By now most of us have played the NCAA Football 09 demo, and know a little bit about what to expect gameplay-wise from EA’s latest college football offering. However, there is little indication that the dynasty mode has changed much since last year (aside of course from being able to run a dynasty online with 11 of your friends).
If you’re reading this, you’re probably the type who takes their dynasties a bit more seriously than the next man; more power to you. Let’s take a quick look back at how far dynasty mode has come, and think about where it needs to go in the future.
It all started with NCAA ’98, featuring the great Danny Wuerffel. That was the first year EA implemented a multi-season “dynasty” mode, which allowed players to play consecutive seasons while recruiting to replace graduating players at the end of every season. It was quite a bare bones system, as I recall, and offered little more than continuity to the traditional single-season system.
NCAA ’99, which featured my personal hero Charles Woodson on the cover, expanded upon the dynasty concept by adding more teams, more bowls, and a new recruiting system which was really more like a draft than anything else. These additions helped make dynasties a little more dynamic. Perhaps the biggest addition, however, was the ability to export draft classes to Madden '99 - a huge feature to this day.
NCAA 2000 added even more teams and bowls, plus the coveted Heisman trophy. Having the opportunity for one of your players to win the award gave new incentive for playing through dynasties and offered a reward for those who excelled at the game. This allowed for true legends to emerge, and again went a long way towards capturing the true allure of building up a powerhouse.
The 2001 edition added customizable schedules, helping to disrupt the monotony of playing the same teams year after year. However, ’03 is where the game took one of its biggest leaps to date, implementing redshirting, non-conference schedules, countless new trophies and awards, and a trophy room to show them all of in. With ’03, we were able to start earning keepsakes of our various successes, and had a place to keep them all and show them off.
This is where dynasty mode went from just playing season after season, to really allowing each experience to be unique. You could see which random stud recruit you had win the Heisman, or could recount each time you beat a rival. NCAA ’03 was the year dynasty mode became a real obsession for me.
"Dynasty mode has slowly evolved into a complex and dynamic gaming experience, but what’s next?"
NCAA ’06 added in-season recruiting - the last major change to dynasty mode. This was crucial for immersing ourselves in the long-haul workings of our team, forcing us to think about where we would be in a few years versus where we were. This was also a lot more realistic, and allowed our in-season performance to more directly affect recruiting.
Lastly, ’08 added the new calling system which was in my opinion tedious. I loved having to take time on each recruit, but once I figured out what he liked I didn’t want to have to do the same thing over and over week after week. Hopefully that will be addressed this year with the “quick-calling” feature, but only time will tell.
So that’s where we stand. Dynasty mode has slowly evolved into a complex and dynamic gaming experience, but what’s next? Personally, what keeps me coming back to dynasty mode is the specific teams and players I have developed over the years.
In NCAA 05, my friend and I built Arizona into a powerhouse that by 2030 had the most dominant defense the game had ever seen. We had two 6' 8" outside linebackers name Bob Sanders (like the safety) and Khaled Curry, and a 99 overall defensive end named Ramon Lucas. Offensively we had a 6' 9" tight end named Alonzo Charles who was unstoppable. The thing I always remember about that team is that they were never knocked backwards on tackles, offensively or defensively.
In ’06, we ran a dynasty with Army that we will always remember for one wideout – LatTroy Allison. He was only a four star, 6' 2" with a 4.40, but something about him made him an absolute animal. With me controlling him, and my friend as quarterback, we could accumulate 400 yards a game easy. It was cheesing, but goodness was it fun.