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Madden NFL 15: In-Depth Gameplay Interview With Rex Dickson

Prior to E3, we got a chance to talk with Rex Dickson, Creative Director for Gameplay for Madden NFL 15.Rex was candid and very detailed as to what Madden fans can expect from the game on the field this year, be sure to read through the interview and comment on which aspect of the gameplay has you most excited to see in action this week on the show floor!

Operation Sports: With defense playing a key role in Madden NFL 15, can you give us some examples of what exactly has been improved?

Rex Dickson: Defense has had an across the board overhaul this year. It starts with the defensive line and the new Pass Rush mechanics. Pass Rush moves have moved off the right thumbstick and are now performed with the face buttons. You also have the ability to ‘steer’ a block with left stick and directionally disengage from blocks using a button + left stick. An all-new player ring with feedback components gives clear user feedback around the new mechanics. Tackling has also been overhauled from the ground up. We have added a defensive tackling mechanic to aid users in directional facing and distance to perform tackles successfully. Coverage AI has also seen a complete rewrite and will play more realistically than ever before. You can also expect to see a variety of new defensive pre-play adjustments and finally, new plays throughout the defensive playbooks.

OS: How will playing defense locked onto a player be different than player-lock? What differentiates the experience?

RD: The player lock feature is very similar to how it has worked in NCAA Football in the past. When using the player lock camera on defense, it gives you the perspective of the field from the defensive side of the ball. Much like player lock in NCAA Football, it becomes critically important to ‘do your job’ when in this mode, as the AI will take advantage of you if you are out of position. The experience is unique in that it feels like a totally new way to play defense in Madden NFL.

OS: Can you give us a brief description of each of the new camera angles this year?

RD: Zoom Camera –The zoom camera is the close-in view that shows the game at the highest visual detail. This is the visual wow factor camera, and is best for inside run plays.

Standard Camera – This is the classic Madden camera

Wide Camera – View sideline-to-sideline from an isometric perspective

All 22 Camera – This camera ensures that all 22 players on the field are always in view. It is close to a top down perspective.

Broadcast Camera – This camera view is from the press box. A high angle, side-on view.

Defensive Camera – View the action from the defensive side of the ball with the ability to switch players.

OS: Of the six new camera angles, how many of them are specifically for the defensive side of the ball?

RD: The defensive camera is exclusive to the defensive side of the ball. This camera gives you an over the shoulder perspective looking towards the offense. You can player lock in this view or choose to use the base defensive camera, which allows you to switch players. The defensive camera will always keep your player and the ball in view, so you will get unique camera perspectives depending on the defensive position you are playing in. Overall the defensive camera and player lock on defense have the ability to completely change the way you play defense.

OS: Will we see a helmet cam?

RD: No, the closest we get is with the defensive camera which is more zoomed in 3rd person over the shoulder. I think to do this right it isn’t just throwing a helmet cam perspective into the game and calling it a day. You have to work through all the design challenges with playing football in 1st person, you would want to do all on the field presentation, a huge focus in player-centric presentation. To do this right, I think you have to go all in on it and really blow it out. With all of that said, there is so much cool technology both out there right now and coming down the pipe that I think there is definitely the potential for some really cool stuff.

OS: Have you given much thought about bringing back the custom camera angle?

RD: Yes, in fact that was one of the first things discussed when we started talking about doing all the new gameplay cameras, and user customization tools and options is very important theme for us on next-gen. While we haven’t been able to implement custom cameras this year, it’s definitely on our minds.

OS: What types of pass rush moves will we have at our disposal this year and how many more animations will we see in the trenches?

RD: We have added hundreds of new animations to our pass rush system. If the move exists in the NFL, you will see it in the game this year. Everything from rips, swims, push pulls, bull rushes, speed rushes, counter moves, clubs and everything in between. Rather than rushing the passer with the thumbstick, you now use face buttons to choose between finesse or power moves and you have clear visual feedback as to when your windows are open to perform those moves.

OS: Will we see more jostling for position/hand fighting from the offensive and defensive players on pass plays?

RD: Due to the impact of the overhauled coverage AI, you will see defenders in much better position to make plays on balls. This includes jostling for position and aggressively moving towards the catch point. We definitely have some major plans around WR/DB interaction coming in the near future in addition to the great work that has been done this year.

OS: Will each player have different proximity cones? For example, will a superstar have a larger cone to be more effective at longer ranges?

RD: No, the proximity cone is built to be universal in terms of ranges. Anything too far out at longer range starts to look and feel like suction tackling so we keep this consistent. By keeping the size of the cone the same, the user has a clear understanding of range to tackle regardless of the player they are using. Now that being said, ratings play a big role in these outcomes. Just because you got a ball carrier in the cone it isn’t going to guarantee a tackle. If the ball carrier’s break tackle and elusiveness ratings are higher than your defender’s tackle rating, the ball carrier has a higher chance of slipping away. We also do some things under the hood around player tendencies, so that you will see big hitters laying people out with hit sticks and smaller DB’s diving at big ball carriers’ legs.

OS: How is the risk vs. reward tackling different from the hit stick of Madden’s past?

RD: The aggressive tackle from distance is the riskiest tackle, because it is a dive and it has the highest chance to miss, especially if you are early with it, before the ball carrier is in the cone. The dive tackle is also strong against truck moves and stiff arms. Performed up close (within the inner section of the tackle cone, the aggressive tackle will perform a hit stick tackle. This is more difficult to achieve by nature of the close distance you need to perform it, but there is high reward with big hits and the ability to cause fumbles.

The conservative tackle is the ‘safe’ way to tackle. Your base tackle chances are higher when using this action vs. the aggressive tackle. The conservative tackle is strong against jukes and spins but weak against trucks and stiff arms. The risk here is pressing it early, before the ball carrier is in the tackle cone, this will play a short ‘whiff’ animation that can be recovered from, but it slows you down for several steps.

I should also mention that hit stick is still supported and functions the same as the aggressive tackle from close range.

OS: Will fatigue play a role in how aggressive or conservative a player can tackle? In late games, will the AI play more aggressively and attack the ball more if they are losing?

RD: Fatigue affects a lot of things in the game. Everything from injuries, stamina, substitutions, etc. However, we do not change player behaviors based on fatigue. We do have a variety of ‘under the hood’ adaptive AI behaviors that can trigger things like defenders going for more strip balls, or being more aggressive going for interceptions vs. playing the man when down late.

OS: With new jump snap mechanics, will there now be mechanics to work the snap count as a QB?

RD: While the fake snap mechanic is not new, the way it functions this year is. Previously, a fake snap had a certain percentage chance of triggering an encroachment or offsides penalty. This year, fake snapping can cause user-controlled defenders who are attempting the off the line mechanic to go offsides. On the Xbox One console, we actually do haptic rumble in the same trigger you use to perform the OTL mechanic when the opposing QB fake snaps. This can be utilized by savvy players to make an opponent jump and pull them into the neutral zone.

OS: The Show Time pre-game and halftime show sounds interesting. Will the show cover other games in progress, showing highlights from those games as well or will it only discuss the game you are playing?

RD: For the first year of the new pre-game and halftime shows, it is about the game you are playing, but we’re definitely looking at ways to expand it in the future. The halftime show is a huge breakthrough for the Madden NFL franchise and something we’re very excited to give to fans.

OS: Who will host the pre-game and halftime shows?

RD: Larry Ridley. He is the local sports anchor at the NBC affiliate here in Orlando. He is fantastic, very energetic and does a great job telling a dynamic story of the game over highlight replays. It is so dynamic that literally no halftime show is ever the same, with each one telling the unique story of that game.

OS: Will crowd-sourced play calling be updated in real time or weekly?

RD: We are currently aiming for once a week, and we will update as frequently as we can. Our goal is to make sure that this feature remains relevant to our fans not just at launch, but in the weeks and months beyond.

OS: Boss battles are in the Run the Gauntlet mode. What can you tell us about that?

RD: This is one of those things that’s too much fun to give away, so you’ll have to see for yourself. The Gauntlet will be playable at E3 and I am sure that there will be plenty of discussion around this new mode. Consider it fan service for all of those who recall the mini-games in Madden on the previous generation platforms and how much fun they were.

OS: Are all of these improvements going to be seen on the Xbox 360 and PS3 version as well?

RD: Not all, but almost all. We pushed very hard for feature parity between the next-gen version and the Xbox 360/PS3 game. The main limiting factor was animation memory. While most of the features are on both, the depth of new animations is limited on Xbox 360/PS3, while we can throw hundreds of new animations at the next-gen consoles. Additionally, the next-gen game is going to look more impressive visually.

OS: It’s good to hear about the improvements on the defensive side of the ball, can you share with us the improvements on the offensive side?

RD: For years, Madden fans have asked to see a greater separation in QB play due to accuracy. Pass accuracy plays a huge role in the NFL and now it will in the game as well. We tweaked our system to make it so not every single throw is either perfectly on the numbers or way out of bounds, there’s more nuance and passes that are slightly offline, but potentially catchable. This has a huge impact on the game both functionally and aesthetically. This system also creates noticeable separation between the QBs. You can forget about the days of subbing in the fastest QB regardless of accuracy because accuracy definitely matters now. Peyton Manning and Tom Brady now feel elite (the AI versions will really tear you up this year) while lower rated QBs can really struggle at times.

OS: We appreciate you taking the time for this interview, is there anything you would like to add that would get the community buzzing, while we wait for the next round of details to be released?

RD: We worked on literally hundreds of things this cycle, but a select few personal favorites to keep the community buzzing…

Player emotion – An extension of Player Sense where players react with the emotion in post-play. These reactions reflect the emotion of the previous play and make the players feel alive on the screen. There are hundreds of new animations in this areas and it allows our presentation team to shoot these moments dynamically in real time, vs. the static pre-rendered ‘scripted scene’ that are the same every time you see them.

New Pre-Play Adjustments - protect the sticks (collapse underneath zones to 1st down marker), adjust coverage technique (gives user control of pass coverage techniques) and contain assignment (DE’s in mush rush to prevent QB from rolling out of pocket) are just a few of the new pre-play adjustments we added this year.

New audible system – This is something our online community has been very vocal about, having a more authentic audible system. There is now a very short delay where the QB physically calls the audible before the user can input another one. This eliminates the problem of offenses putting in multiple rapid fire pre-play adjustments before the defense has the time to respond.

Skills Trainer – Close to 50 drills and tutorials, more than doubling last year’s content and includes the new ‘Gauntlet’ mode that will debut at E3.

Special Teams – All new kick meter and kick arc graphics. Ratings matter now, not every kicker can kick a 50 yard field goal anymore. Wind matters now.

War in the trenches – Significant improvements to both run and pass blocking across the board.

Pre-Play Fidgets – Players are no longer static during pre-play. You will see lineman signalling to backs, defenders communicating with each other, digging their heels in, etc.

Presentation – Brian Murray, who worked for NFL films for 8 years and has multiple Emmy awards is our new director of presentation. He has made a huge impact on the game and you can expect massive across the board upgrades in presentation this year.


Madden NFL 15 Videos
Member Comments
# 61 Eski33 @ 06/09/14 11:37 PM
I like the sound of the new features. I agree with the fear of imbalance. However I like the direction. To hear that there will be new and improved WR/DB interaction.
 
# 62 Aggies7 @ 06/09/14 11:38 PM
Quote:
Originally Posted by GiantBlue76
LOL, come on guys, this has nothing to do with being fair. It's purely a business decision. There are still tons of gamers on the last gen systems. Those are sales they need and there is no way they are going to alienate that customer base. It's a sound business decision even if it is a bit of a frustration point for those of us who have upgraded.

I think we both agree with you. I miss typed when I originally said it. EA will probably say it's to be fair because they would not come out and directly say it's so we can get money from all of you regardless of system.
 
# 63 DNMHIII @ 06/09/14 11:55 PM
Quote:
Originally Posted by GiantBlue76
LOL, come on guys, this has nothing to do with being fair. It's purely a business decision. There are still tons of gamers on the last gen systems. Those are sales they need and there is no way they are going to alienate that customer base. It's a sound business decision even if it is a bit of a frustration point for those of us who have upgraded.
It's a sound business decision if you're incapable of developing for two systems. I'm pretty confident that with a clearer strategy you could develop for both systems and give consumers what they pay for regardless of system, unfortunately it appears you think just like EA and that's too bad.

In addition, it wouldn't surprise me one bit if the next gen game is just a port from last gen for almost the entire console and it's never even developed as a next gen game and on the side they working on the next gen game that they'll roll out right before they phase out the PS3 and then rinse and repeat for every console release. Every next gen game could most likely just be a port from the previous console and that would explain a lot.
 
# 64 Demoncrom @ 06/10/14 12:02 AM
Quote:
Originally Posted by Legend Killer
As of right now I'm worried about the D and AI on D been so over powered it ain't funny. It was bad enough in Madden 25 as the AI had hands of glue. Now the AI can even more aggressive to get more ints and force fumble. The offense side of the ball is going to get boring real quick. You just can't make every team in Madden a high power D like the Seahawks and Panthers. It just ain't real in the NFL. There is some teams that have weak Ds and some good and a few real good. But I have a feeling this is going be a arcade type Madden. Just not feeling so far. Need to see more actual game play to decide.
EA is so full of crap. Just make the players adhere to their stats. No trickery is needed. Weak corners lose the battle to a good wideout unless you make sure they have help over the top. Which means you need good play calling. That would be a better system then rubber banding and making the AI know your play call. Allowing one receiver to be open for a second and then using a speed boost to allow the db to jump the route. Between that and missed blocks in situations where the play was properly setup, those 2 bugs alone are enough to make the eye candy in Madden feel like ****e.
 
# 65 CM Hooe @ 06/10/14 12:28 AM
Quote:
Originally Posted by GiantBlue76
Listen to his interview, some of the things he says are music to the ears of simulation community players. His exact words were along the line of, "Our goal is 100% authenticity and simulation". That nips in the bud any controversy around whether or not Madden is marketed as a simulation game.
Speaking as a person who - based on what I've seen on the final disc each year - admittedly has been a bit confused as to what the direction of the Madden series was (and I've stated my opinion as the vision of the game being in the opposite court in many respects), this is both refreshing to hear and also changes a bit the lens from which I look at and evaluate the game going forward.

I still think Madden as-is (based on the last disc release) has a way's to go in being an accessible game which teaches new players how to play and play well (and thus being a truly good video game), and I still think that that is very important. That said, there's no reason Madden can't be both that and a game which represents real life as closely as possible. Arguably doing more to address the latter concern of realism can help in augmenting the former as well.
 
# 66 johnnyg713 @ 06/10/14 12:38 AM
Quote:
Originally Posted by CM Hooe
Speaking as a person who - based on what I've seen on the final disc each year - admittedly has been a bit confused as to what the direction of the Madden series was (and I've stated my opinion as the vision of the game being in the opposite court in many respects), this is both refreshing to hear and also changes a bit the lens from which I look at and evaluate the game going forward.

I still think Madden as-is (based on the last disc release) has a way's to go in being an accessible game which teaches new players how to play and play well (and thus being a truly good video game), and I still think that that is very important. That said, there's no reason Madden can't be both that and a game which represents real life as closely as possible. Arguably doing more to address the latter concern of realism can help in augmenting the former as well.
Stuff like showing hints in pre play art has been a great addition to the franchise and I hope they continue to build off of it in order to make the game emulate real football. I personally love making sure I know where the read/pitch man are before I snap the ball when running a triple option in NCAA. Stuff like that has actually taught me the game of football. Pushing that kind of teach as you play is something that will only encourage new comers to purchase the game.
 
# 67 charter04 @ 06/10/14 01:12 AM
Quote:
Originally Posted by N51_rob
No not at all. The point of an audible is to recognize the defense is in a formation or personnel that is more likely to stop your called play and you counter that by changing the play.



You come out in 3WR 1TE and a RB with a called pass and you see the defense is in Dime with the CBs giving 10 yard cushions you would probably audible to a draw or dive to take advantage of having 6 blockers vs 5 defenders within 7 yards of the LOS.

And to add to it real NFL QB's don't audible a lot. They call two plays in the huddle and go with the first and might fake calls or kill the first and use the second. I've heard Bill Walsh say that if the QB has to audible much they failed in their game plan. Lol. That's why I hate the way guys do it online. It's so unrealistic to hot route every receiver or audible every play. I'm so happy to hear they're changing it.
 
# 68 johnnyg713 @ 06/10/14 02:02 AM
I love the fact that they addressing defensive line play by giving the user more moves. The jump snap feature or whatever they are calling it is something that will draw offsides. What I want to know is with the defensive line getting all these moves, what does the offensive line have to counter? Will they have their own moves? Can these moves lead to holding penalties?

I've been saying for years, give the user/AI more control and degree of effectiveness to actual football mechanics and you will see a better game and also penalties that actually make sense. Give the user and AI ability to hold and you see holding calls. Give the user the ability to jostle with a WR running downfield and you get PI.
 
# 69 BigDaddyHolmes @ 06/10/14 03:09 AM
I hope they didn't ruin the zoom cam. They finally had it almost perfect last year. Hopefully they didn't zoom it any further out, or elose its just a standard cam. If they went a lot closer, then it won't be useable. They should leave it where its at. I know I won't buy this game if Im forced to these sky cams again.
 
# 70 brza37 @ 06/10/14 06:45 AM
WIth Chip Kelly and multiple other teams running some form of the blur offense did Madden finally adopt the hurry-up offense that NCAA had implemented? That was perfect. In NCAA the hurry-up was balanced for offense and defense and realistic. In Madden its just cheese because its too fast and you are limited to either calling the same plays over and over or doing a bunch of hot-routing to have some type of variation.

It wasn't ridiculously fast like in Madden where players run to the line so quick its easy to get offsides penalties on D-lineman who don't make it back onsides in time. It also allowed the full playbook for both sides which is also more realistic than just 4 options per formation. Teams use signals and headsets so just because its hurry-up doesn't mean coordinators are limited in playcalls as long as the personell is the same.

RIght now the hurry-up is banned in our sim league because its so unrealistic in Madden. But its ashame because the hurry-up has become such a staple of NFL offenses in recent years and NCAA got the mechanics right on the money.

The fact that he only mentioned that audibles take longer seems to mean that they didn't implement NCAA's system. I hope someone at E3 can get their hands on the game and confirm this.
 
# 71 mWolfe @ 06/10/14 07:06 AM
Quote:
OS: Will fatigue play a role in how aggressive or conservative a player can tackle? In late games, will the AI play more aggressively and attack the ball more if they are losing?

RD: Fatigue affects a lot of things in the game. Everything from injuries, stamina, substitutions, etc. However, we do not change player behaviors based on fatigue. We do have a variety of ‘under the hood’ adaptive AI behaviors that can trigger things like defenders going for more strip balls, or being more aggressive going for interceptions vs. playing the man when down late.
Shouldn't fatigue be stamina, and stamina should dominate fatigue, injuries, and substitutions. Whats in red means a lot because fatigue does affect the players behavior, anyone that has ever sports when you are fatigue, tired, you get beat, you get bowled over. All he has to do is watch on Sundays, when the D-line is fatigued and tired out, the O-line will dominate at the line, when the rest of the D is tired out their behavior changes as well, they are out of position, can't make tackles, and do stupid things because they are wore out. Fatigue is so much more important than what Rex Dickson, is making it out to be, because it affects everything on the field, and one day they will understand that.
 
# 72 thisisasticup @ 06/10/14 10:20 AM
Will we see pass interference?
 
# 73 N51_rob @ 06/10/14 10:40 AM
Quote:
Originally Posted by thisisasticup
Will we see pass interference?
The prevailing thought is no. Penalties are not "fun" according to EA.

Sent from my SM-G900V using Tapatalk
 
# 74 dghustla @ 06/10/14 10:55 AM
Quote:
Originally Posted by mWolfe
Shouldn't fatigue be stamina, and stamina should dominate fatigue, injuries, and substitutions. Whats in red means a lot because fatigue does affect the players behavior, anyone that has ever sports when you are fatigue, tired, you get beat, you get bowled over. All he has to do is watch on Sundays, when the D-line is fatigued and tired out, the O-line will dominate at the line, when the rest of the D is tired out their behavior changes as well, they are out of position, can't make tackles, and do stupid things because they are wore out. Fatigue is so much more important than what Rex Dickson, is making it out to be, because it affects everything on the field, and one day they will understand that.

That could be taken in more than one context. I took it to mean that when a player is tired he will still play to his traits but be less effective. For example and Ball Hawking SS will still play the ball but be less likely to complete the interceptions.
 
# 75 PRIDE_NOW1190GOD @ 06/10/14 01:14 PM
Players should not wait until Madden NFL 16 for players obtain their rights to put tattoos on them as well!!!!!!!!!
 
# 76 SageInfinite @ 06/10/14 01:30 PM
Quote:
Originally Posted by N51_rob
The prevailing thought is no. Penalties are not "fun" according to EA.

Sent from my SM-G900V using Tapatalk
Hope that changes with this regime since they are doing so much "sim" talk.
 
# 77 mWolfe @ 06/10/14 04:01 PM
Quote:
Originally Posted by dghustla
That could be taken in more than one context. I took it to mean that when a player is tired he will still play to his traits but be less effective. For example and Ball Hawking SS will still play the ball but be less likely to complete the interceptions.
It can be I don't think it is, because he plainly stats "we do not change player behaviors based on fatigue" which in turns means that even if they are fatigued they will not change how they play field, a Ball Hawk will still be a Ball Hawk no matter how tired or fatigued he is.

Also this right here

Quote:

OS:
Will we see more jostling for position/hand fighting from the offensive and defensive players on pass plays?


RD: Due to the impact of the overhauled coverage AI, you will see defenders in much better position to make plays on balls. This includes jostling for position and aggressively moving towards the catch point. We definitely have some major plans around WR/DB interaction coming in the near future in addition to the great work that has been done this year.
This should have been taking care of years ago, they have had the exclusiveness for 9 years since Madden 06, why it takes till Madden 16 or 17 to get better play out of the CB and WR i cannot fathom. We have been asking for years to get this right and we still have to wait?
 
# 78 walliworld @ 06/10/14 06:38 PM
These developers are soooo freaking behind, it's 2014 and they're bringing shyt that should've been in the game 8 years ago... genius!!
 
# 79 charter04 @ 06/10/14 07:31 PM
Quote:
Originally Posted by walliworld
These developers are soooo freaking behind, it's 2014 and they're bringing shyt that should've been in the game 8 years ago... genius!!

These guys weren't working on the game 8 years ago. So how is that relevant?
 
# 80 Beelzebot44 @ 06/10/14 08:40 PM
Quote:
Originally Posted by DNMHIII
It's a sound business decision if you're incapable of developing for two systems. I'm pretty confident that with a clearer strategy you could develop for both systems and give consumers what they pay for regardless of system...
Exactly. They are going about it backwards. Don't limit what you can do on current gen to match last gen. Push the current gen as far as it can go, and then just remove whatever won't work on last gen. The last gen game won't be as good, (and it shouldn't be) but it will be as good as it can be for the hardware.
 


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