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Madden NFL 11 Hands-On Impressions (Kotaku)

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Old 04-26-2010, 02:45 PM   #41
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

Unreal. They made a method of gameplanning and the calling play formula simpler with more AI of your coordinator involved based on different game situations. Not to mention you can turn off the feature completely, and people are still bickering.
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Old 04-26-2010, 03:05 PM   #42
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

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Originally Posted by joejccva71
Unreal. They made a method of gameplanning and the calling play formula simpler with more AI of your coordinator involved based on different game situations. Not to mention you can turn off the feature completely, and people are still bickering.
exactly...

so we've gotten a piece of the simpler, a little bit of the quicker...But Hmmm Deeper??? sounds like a franchise/presentation thing
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Old 04-26-2010, 03:13 PM   #43
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

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Originally Posted by lgxjames
exactly...

so we've gotten a piece of the simpler, a little bit of the quicker...But Hmmm Deeper??? sounds like a franchise/presentation thing
It's deeper for about 50% of the Madden fanbase who are the guys who love the stats, who love the sim, and who love the offline franchise.

Why? Because it puts the AI of your coodinator into the game whereas it was non-existent in previous Madden releases. THAT to me...is the deeper part. And yes I love it.
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Old 04-26-2010, 03:45 PM   #44
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

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No, but there's been no talk of custom playbooks to date.
Still doesn't mean they won't be in.

Some of you guys may be complaining over things that are already in the game but just haven't been announced yet.
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Old 04-26-2010, 03:53 PM   #45
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

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Originally Posted by joejccva71
Unreal. They made a method of gameplanning and the calling play formula simpler with more AI of your coordinator involved based on different game situations. Not to mention you can turn off the feature completely, and people are still bickering.
I agree. What if the AI is great and you are calling plays you would never call without gameflow. Sometimes I use ask madden just for a change up because I get in a play calling rut. I have wanted a feature that I could use to gameplan down and distance for the last decade. I just want to be able to take my gameplay online.
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Old 04-26-2010, 04:11 PM   #46
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

Quote:
Originally Posted by joejccva71
It's deeper for about 50% of the Madden fanbase who are the guys who love the stats, who love the sim, and who love the offline franchise.

Why? Because it puts the AI of your coodinator into the game whereas it was non-existent in previous Madden releases. THAT to me...is the deeper part. And yes I love it.
Joe, I believe you’re hitting at the heart of what’s confusing to me about the appeal of this feature (if I’m understanding it correctly):

You say “it puts the AI of your coordinator into the game whereas it was non-existent in previous Madden releases”.

The way I see it, we acted as our own coordinator in previous releases. Meaning, the differences for sim-oriented players might be as follows:

Madden ’10:
1) Scout next opponent’s depth chart for potential mismatches and make mental note of which plays you’d call most to take advantage of those.

2) Fire up game, call play, execute play.


Madden ’11:
1) Scout next opponent’s depth chart for potential mismatches and enter bank of plays you’d have the cpu call most to take advantage of those.

2) Fire up game, have cpu call play, execute play.

So while I might formulate a “favorites” list of sorts based on opponent and situation, the cpu is calling the play in-game, I’m just executing it.

Isn’t part of the fun in Madden actually calling the plays in-game? Yes I realize your getting the “laminated play-call sheet” ready ahead of time, but isn’t this a more tuned version of “Ask Madden” based on pre-defined criteria?

Not knocking anyone who likes it (or even trying to debate its usefulness), just earnestly trying to understand the appeal based on what we know at the moment.
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Old 04-26-2010, 04:29 PM   #47
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

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Originally Posted by Flamehead
Joe, I believe you’re hitting at the heart of what’s confusing to me about the appeal of this feature (if I’m understanding it correctly):

You say “it puts the AI of your coordinator into the game whereas it was non-existent in previous Madden releases”.

The way I see it, we acted as our own coordinator in previous releases. Meaning, the differences for sim-oriented players might be as follows:

Madden ’10:
1) Scout next opponent’s depth chart for potential mismatches and make mental note of which plays you’d call most to take advantage of those.

2) Fire up game, call play, execute play.


Madden ’11:
1) Scout next opponent’s depth chart for potential mismatches and enter bank of plays you’d have the cpu call most to take advantage of those.

2) Fire up game, have cpu call play, execute play.

So while I might formulate a “favorites” list of sorts based on opponent and situation, the cpu is calling the play in-game, I’m just executing it.

Isn’t part of the fun in Madden actually calling the plays in-game? Yes I realize your getting the “laminated play-call sheet” ready ahead of time, but isn’t this a more tuned version of “Ask Madden” based on pre-defined criteria?

Not knocking anyone who likes it (or even trying to debate its usefulness), just earnestly trying to understand the appeal based on what we know at the moment.
this is where i wish they would just come out with all the details about it. something tells me this is incorporated into franchise some how.
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Old 04-26-2010, 04:37 PM   #48
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Re: Madden NFL 11 Hands-On Impressions (Kotaku)

Quote:
Originally Posted by Flamehead
Joe, I believe you’re hitting at the heart of what’s confusing to me about the appeal of this feature (if I’m understanding it correctly):

You say “it puts the AI of your coordinator into the game whereas it was non-existent in previous Madden releases”.

The way I see it, we acted as our own coordinator in previous releases. Meaning, the differences for sim-oriented players might be as follows:

Madden ’10:
1) Scout next opponent’s depth chart for potential mismatches and make mental note of which plays you’d call most to take advantage of those.

2) Fire up game, call play, execute play.


Madden ’11:
1) Scout next opponent’s depth chart for potential mismatches and enter bank of plays you’d have the cpu call most to take advantage of those.

2) Fire up game, have cpu call play, execute play.

So while I might formulate a “favorites” list of sorts based on opponent and situation, the cpu is calling the play in-game, I’m just executing it.

Isn’t part of the fun in Madden actually calling the plays in-game? Yes I realize your getting the “laminated play-call sheet” ready ahead of time, but isn’t this a more tuned version of “Ask Madden” based on pre-defined criteria?

Not knocking anyone who likes it (or even trying to debate its usefulness), just earnestly trying to understand the appeal based on what we know at the moment.
As I understand, EA went around and asked coaches and players about the playcalling.(based on the ESPN videogames article)

The coaches and players told EA no one has 300 plays called during one game.
Seems like they did their research in that area.

The difference between 10 and 11 is that EA scouted the tendencies on yardage and down situations on 11.

It was more random based on other Maddens.
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