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Madden NFL Designers Podcast #2

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Old 11-21-2010, 08:51 PM   #89
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Ian_Cummings_EA
I am not gung-ho for more pre-play options because they actually AREN'T sim, but many have made the point that because play-calling doesn't have the depth you want, these are a way to get around that restriction. It's something we're looking into.
Hi Ian
The arguement I make for more pre-play options on defense is without them I feel like a spectator. On offense I am always controlling the most important guy, the guy with the ball. On defense often the play is away from who I am controlling but if I can tell my CB to shade or whatever and he makes a play I feel like I made a play.
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Old 11-21-2010, 08:52 PM   #90
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Ian_Cummings_EA
So just to clarify - you think that out of the box, a game should take 2 hours to complete with the realistic amounts of penalties?

You don't agree with our stated vision of creating that 100% accurate representation of football but actually making the default gameplay settings and sliders a more approachable and enjoyable experience?
This community despite being hardcore seems obsessed with the default gameplay and settings.....this is a battle you can't win.

But how about opening up more slider options, true tuning files (how fast the ball travels, # penalties, coaching details like how often they will be aggressive on go for it/punting situations) and most important of all give us the option to edit all players (including ratings) during franchise.

I would pay a great deal of money to have a create a playbook feature for NCAA and Madden.

Every year I hope that the talk of downloadable content will include things like a true roster/franchise editor like NZA use to make for the PC, tuning file and playbook customization. These seem like simple items to make more money for EA and would help the sim heads turn their ire away from the developmental team and into working to make the game play right for them.

Instead we continue to have this back and forth debate and discussion. I miss the PC customization days for sure.....
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Old 11-21-2010, 08:53 PM   #91
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Ian_Cummings_EA




Of course we didn't answer it. It's November.

There is zero concept of going arcade. We're talking about basketball, not football.
That is why I said people are reading too much into the podcasts.

Thanks for answering the questions.

Hopefully, as time permits, you won't be a stranger and feel more welcomed at OS.
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Old 11-21-2010, 08:54 PM   #92
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Dewie12
...a true roster/franchise editor like NZA use to make for the PC, tuning file and playbook customization. These seem like simple items to make more money for EA and would help the sim heads turn their ire away from the developmental team and into working to make the game play right for them.

Instead we continue to have this back and forth debate and discussion. I miss the PC customization days for sure.....
Thanks for the feedback. Customization is much tougher on the consoles as you know. But that's great insight (mainly what's in red) for sure.
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Old 11-21-2010, 08:55 PM   #93
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Ian_Cummings_EA
So just to clarify - you think that out of the box, a game should take 2 hours to complete with the realistic amounts of penalties?

Accelerated clock + our choice of minutes per quarter = no two hour games.

Also, in-game saves. Why not put this back in?
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Old 11-21-2010, 08:56 PM   #94
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Dewie12
This community despite being hardcore seems obsessed with the default gameplay and settings.....this is a battle you can't win.

But how about opening up more slider options, true tuning files (how fast the ball travels, # penalties, coaching details like how often they will be aggressive on go for it/punting situations) and most important of all give us the option to edit all players (including ratings) during franchise.

I would pay a great deal of money to have a create a playbook feature for NCAA and Madden.

Every year I hope that the talk of downloadable content will include things like a true roster/franchise editor like NZA use to make for the PC, tuning file and playbook customization. These seem like simple items to make more money for EA and would help the sim heads turn their ire away from the developmental team and into working to make the game play right for them.

Instead we continue to have this back and forth debate and discussion. I miss the PC customization days for sure.....
As much as I criticize the Madden team, there is no way they will ever do roster editor like that, and nor should they. Why give people something that allows you to update the rosters next year and not buy another copy of the game?
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Old 11-21-2010, 08:59 PM   #95
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Re: Madden NFL Designers Podcast #2

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Originally Posted by Segagendude
Accelerated clock + our choice of minutes per quarter = no two hour games.
I'm all for customization ya know? I would think everyone here could agree that the default out-of-the-box "play-now" Madden experience has to be quick and fun.

Quote:
Also, in-game saves. Why not put this back in?
Not like we don't want it. It's just a big development investment. Hoping to get it back...
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Old 11-21-2010, 09:04 PM   #96
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Re: Madden NFL Designers Podcast #2

Quote:
Originally Posted by Ian_Cummings_EA
I'm all for customization ya know? I would think everyone here could agree that the default out-of-the-box "play-now" Madden experience has to be quick and fun.

Not like we don't want it. It's just a big development investment. Hoping to get it back...

this statement sums up the disconnect i feel sometimes with DEFAULT madden.....

it should be football, it should always be football.... madden arcade is quick and fun......

football should always be football ahhhh.....
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