Home
Feature Article
What Should Happen in Madden's Passing Game

Madden has had a good year, and I believe Madden 16 is probably the best Madden ever made. Its key improvement was the interaction between receivers and defensive backs, something this community has been harping on for years (and rightfully so).

However, even with these improvements, the common phrase still remains: "Madden passes are either caught, intercepted or defended; they are rarely just incomplete."

Be that as it may, the NFL has evolved into a pass-first league, so pass types are something Madden must get right. But beyond the pass itself, there are also steps that lead to every pass in the game.



So I wanted to determine the different elements that can happen on a pass play. I have done this by breaking down pass plays into five stages. I have also included some details explaining what could or should be happening within each of these stages.

In short, I have built my own what-if scenarios that carry a user through the entire passing process.

  • Stage 1: Snapping the Ball
a. Typical: The snap is successful, and the QB drops back.
b. Rare: The snap is fumbled, recovered by team X or Y.
i. The pileup would be congested, and the outcome randomly determined.
1. A throwback comparison would be the way in which Nintendo's Ice Hockey would pull someone to the penalty box from your team if you lost a fight.
  • Stage 2: The Drop Back
a. Typical: The drop back is successful.
b. Rare: The QB drops back but trips (more frequent in bad weather).
i. Some QBs with higher awareness and/or athletic ability may get up or even regain their balance.
1. Would ONLY have two options to throw: one receiver "they see" or out of bounds.
ii. Shotgun or pistol formations would fall under 1.b above.
 
  • Stage 3: Offensive Line Interaction
a. Varies: Defensive player pressures the QB.
i. Rushed throw - Defense within a certain proximity to QB.

ii. Knock down - Defense knocks down QB but does not record sack.
1. Contributes to a QB tiring.
iii. Sack - Defensive player sacks QB.
1. Contributes to a QB tiring.
iv. Blocked pass - Pass attempt blocked near the line of scrimmage.
1. Some blocks go straight down, others pop into the air.

2. Small chance of an interception.
b. Varies: No defensive pressure on QB.
i. QB plays to his potential on any pass attempt.

ii. Coverage sacks remain a potential threat.
1. Contributes to a QB tiring.
 
  • Stage 4: Receiver Interaction
a.Typical: Pass is thrown near the intended receiver.
i. The higher a QB's awareness and cohesion is with his receivers (based on time spent together on the roster), the more likely the play has a chance to succeed.
b. Rare: Situations exist based on QB experience/awareness (and 4.a.i above).
i. Icons never appear and must be remembered from the play-calling screen.

ii. Icons may show up as inaccurate (user can still use original button).

iii. QB throws the wrong route (a hook when the receiver is running the proper route, a streak).

iv. Receiver runs the wrong route (opposite of 4.b.iii).
  • Stage 5: Game Management
a. Varies: As you break huddle, the play clock runoff is based on a QB's awareness.
i. The play clock should ALWAYS be at a random number after each huddle break for both AI and user -- based on how much time was left on the play clock after your play selection.
1. Forces teams to take random timeout.

2. Allows for delay of game penalties.
b. Varies: Awareness does directly impact the performance of a user-controlled player.
i. QB accuracy, including proper routes being thrown.

ii. QB escaping pressure.

iii. Contributes to likelihood that a pass near a defender is intercepted.
c. Varies: Two-minute offense.
i. The clock should not slow down during the last few minutes of the game; this is a time when an offense is rushed, not the other way around.
1. Awareness of players becomes even more impactful with 2-3 minutes left in a half, including kickers.
ii. There should be an automatic runoff of some time to simulate at least a basic huddle. As it stands, there is no difference in a hurry-up offense or a fast huddle with a play call and personnel change.
Wrap-Up

Unless changes such as these have already been in the works for Madden 17, it's unlikely we'll see these tweaks any time before Madden 18. The developers did a nice job with the receiver/defensive back interactions in Madden 16, and while doing the same overhaul in some other areas may not be as sexy, they also matter just as much.

For a little perspective, Odell Beckham's one-handed catch was one play in the 130 passes thrown his way in 2014, and yet Madden 16 is littered with imagery of this, along with OBJ's best attempt to add a dance mode to Madden.

So with that in mind, maybe it's not crazy to think next year we will have a slow-motion video loop of offensive linemen shutting down a blitz, or a defensive lineman elevating to block a pass (and perhaps even a one-handed defensive lineman interception!).


Do you feel these would be the proper stages in breaking down a pass play in Madden? What else would you adjust to produce the most realistic experience while attempting a pass play?

 


Madden NFL 16 Videos
Member Comments
# 41 ksteward84 @ 02/29/16 08:02 AM
I don't believe anything should be random, it should be based on player skill rating.

In NCAA football, a freshman QB would do things such as have "?" Over reciever's heads, and the play art would show squiggley routes. I wouldn't have a problem with Brock Osweiler having this if he's up against a good defense.
 
# 42 Mike Lowe @ 02/29/16 12:10 PM
Quote:
Originally Posted by Godgers12
I absolutely hate the randomness of penalties, especially holdings. I play nothing but online franchise, so when I lose on a holding call it annoys the hell out of me. So, in other words, if all of this were to happen in a game, I'd be liable to break my TV, and Gronk spike my controller. No thanks. I could live with poor snaps on special teams though. But no more than like 2 per season.
Keep in mind, that you may end up winning a game because these sorts of things happen to your opponent.

I know that's a case of "But that's not me winning the game the right way," but as they say, a game isn't won on just one single play.
 
# 43 ksteward84 @ 02/29/16 12:23 PM
Quote:
Originally Posted by X_isBringingSexyBack
I liked the idea NCAA had, but as usual Tiburon comes up with a good idea and executes it poorly and this to me was an example of that. Instead of having squiggly lines and question marks, it would make more sense to just take the art and icons away from certain routes and players for less skilled QB's. It accomplishes the same thing without being hacky.
I totally understand the question marks, it shows the QB is confused. I could see people who don't play very much assuming the game is broken because there is no icon.

However, instead of the squiggles or no route shown at all, I would prefer three different routes to be shown instead of one whacky route.
 

« Previous 123Next »

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