I prefer a system that is simple to understand and engage yet elegant in the emergent video game challenges it presents. XP is exactly that.
It's dead simple to use and understand - I reach a milestone, I earn points I can spend to improve my players. At the same time it creates opportunity costs all over the place - where and how should I spend my XP, how does that affect what I can and should do in future matches, should I save my XP now to buy some trait that costs more later, etc. etc.?
Does it allow me to do some "not sim" things like what you listed? Sure. Is it authentic to real life NFL player development, which predominantly happens during components of the NFL offseason such as OTAs and minicamp (neither of which are represented in Madden in any capacity)? Nope. Do I care? Not really. The current system is plenty engaging as purely a video game mechanic and creates interesting video game challenges in and of itself.
Most important is that the XP system reinforces the core gameplay, and vice versa - I do tasks in game to earn XP, then I spend XP to improve my stats, then I can achieve more difficult tasks to earn more XP... and so on. Seeing my players improve and having direct agency in that increases my motivation to keep playing. It makes the entire game a better total package because the individual pieces reinforce each other.
Yell all you want about it, but XP and leveling is smart game design which has stood the test of time over multiple decades of use across thousands of games. It isn't flawed in concept whatsoever.
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What I am saying is that I would rather have full coaching staffs with attributes out of my direct influence. I would hire/fire/replace said entities based on their strengths and weaknesses. Those attributes would impact player development in combination with the individual player's potential/development ratings.
Where I, the user, would influence this, is like the really real world where as the head honcho I would determine the schedule - team vs position group meetings, individual drills, one on one, 7 on 7, full team, with pads, hat n shells, strength and conditioning, film study, walk throughs and so forth based on off season, mini-camp, training-camp, preseason, regular season.
I could also influence what attributes may be impacted based on what set of drills I set for each position.
Example - running a 3-4 I would have OLB spend more time doing pass rush work, running a 4-3 I would assign them more coverage drills, if I was inclined to run a multi front defense I would have to maybe balance those drills.
Maybe I have excellent receiving TEs, and play in a division with pretty tough front seven groups, so I focus a lot of their group time on blocking, or chipping, or cutting routes short.
We fundamentally disagree because you don't see how amazingly in depth and yet exponentially less time consuming a good progression system would be when the user manages a schedule rather than micromanaging every single point of progression... |
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All the new mechanics you propose are each individually and collectively fantastic on the authenticity front. I readily admit that. However, you've introduced a ton of game design problems, and this is where I have my problems.
First, you've basically boxed out any casual fan ever from playing Franchise with how dense you've just made the game. How many things does a new user have to do now before they play even a single preseason game (and all of these tasks probably are each a new thing the user is unfamiliar with)? How do explain to the user the unique significance of non-interactive UI-based gameplay tasks such as position meetings, team meetings, strength and conditioning, film study, game plan install, etc. before he gets bored because he's not actually on the field scoring touchdowns yet? How many gates are you willing to put in front of new players between them and their first real in-game accomplishment?
You've also boxed out veteran Madden players who enjoy the game and its authenticity on paper but don't have the time required to execute each intermediate step between start game and result. There's a fine line between authentic depth and tedious busy work that console sports games like this walk tenuously. Do you honestly have time to perform every new task you created for yourself, every week in a season, for multiple seasons? In doing this, are you really sure you can keep your interest in the game up if all this new gameplay is purely new UI to navigate (and no interactive component beyond that)? Are you really sure you want so many tasks you presumably must do between playing each opponent on your schedule to succeed at the highest level?
God bless you if you do and are, but I sure as hell don't and won't. I struggle to finish a single season of Madden anymore and I obviously really enjoy the game as-is, else I wouldn't be going to EA PLAY tomorrow. I just don't have the time to invest anymore. I don't want more busy work. If anything the features which make the Franchise experience more accessible and faster to consume appeal to me at this stage in my life. Play The Moment is probably my favorite new franchise feature this year, to that end. It allow me to enjoy more of the Franchise mode experience in less time. And sure, the mechanics you add could all be skippable / simmable, but why add all these mechanics to the game if you anticipate that no less than 70% of the audience will never use them, be it for lack of time or lack of understanding? That's a massive waste of game development resources, and it also doesn't speak well to the mechanics being strong if they aren't things the user actively wants to engage.
Finally there's also the point of user agency. The system you propose offers much less agency to the user. Any modicum of control he has is indirect - pick a menu option, some dice roll happens influenced by X number of simulation factors (coach quality / ratings, player mentality / morale, planet alignment...) and then result. None of which ever plays out on screen. He can influence it somewhat by hiring a new coach, but he never makes a gameplay choice to guarantee success or failure based on skill. At some level it is random.
In contrast, the current system is a very direct and obvious feedback loop - do task, get result. No questions asked. Predictable and direct behavior is better game design, especially for newer players who won't understand why they are failing if they get bad dice rolls. These players will get frustrated, leave the game, complain about it being cheap, then your audience shrinks. This is why missed attacks in classic JRPGs frustrate people - sure the user can find better equipment, boost his stats, use consumables, or whatever to try and minimize the miss chance beforehand, but there's nothing the user can do to prevent the unfavorable outcome he just endured during the actual gameplay scenario. There is no skill, it is chance. This is also a big reason why the Possession Catch mechanic was added to Madden 16 last year - it gives users a new gameplay mechanic with which to combat bad dice rolls by their receivers resulting in frustrating dropped passes, and it adds a feeling of skill to the game - my button press told that receiver to make sure he caught that ball at all costs, YAC and acrobatics be damned. Agency is HUGE in console video games.
If you want the level of depth and indirection you describe in a football game, you're never going to find it in Madden. It is a console video game with a massive audience so its mechanics must always be within reach of the least common denominator - both from an accessibility and agency standpoint. Text sims might be more up your alley; those are dense as hell and 99% of their gameplay is clicking buttons but they very often are more mechanically authentic and dense than Madden is, or really ever will be.