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Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Old 05-31-2017, 06:03 PM   #233
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by DeuceDouglas
I completely agree with the sentiment that it shouldn't be about fun but they've made it overwhelmingly clear that fun is one of their top priorities whether it be gameplay, CFM, etc.

"we're hearing this a lot - it's a tough balance, inaccuracy not as fun as it sounds, but we will look into it"

"you missed my point - people don't think injuries are fun - why add more?"

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Big Decisions begins a new direction in your career mode, delivering more strategy, more control and more fun.

Know your opponent’s tendencies every week then pick the right drills to attack and counter those tendencies in game. This new level of strategy delivers more variety and more fun when preparing for your next opponent, whether it’s a user or the CPU.

Tackle battles add a new, fun in-game mechanic allowing you try and break free for extra yardage.

Sometimes the things are the least fun in franchise or gameplay are what end up making it the most enjoyable. It sounds weird but having things like penalties, injuries, QB inaccuracies, etc. make the game more enjoyable IMO. They're not "fun" but they create a better experience.
Yeah I actually am starting to lose the trust I had in this current group of leadership. The way they speak about the game just makes it seem like we will never see a lot of the things we want.
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Old 05-31-2017, 06:27 PM   #234
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

I mean, based on Rex's recent interview (see own thread) one can actually draw the conclusion that SIMULATION MODE is basically the same gameplay of Madden 17 + the additions made to M18 like the all new *lol* target passing *lol*

I find it baffling that all of the sudden when M18 is around the corner we get the message that M17 was supposed to be the pinnacle of Simulation, and that their efforts have been mostly focused on SIM the last few years.

Like wait a minute, are we talking about the same game I have here at home?
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Old 05-31-2017, 06:56 PM   #235
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by adembroski
It's not about fun. The fallacy that games are suppose to be all fun all the time is the biggest problem with the industry.

Is Papers, Please fun? Is Insomnia fun? No, that isn't the experience they are going for. They're both fantastic games.

Is OOTP fun? No, it's mostly tedium, but the experience is about managing a professional baseball team. A sim experience in Madden would represent a range of experiences, including but not limited too fun.

The need for fun killed the Deadspace franchise. It's a perfect illustration of why Colonial Marines sucks and Isolation is awesome.

Tension, heartbreak, elation, focus, fun... all parts of the whole. You want fun? Go play Crash Bandicoot.

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While I think I see where you are coming from. I do think all of those things are fun. Games too should be fun (imo).

The real question is: how do you define fun?

For most of us here simulation is fun. That typically includes all of the predictable and unpredictable things that happen on Sunday. Errant pass by a qb with 90 short accuracy to a wide open WR. That is fun. As a jets fan I can recall Chad Pennington throwing some screen passes over martins head or at his feet.

A stupid penalty on a crucial drive. That is fun. Ask everyone who has coached Suh.
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Old 05-31-2017, 08:05 PM   #236
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SyncereBlackout
While I think I see where you are coming from. I do think all of those things are fun. Games too should be fun (imo).

The real question is: how do you define fun?

For most of us here simulation is fun. That typically includes all of the predictable and unpredictable things that happen on Sunday. Errant pass by a qb with 90 short accuracy to a wide open WR. That is fun. As a jets fan I can recall Chad Pennington throwing some screen passes over martins head or at his feet.

A stupid penalty on a crucial drive. That is fun. Ask everyone who has coached Suh.


Yeah, this is tricky. Obviously, all video games are meant to be 'fun'. Otherwise, why buy them if u get no enjoyment from them. But, what's truly interesting when it comes to sports can be different things. When u have the NFL license and have 11 v 11 football, I still say your #1 goal is realism. With realism, fun should come. I'm sure most people think spin moves, jukes, trucks, etc are all 'fun'. I was a big fan of stiff arms (which madden has consistently done poorly!!! Lol). Those things are also all 'real' moves u see on Sundays. So, if they make them true to life, they will be fun for the user. If fun is the #1 goal, then u make a game like NFL blitz and NBA jam. Those are games that are 'based' on football, but meant to be an exaggerated and 'fun' version of the sport. And, as a personal opinion, I think this is where many video game designers, producers, etc get things wrong. U should always develop a game for your core audience, first. U should have a vision of the game and what it should be. When the core backs it, more people will also back it. Then, u can add gimmicks if u want for more and more casuals. But, for any sports game, u should make the game for football fans, first. You're trying to replicate the sport in video game form, u should start with realism, and go from there. If you make a shooter video game, would u put all of your focus on a side game of jackpot that gives u better guns or something? Or, do u concentrate on making the guns fire realistically, or accurately? A side game of jackpot would mean nothing, lol, but maybe some casuals would get a kick out of it later. Create the game for your core, and the rest will follow.


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Old 06-01-2017, 05:13 PM   #237
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SyncereBlackout

The real question is: how do you define fun?
No, it isn't. The question is what does fun mean in the context of design philosophy, because that is the language the designers are speaking.

Fun is an imprecise word, but when philosophies around a craft develop, they tend to incorporate existing words and give them contextual precision.

Imprecise fun can define watching any film as fun if it's an entertaining film. Game design fun would say the Shawshank Redemption is not fun, so it's not worth making.

If we're discussing a game designer's definition of fun, we must both includs his context or we're talking past each other, and in turn, the designer.

And yes, I'm being purposefully argumentative here. I absolutely see what you're saying and you're right, but if we're not speaking to them with precision, we risk misinterpretation. It's a common occurence with Madden.

Imprecise; we want QB awr to matter.
Response; Vision cone, with all the ridiculously overly complex control therein
Imprecise; this isn't fun
Response; remove feature, back to square one. Two dev cycles wasted.

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Old 06-02-2017, 06:53 AM   #238
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

I haven't read everything, or I'm not sure it's been released yet, but is written anywhere what exactly each mode will/will not have. I was watching the madden game between serious moe and problem and I kept hearing moe whining about being cheated by the game. Even in his post game interview he said he played perfect but the game cheated him. 2 of his main gripes were he lost a fumble and he missed a TD on an overthrow. (Funny how he didn't mention his interception in the end zone he threw into 5 defenders) . Wonder if this is where these changes are coming from. Not from him specifically, but from gamers like him. i get it that it must suck to lose money on a random play, but it's like a bad beat in poker. You can play the percentages and sometimes the other guy gets lucky.

So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).


I'm just glad they're having different settings and didn't just cater to the competitive crowd
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Old 06-02-2017, 12:34 PM   #239
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by jmurphy31
I haven't read everything, or I'm not sure it's been released yet, but is written anywhere what exactly each mode will/will not have. I was watching the madden game between serious moe and problem and I kept hearing moe whining about being cheated by the game. Even in his post game interview he said he played perfect but the game cheated him. 2 of his main gripes were he lost a fumble and he missed a TD on an overthrow. (Funny how he didn't mention his interception in the end zone he threw into 5 defenders) . Wonder if this is where these changes are coming from. Not from him specifically, but from gamers like him. i get it that it must suck to lose money on a random play, but it's like a bad beat in poker. You can play the percentages and sometimes the other guy gets lucky.

So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).


I'm just glad they're having different settings and didn't just cater to the competitive crowd
Those sort of people always forget about those "robberies" when it happens to the other guy in their favor though don't they?

That's what gets me when people complain about this, it all evens out...but people only remember the bad that happens to them.
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Old 06-02-2017, 12:57 PM   #240
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Exactly. Ill go back and watch some of my hoops teams i coach games and in a close game (if your honest with yourself), you can point out a bunch of items that went in your favor that probably helped you win. (call, non/call, bouncing in of a shot, foul trouble, etc). Even in real life you cant control everything...

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