamers enough credit. A game that appeals to more hardcore gamers, as long as you put some form of instruction manual into the game, will find that casual gamers adapt to and love Madden. One of my friends had a younger sibling and he and his friends, even though quite young and not knowing anything about football, were able to pick Madden up and have a ton of fun (and start learning football). This was Madden 08 on last gen.

As long as the controls don't get so complicated to play the base games casual gamers will be fine.
 
# 35 VinnyVegas28 @ 08/22/12 03:35 PM
Does anyone think that it is realistic to create a superstar and play in a "CC" against other players? This is for the casual fan and I am not knocking this at all. To each his own but for those who want true realism, please let us have our offline franchise mode specific to that, like we had in the past. If EA is going to combine all of the modes into one, don't strip them down.You can appeal to all fan bases if you implement the correct way.
 
# 36 qdog @ 08/22/12 04:03 PM
are there really no more nano blitzes? if so i might consider playing oline now.
 
# 37 Sportsflibs @ 08/24/12 03:32 AM
"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."

NFL players don't experience the game on TV. They experience the game on the field. The television experience is different from the on field experience. Television experience elements take gamers away from the feel of playing the game on the field.
 
# 38 btemp @ 08/24/12 04:18 AM
Quote:
Originally Posted by cuttingteeth
I deleted my initial post in here, but I want to make about the same point as to what the business model for this game should be:

Logic states you look through all the years of Madden sales, pick the year that sold the most and whatever that game's core features/options were, that's what every game should at least have coded in. Again, that's just simple business ethics they'll teach you in first-in classes.
I think you're way off on how to track Madden sales. First, you can't pick the year that sold the most because there are a huge number of variables for what determines how Madden sold. Perhaps last years Madden was particularly strong? Annual titles like Madden often have a year lag between sales (see NCAA 12 and 13). How much was spent on marketing? What WAS marketed? Were the features easy to market and appealing? Who was the cover athlete? How much press did Madden receive? What other big games were released around the same time? Was this before or after the monopoly? How many consoles were there and how does Madden sell on each console?

As you can see, there are a variety of possibilities for why Madden sold as well (or as poorly) as it did. And it wouldn't be a business ethics course that taught this.
 

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