Like a film studio trying to make a movie with no A-list stars, video game publishers have an difficult task when it comes to releasing an unlicensed football game. In both cases, it's not impossible to create a quality product by any means, but conventional wisdom says not to expect record-breaking sales. So, what can game publishers do to create the next Blair Witch Project of non-NFL football games?
All-Pro Football banked on it's legends. Blitz: the League relied on its edgy subject matter and arcadey gameplay. Backbreaker is resting its hopes on a new physics model. These assets have yet to prove that they are individually creating a truly competitive football landscape in sports gaming. One area that has been lacking or absent in many of the third party titles is a full-fledged franchise mode. Optimizing the franchise mode in any of the above games could help make football game choice a little harder.
First, let's ignore the easy (and often called for) solution of "full customization" in order to recreate a pseudo-NFL. While this may be possible, it raises legal questions and would make for a short and boring article.
Instead, I've pinpointed 5 areas that could make these games fun and interesting without having to rely on the NFL in any way:
Context:
The NFL license is so powerful because it offers a chance to participate in something that we already know and care about. It also brings with it a sense of history--when you take over a team in Madden, you are building or improving on what's come before. Without official teams, franchises can feel shallow and empty. To combat this, publishers have to give their franchise a believable context.
Blitz did this marginally well. Each team had a written history and the league had a lengthy timeline. However, those only existed on loading screens and the game's website. It wasn't integrated into the team mode that well.
Imagine starting up a non-licensed game and watching a simulated sportscast chronicling the establishment of a new professional football league. Or, perhaps a publisher could take the route of "this league's always existed; it's just now getting a game." They could use NFL-films inspired footage to showcase what's taken place in league history thus far.
In the latter example, team and league records would add another layer of context and challenge. Even if it's artificial, it's still an accomplishment to break your team's single season rushing record or the league's career QB rating.
In any case, a sense of history and context could let us get into the frame of mind that this league exists somewhere--if only in the virtual confines of our console--and that the teams have a history to carry on.
Blitz: The League tried to use context to draw gamers in
Presentation:
APF had relatively good presentation (better than Madden 08), but many think it was a step back from NFL 2k5. Realistic presentation can help set the aforementioned context. Important in this is the weekly recap show, something that we haven't recently outside of the College Hoops series. Pre-season and post-season preview shows are also possible and serve to give us that same sense of realism. It is fun to see your team previewed.
Blitz employed good use of the team preview videos before each game. I want to know that Team A is a good running team and that Team B likes to air it out. I'm sure the technology exists to have these team introductions change throughout franchise years. Imagine you are playing a team in the third week of the season. Wouldn't it be great to hear the announcers talking about their slow start, the loss of a key player, or the induction of a new head coach?
Give us all of the things that we enjoy from the real NFL Network or ESPN, just without the branding. Or, for an even more realistic take, work out a deal with a network longing to be part of the football action. While not a great example, remember that NBC was a backer of the XFL (a "non-NFL" football brand) because they didn't have the NFL at the time. "APF on TNT" has a certain ring to it. Alternatively, publishers could create a network (remember EASN?) that features all of the bells and whistles of a real broadcast partner.
Personality:
It seems one negative aspect of the NFL license is that the league puts some restrictions on what is and isn't acceptable in the game. Without these limitations, software companies have some room to get creative with the league personalities. Again, Blitz shines here with the over the top personalities of the league's few stars. However, personality could be taken a step further within the franchise.
Think of all of the real things that happen to a player off the field that affect their performance and your team. Your star wideout might demand to be traded. Your franchise QB could suddenly get arrested and jailed for three seasons. A player might bring high attributes at a needed position, but being a clubhouse "cancer" could reduce the rest of your team's attributes.
These personalities could be ingrained in each player, affecting everything from team chemistry (think MVP 05) to contract negotiations (NBA 2k5 or MLB 2k8). Maybe agents could have also have a role in all of this.
Anyway, player personality needs to be a integral part of the game. A generic league needs generic stars, so that (again with context) you know who it is that you are playing.
Is NaturalMotion's Backbreaker the answer?
Another disadvantage of the NFL license is that most people want their virtual season to play out somewhat similarly to the real NFL. While Madden has had the option of moving a team (complete with new logos, stadiums, etc.), most people would probably say that they would be disappointed if the computer controlled teams moved around. It's not much fun recreating a key NFL matchup if the team you are facing now has a new home city and logo.
That said, teams do move in real life. A non-licenced game can take advantage of this fact and much more to create a living world that makes it fun to play over the course of multiple seasons. Without real world expectations or limitations, there's a lot of room to get creative.
Again, teams could move (shouldn't be overdone, though). Rule changes could be adopted during selected off seasons (perhaps you even get a vote) that would change the game slightly. I think the owner's goals, a la MLB 2k8, could be a factor here as well.
While they don't have to be as scripted as Blitz was, certain surprises would make me want to play more, just to see what happens. Maybe a players strike causes me to have to draft replacements for one season. Maybe circumstances require two teams to be merged for a number of years (Steegles anyone?). Blitz's edginess could still remain--the league cracks down on steroid use, and a rash of players are forced out. These real life situations help flesh out the gaming world and keep us playing.
Player development also plays a part in the detailing of this world. As players progress, it has to be very clear where their skills are headed. Did you draft a TE to be another receiving option? You wouldn't want him to progress in the same way a blocking TE would. Perhaps through mini-games, we could work on specific skills. Or developer could borrow elements of Goal Line Blitz to create an RPG-like system for upgrading players. In either case, we should be able to easily follow these players (who have no real life counterparts or expectations) throughout their career.
Customization:
Again, I'm forgoing the "total customization" route, although I wouldn't mind seeing that in a game I buy (Madden or otherwise). What I'm referring to here is total "team" customization. I'd like to feel like the owner of my team, entering a new or existing league as an expansion team. Let us custom design everything, from logos to stadiums to uniforms--imagine the terrific APF uniform designer extended to the stadiums. Allow us to hire and fire coaches, each with specific schemes and tendencies. Maybe we could enter into equipment contracts, with each brand enhancing our team in different ways. This doesn't have to get as detailed as setting ticket and concession prices, but in the spirit of customization, maybe these features could be turned on or off.
Basically, developers should allow us to create our team from the ground up. It doesn't have to be full of micromanagement, but it shouldn't be limited to 5 uniform templates and 10 cities.
Would these inclusions alone be enough to make a game enticing? Probably not. Gameplay, physics, and graphics will always play their large roles when it comes to game choice. But without the NFL license, these are the elements that would cause some to think twice about robotically grabbing Madden off of store selves every year.
A movie maker without Clooney, Hanks, or Jolie better make sure everything else is outstanding. A developer without the NFL needs to do the same.