1) No Madden is perfect, as we all know.
2) Madden 07 was my favorite for years. I got Josh Looman and Phil Frazer to sign my discs and covers when I went to the Community Event for Madden 11. I bought a used PS2 version on the cheap just so they could sign it and give it to my best friend who sold his copy. We would play on Xbox at my place and PS2 at his.
3) Both 07 and 12 have their strengths and weaknesses, but I feel Madden 12 shines above 07 when all is said and done.
What enchanted me about 07 was the solid PS2 era game play, especially for 2 players on the same TV, combined with a deep and overhauled franchise mode which was the best of its time in any sports game (that I know of).
The weekly radio show got stale for me quickly and the presentation has aged like milk. You had some archaic "smart phone" to interact with, but whatever. Instead, I loved the national and local newspapers, which again has aged with the times. Instead, what drew me into the 07 franchise mode the most were the player traits/roles.
Growing up, I was had was a senior in high school when Madden 02 came out on the Game Cube and I recall having a franchise mode where I traded Bryant Young for Brian Urlacher and draft picks because Young was something like a 97OVR DT and Urlacher was like an 84 or so rookie MLB. I also traded Jeff Garcia who was something like an 88 or 92 or whatever for rookie and #1 overall pick Michael Vick and draft picks. I then moved those draft picks for LT and stacked my team like a non-sim teenager having fun. However, in Madden 07, there were player roles tagged to rookies like "Future star" and "franchise QB" and even just the generic "First round pick, top 10 pick" or whatever which raised how highly the computer valued a player in a trade, not just their OVR rating.
There were other roles such as injury prone, fan favorite and so forth. A fan favorite would help with ticket sales and how happy hey were when you resigned them or upset if you cut them. There were so many ways that game play was changed on and off the field which made players feel more like sacks of numbers running into one another. This allowed me to immerse myself into franchise mode and made games feel like more than a collection of exhibition games.
Madden 12 brought back a lot of these ideas, adjusted them and made improvements. Dynamic Player performance is one such addition/improvement, though it was forgotten about once the game launched. Players have a Consistency start rating and a confidence rating. The consistency rating, as far as I can tell, is static and no players in any roster updates, including when Madden 13 and Madden 25 came out, ever had those ratings changed, even when they had proven over 2 or three years to warrant such a change. Confidence was what changed from week to week depending on the performance from the prior week(s). Players had hot and cold streaks both in game and from week to week. Players could enter the game on a cold streak, but you could feed them the rock and if they were doing well, could change to a hot streak in game and vise versa.
Consistency, as it was explained to me, was the likelihood that a player played up to their ability in a given game. You could play 10 games with a player who had 1 star of consistency and get various results in their performance, whereas Tom Brady and other 5 star guys brought their A game all the time.
Another in game feature of game play were Player traits. QBs had traits to see if they would scramble a lot or stay in the pocket, if they would throw the ball away and how well they sensed pressure. Defenders would have a yes/no check for having a "high motor" and how they played the ball in the air (aggressive/neutral/conservative) and the list goes on.
These player traits and DPP combined to keep player performance varied and more unique than just the same canned animations no matter who was out there. An aggressive CB who went for picks vs a conservative one who would go for swats and so forth.
There were also player roles, though they were reduced, they still had future start, top draft picks, injury prone and so forth which also impacted how they were seen off the field when making free agent moves and trades.
What really put Madden 12 over the top for me though is the draft. Teams will trade on draft day and you can trade for future picks. While the computer can be taken advantage of, I use a draft value chart I found online as my guide. Future picks are worth half of their mid round value, and until the bottom 21, current rounds picks can be traded for a future pick one round higher. So, if you have the 17th pick in the 7th round, then flip that for a future 6th. Take a mid or high 6th and flip it for a future 5th and so on.
I like to start my franchise by trading down and mostly out of the first round for a future pick and a late round pick. For example,
using this 2011 chart if my team has the 10th pick (1300), then give me a future 1st round pick (15th pick value 1050 ÷ 2 = 2525) which leaves me with (1300-525) 775 points to play with. that means I look for who has a pick worth about 775 points, which are the 22nd/23rd picks at 780 or 760 respectively. That is an even trade in points, which means I also need to ask for something to sweeten the deal, which I try to take a pick 3 rounds deeper, in this case their 4th (58 points). So now I have flipped the 10th overall for the 22nd, a future 1st and the 4th pick. Now I flip that 22nd pick fora future 2nd and another 4th or 5th. I will make a 2nd round pick, but my goal is to get value for my 10th pick rather than just take a risk on a single player.
Before long, over a few seasons, I will have 20 draft picks of which I make 8-12 selections and flip the rest for future value. When I find a draft class I really like or free agency has caused me to cut a lot of talent, I will use 15+ of my picks and am forced to restart my collecting all over again, or mostly from scratch.
This is all something hat you cannot do in Madden 07, as is the heart of my game play experience. Especially when Madden on the field is a really flawed game no matter which version you are playing. Especially if you are accustomed to 2k5/2k8. I like the zone run game and improved defense of Madden 25, but that is still lacking in Madden 12 and is nonexistent in Madden 07. Instead, I just run the team, scout, trade and deal with free agency.
The scouting in Madden 12 is flawed, but I try to work around it:
1) Do not sort/scout by potential.
2) Not every position can be properly scouted. Another thread from back in the day broke down which positions to scout at which stages of the season. Unless you use the 5 individual workouts, you will never know a WR's route running, a CB's man/zone coverage, or a defensive lineman's block shedding, power moves or finesse move skills for pass rushing. Instead, I pretend that I am a GM who is good at identifying the talent which I can scout and use free agency and trades (Bill Belichick style) to target though players who are already in the NFL for those skills which I cannot target in the draft.
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Sorry for the long post, but I have stuck with last gen Madden and never bought into the PS4/XBoxOne and knew in my heart that current generation Madden was going to be bad. I was not wrong. I love my "last gen" Madden 12/25 and still get play out of them both.