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Video Game Passing Needs to be Reworked

The pocket is one of the most pressured areas of a playing field in all sports. The pocket requires a near uncanny ability to maintain both rushed patience and concentrated hastiness, both skill sets which separate the able from the unable. It only takes a matter of seconds, but within that time quarterbacks are expected to make decisions quickly and immediately react to their surroundings. Yet, despite the pocket's pressing nature, passing has somewhat become an afterthought in football video gaming. A requirement of the sport that has received fewer updates and improvements than running, catching, or defensive skill sets. It has become the dribbling of football video games.

I believe that gamers want to feel the pressure of the pocket, of being a real quarterback, but they do not want passing to be so difficult that reaching a 50% completion rate would be deemed extremely successful.

While passing is not as simple as moving your character forward in a basketball game and watching him dribble effortlessly, the passing game has still been ignored for quite awhile by developers of football video games. Most attempts to improve passing have included failed features (see: vision cone) and quick, patch-em-up fixes (see: zoomed out cameras), but what has resulted is a passing system that does little to mimic the real world. Instead, passing has mostly become three steps: hike, step back, and pass to the intended receiver. At times, performing the latter two is never as intuitive as they should be.

I believe that gamers want to feel the pressure of the pocket, of being a real quarterback, but they do not want passing to be so difficult that reaching a 50% completion rate would be deemed extremely successful. We are handling professional quarterbacks in our copies of Madden 2009. We should be able to pass at a 60% clip with near ease, so long as we do the simple things right.

 


"The difficulty...is that developers have fallen into the trap of giving gamers too much power "

The complaint with passing touches on how simple those simple things are for the gamer. We realize that a second string quarterback is not as inept in passing to the whole field as a veteran first stringer. Is it as drastic as a vision cone? Hardly. There is no way anyone can tell me that Peyton Manning can see more of the field than another human being. That is simply not the case. However, what separates Manning from a second string quarterback is his ability to read a defense and react to a play before it develops. Other skills such as throwing accuracy and throwing power have been implemented well enough in video games and the results are clear: you either throw harder and with great precision or you throw lobs in poor directions. That being said, not all quarterbacks with great throwing power and accuracy perform the same on the playing field. There is a separation and most of the time that separation is adapting to the defense.

The difficulty in video game passing is that developers have fallen into the trap of giving gamers too much power and, as a result, this power has handicapped us from playing the game comfortably. It seems confusing, but consider the following: we are given more than a quarterback should be given and less than they have all in the same hand. Imagine yourself on a football field, behind the offensive line, looking to your left, yelling a series of bluff calls, then quickly turning to your right, eyeing number 88 swiftly moving to the left side of the field, and as his feet settle into a non-moving position, hiking the football, glancing to your right, pump-fake, eyes moving to the left, there he is, an open number 88 crossing over the middle, his left hand calling for the ball just as a middle linebacker catches your glance and immediately turns his body to stop the pass.

By pulling the camera back and giving the gamer a wider scope of the playing field, developers have ignored that the wider angle makes it difficult to hone in on a specific side of the field - to see a play unfold just as you should.

Now take that same experience and translate it to the camera view of a football video game. The attention to these minute details waver. No longer are you analyzing the moves of your primary target, but instead attempting to analyze an entire field. And that entire field is at your finger tips. Yet, because the camera is pulled back so far, what you don't realize is that the middle linebacker has noticed number 88 crossing the middle and that pass into the open field is no longer a completion, but an interception right into the hands of the defense. The power of seeing the entire field has failed you when it came to concentrating on your specific target. It is the downside to making passing for the casual gamer, but implementing a defense for the more advanced.

By pulling the camera back and giving the gamer a wider scope of the playing field, developers have ignored that the wider angle makes it difficult to hone in on a specific side of the field - to see a play unfold just as you should. This solution to open up the field of view does not do much to improve passing. All it really does is make it easier to see a bunch of players running around the field. Sure, you can pick out your colored jerseys amongst the bunch and might now see that back creeping near the line of scrimmage for a screen pass, but what you have lost is an ability to see how the defense is reacting to that play. Your focus is not on the play, but the field.

 


"We have become accustomed to seeing the entire field and any changes...would seem ridiculous"

My idea for improving the passing in football games would not bold well for most gamers. I get it, we have become accustomed to seeing the entire field and any changes to that would seem ridiculous for most. I would argue that passing would seem more realistic and more intuitive if the camera pushed in closer and lower so that it looked similar to a third-person shooter, with the QB being your shooter. Then, immediately after snapping the ball, your QB will turn his attention to the primary target (unless you specify otherwise before the snap) to see that play unfold. Since right analog control has become the wave of the future, you can then flick the stick left or right to turn your attention to your next targets, if you deem your primary to be in a difficult position to catch the football. None of this will prevent you from passing to any target you choose, but similar to the vision cone, you'd be passing to a blind target and it may not go so well. Before the snap, you can flick the stick left and right to view the defense and setup a new primary target to focus on when snapping the ball. I would even suggest that the camera stay the same if you hand-off to a running back or catch the ball on the field with your receiver.

Would it work? That remains to be seen and I would wager that we would never get the chance to find out.

Obviously, that is a rough sketch of what I think would make passing more realistic and more intuitive for seeing the play unfold and getting a closer look at your specific target and what is going on around him. It also makes having a strong offensive line a bigger priority and enhances the pressure of being a quarterback. Would it work? That remains to be seen and I would wager that we would never get the chance to find out.

The point is that passing needs to improve. We need to feel the pressure of being a quarterback and we also need to have a chance to see what is happening in a play. Giving the gamer more field to cover with his eyes is not a solution. It is only a short fix that does not do a great job of highlighting the important aspects of being a professional football quarterback. Hopefully, in time, we will see developers put more effort on improving the passing game just as much as they have improved the other skill sets of football.


Member Comments
# 1 ofdman @ 08/15/08 02:19 PM
MAN! This was a GREAT article! And I COMPLETELY AGREE! i was talking to a friend of mine just a couple of days ago about this very same topic! And your idea is rock solid and I would LOVE to see this implemented.
 
# 2 ScottD413 @ 08/15/08 02:26 PM
I like your idea, but I don't think it would work. In NFL2k5 they had the first person football thing and it was REALLY hard to see your recievers.
 
# 3 labguy @ 08/15/08 02:50 PM
I think you are right about the fact the passing game needs re-worked. I am just not sure if your solution would work. Granted it would probably be the most realistic solution, but I am not sure if that means it is the best for a video game. I think doing something with the WR icons might work best. For a QB with less awarness maybe only letting him see a couple of icons for the first couple of seconds and then adding available WR icons as the play progresses. So it would simulate him needing extra time to scan the field. So if you have a nice OL a rookie QB might be able to have some extra time and be successful at QB. If you had a QB and a poor OL then the shortcomings of the QB would be magnified. Also the opponent could kind of tell which side of the field the QB was looking at so he could read his "eyes". But if the safety gambled to jump an underneath route and the QB had enough time that the extra icons popped up he could be out of position to cover that backside post pattern. Anyhow that is just a thought. I can't claim total credit for the idea I gathered pieces of it from other threads and added a couple of my own touches on it as well.
 
# 4 JBucc @ 08/15/08 03:25 PM
Backbreaker (if it actually comes out) is doing this with close up cameras, for the QB and other positions. I'm not sure how they're going to do the progression thing though.
 
# 5 Other Guy @ 08/15/08 04:18 PM
Quote:
Originally Posted by ScottD413
I like your idea, but I don't think it would work. In NFL2k5 they had the first person football thing and it was REALLY hard to see your recievers.
Yea, that's the same thought I had when reading the article. I sounded a lot like FPF.

I think it could work if it wasn't taken to the extreme like FPF. Let's say after the snap, the camera zoomed in about halfway. Not all the way down to FPShooter level, but a lot closer than Madden classic. What should happen is, that it should zoom in on half of the field. If your primary receiver is on the right, then the camera would zoom down and in on the right side of the field. What you would see is the field from the center over to the right sideline. This way you see you primary guy and maybe a 2nd WR or TE. If nobody is open, you could flick the right stick to the left, and now the screen would shift over to the left side of the field.

Carlos makes great points about seeing too much of the field. As a QB, I should never be able to see both CB's at the same time when they're on opposite sides of the field. He has a good idea. I think it would work great if it was toned down a little bit.
 
# 6 Likwidkewl @ 08/15/08 05:18 PM
You solution sounds a lot like Front Page Sports Football. How about this? Keep the letter icons and let the QB focus on a specific receiver by pressing the corresponding button once then again if he wants to throw to him. That way you wouldn't have to go through each progression to get to another receiver.
 
# 7 CMH @ 08/15/08 06:10 PM
Quote:
Originally Posted by RTP2110
Yea, that's the same thought I had when reading the article. I sounded a lot like FPF.

I think it could work if it wasn't taken to the extreme like FPF. Let's say after the snap, the camera zoomed in about halfway. Not all the way down to FPShooter level, but a lot closer than Madden classic. What should happen is, that it should zoom in on half of the field. If your primary receiver is on the right, then the camera would zoom down and in on the right side of the field. What you would see is the field from the center over to the right sideline. This way you see you primary guy and maybe a 2nd WR or TE. If nobody is open, you could flick the right stick to the left, and now the screen would shift over to the left side of the field.

Carlos makes great points about seeing too much of the field. As a QB, I should never be able to see both CB's at the same time when they're on opposite sides of the field. He has a good idea. I think it would work great if it was toned down a little bit.
Oh, goodness no with first-person football. That would be bad. I agree that is not the solution.

But, I think you pretty much understood where I was coming from with the suggestion. As I mentioned, it would need a few tweaks here and there. I do not think it should be an extreme over the shoulder shot. It really should not even be like Splinter Cell or a similar third-person shooter. But, something close to that with a bit more zoom-out and a slightly higher angle so you can look over the line, now maybe that's where it needs to be. Of course, if you give the user the option to mess with the zoom level and camera angle then you can make sure it pleases all gamers.

Either way, as I mentioned in the article, it is not about my little idea. It is mostly about needing to upgrade the passing game. It seems to have been ignored over the years and as it is right now, it does not simulate football very well.
 
# 8 Vast @ 08/15/08 06:32 PM
Your solution would work great for superstar mode, or a camera option. but impossible to play multiplayer that way.
 
# 9 El Greazy 1 @ 08/15/08 07:23 PM
Your solution is a great idea but it would fail miserably to implement. With FPF in NFL2K5, it was nearly impossible to see the field or any actions going on. So you say to pull back the POV to about a 3rd person, low cam, that would work great but it would still be quite cumbersome. Imagine having to flick sticks left &right on the Right Analog, while still having to move your QB with the Left Analog THEN having to press a button corresponding to the player, well, then what you just described IS the Vision Cone just from a different perspective and that failed miserabley, as well. Then comes in the whole jumbled mess of trying to play multiplayer with such a POV.

In real life football (yes, played outside) QBs are not taught to look at their players but the defenders and the progression they're taking on the field post snap. This is the same lesson that should be taught to video game ballers. When you "stare down your receivers" in real life every secondary player will eat you alive but their is no way to implement this in a game as of yet successfully (Vision Cone).

The writer of this article clearly knows nothing of real football and QB play. As a QB you are supposed to know the routes your players are running and what you are supposed to do is follow your progressions and checkdowns knowing where your players will be and at what times. The QB has two ways to read the play: by offense or defense. Offense incluces going through his progressionion by player: 1st route, 2nd route, dump off, or goes progression by route (can be a combo of all the following): deep, mid, short. Defensive progressions/reads go by coverage: LB's (zone or man), then Safeties (zone or man) and then, if time holds, CBs (zone or man).

Yes there does need to be a way to simulate pocket pressure and the urgency of the game, but only if it can be implemented with real-life football tactics. EA has tried and failed miserably. 2K tried (as an afterthought) and failed. Backbreaker will be the next to step up to the plate.
 
# 10 XCalmLikeABombX @ 08/15/08 07:24 PM
I think it is really hard to simulate the pressure on the qb when his vision is limited to a certain line to a reciever (in a fps type view). I understand what the author or article is saying, I just think that in essence many people want to play a game of football like they are watching a game on tv, and have control of the game. I think thats why there are so many complaints about so few camera angles.

I have been playing video game football since the very first Madden football on sega genesis (ok I'll date myself and say first one was the blocky atart football for 2600.) I feel that it is all about getting every aspect of the game tweaked just right, or allowing users to tweak settings to make it "right" for them. I would love this years Madden without all the glitches. You hear of so many speaking of ESPN NFL2k5, and I think the reason that this game is respected so much, that while it wasn't perfect it came so close to getting it right.

I am not sold on a first person view, and it still being an entertaining game. Just my 2 cents.
 
# 11 Stroehms @ 08/15/08 10:00 PM
How about a zoom in camera version of the 09 camera and you throw using the right stick. Like if the receiver is running right, throw it slightly right and if you throw slightly left by accident, he'll either try to catch the ball thrown behind him, it's picked off or incomplete. Of course thats just my rough sketch....let me know what you think.
 
# 12 doublerballa20 @ 08/15/08 10:45 PM
i feel like madden 09 is def a good start....when the camera turns so you cna see all of ure WRs its a different exp for everyone i almost feel like it has crouched down so i have to kinda anticipate when a WR will hit an open spot or if the WR has a step on an opposing player
 
# 13 spursfan @ 08/15/08 10:58 PM
This would simply not work. Just an adaptation of the vision cone/fps football from espn nfl 2k5. Maybe for single player, not co-op. Because ppl would cheese and glitch it to death. The reciever icons would work temporiarly, till u learned to memorize the reciever's and routes and buttons. (If u play it that much.) I can generally do this now with most sports games nba, madden.
 
# 14 Maverick_SWAT @ 08/15/08 11:32 PM
I had a lot of fun playing first person football from ESPN2k5 on defense, but passing the ball was really hard.
 
# 15 Rimfro @ 08/16/08 05:24 AM
They had a similar camera to what you describe on Madden 07, in Superstar Mode with the QB you had a zoomed in camera where you had to flick the stick to look off defenders and find your recievers. In theory it was cool, but in implementation, it failed. For one, you couldn't see if the reciever was making a play and you were constantly getting blind-sided, since you couldn't see anything but a little bit of the field. I also believe you are wrong about the vision cone, some quarterbacks have better awareness than others and tend to have a better standing of the entire field. That's what separates the good qb's from the great ones. You always hear announcers saying that on Sundays. Football is a tough game to nail in video game form, especially with the high expectations that these newer generation consoles have created. I think the first change we need to see is a complete physics overhaul. Backbreaker seems to have the right idea in that department, but, for me, it seems a tad bit corny. If it feels authentic, people will play, but, I don't think we will see Madden implement anything like that anytime soon.
 
# 16 ScottD413 @ 08/16/08 01:35 PM
Quote:
Originally Posted by sois
I always though a "double button press" mechanic would work well to simulate good/bad QB play. Remember how kickoff's used to be in the 90's? One press for the start of the kick, one to stop in the "sweet spot".

If you nailed it, the kick would be perfect. If you were off, the kick would miss. I think this could work for QB's. Good ones will have slower meters or wider sweet spots. The meter would go crazy fast while scrambling, unless QB has good "Throw on the Run" rating.

Maybe you could anchor the speed of the meter with a very faint heartbeat before the snap. That way you could estimate the speed of the meter.

The only problem with this is it will have to be fast no matter what. You can't take a whole second to pass the ball. Maybe a matrix style slowdown? Also, you will have to build another lob/bullet mechanic.
Thats a really cool idea. I meter for accuracy would be an interesting thing to look into
 
# 17 Andypoint12 @ 08/16/08 02:29 PM
I agree passing game needs to be reworked. 3rd person cameras are not the answer, vision cones are not the answer, nor is double pressing buttons. First they need to make players non robotic, I hate how recievers run routes like a complete robot, I want to see them setup their guy with a jab step here and there, cut off their routes differently, be "looser". Then comes the pocket, so much wrong with it, blockers are always engaged with one person instead of working as a team or being able to push someone at anytime, for example, when a player jumps over another player nobody can block him while hes in the air...I have no idea why but its like that. Also, players needs to get pushed back into the QB sometimes too, I see none of that, the O-Line doesnt get pushed back, they can get pancaked or spun around but never just pushed straight back like big DT's and heavy blitzes do sometimes. It would put more pressure on QB's and make it more realistic, I like the zoomed out camera and one button throws because that is realistic(the one button throw since its an instant decision) and wouldn't work well anyway else(the camera zoomed out). Some tweaks would definetely help tho.
 
# 18 frankrizzo380 @ 08/17/08 05:11 AM
hmmmm, im thinking superstar QB????????????
 
# 19 Charles77a @ 08/18/08 03:43 AM
How about a special controller for passing? Similar to how you used a mouse in the Amiga game Gridiron? You could point to what part of the field to pass to. That way you could lead your receiver and etc.
 
# 20 rudyjuly2 @ 08/18/08 01:50 PM
The passing game would be a lot more interesting if they accurately represented the different styles of QBs. Start rating QBs based on accuracy in short, medium and deep routes. An overall accuracy rating is terrible to differentiate between QBs. How do you accurately represent Chad Pennington's precision in short to medium routes vs. a strong armed QB like JaMarcus Russell? There have been tons of QBs that have been great short passers and not so good deep. Conversely, you had guys like Culpepper, Randall Cunningham and company that weren't so great at throwing short but great at the deep ball.

Let's look at another rating missing. QB release quickness. What does everyone say about Dan Marino? He had one of the quickest releases in football. What about Kerry Collins? His windup was super slow and yet no football game accurately creates this either. This would have a major effect on the game as getting that ball out on time would be something everyone would want.

I honestly think the passing game would be much better if they simply added attributes for accuracy based on areas of the field and quickness of release. Drafting or recruiting quarterbacks for your type of offensive system would get a lot more interesting if you had to decide between what type of passer they were and not just if they can scramble or not. EA needs to work on accurately portraying quarterbacks in order to improve the passing game first.
 

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