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Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

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Old 04-27-2010, 07:55 PM   #57
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

Quote:
Originally Posted by BDawg35
I'm still not getting how this will speed up the total time it takes you to play a game.

For instance, I use "Ask Madden" a lot. It helps me get to a play quicker. The clock still ticks accordingly. What it does is probably allows me to get in more plays, but it's still taking me over an hour to play a game.

I imagine the minutes in your quarters play a big impact, too. I usually go 8- to 9-minute quarters.
Heres how I see it speeding up the game.

Last year, I would play 15 minute quarters with a 25 second runoff. Now, the clock wouldn't run off until I selected a play. So, I still wasted 10+ seconds just selecting a play, then the clock would run down to 10 seconds left. So, I was still picking plays and taking a long time to get through games. But I still played on 15 minute quarters to get realistic stats. Accelerated clock helped me get those stats while speeding up the game too.

How I see GameFlow speeding up the game is, I will no longer select a play. So now when I run a play, I'll be back up at the line and the accelerated clock will run off. i won't have wasted 10+ seconds digging through my playbook. That 10 seconds will add up. Say on average it saves me 7 seconds a play. Now, I would run between 55-70 offensive plays a game. So that is about 6-8 minutes at the least saved. Now, it took me longer than 7 seconds to select a play on average, but thats showing you how it will still save time. If I did the real calculations of around 10-15 seconds selecting a play, then thats like 12-15 minutes saved.
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Old 04-27-2010, 07:57 PM   #58
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Question Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

After watching that I am not totally writing off the feature and am looking forward to playing with it. I am curious if we will (and assuming my friends use the feature) be able to save playbooks on a memory card and bring it over to my / their system(s) so we do not have to set up a new playbook one each and every system we play it on.

Last edited by Eclipso; 04-27-2010 at 08:00 PM. Reason: re-wording
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Old 04-27-2010, 08:03 PM   #59
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

i think it looks awsome!,remember guys this thing isnt even fully done yet,they got four more months to polish and get stuff right. i know im stoked
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Old 04-27-2010, 08:17 PM   #60
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

i like it too.. i hope it comes preset up with the coordinators tendencies though.
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Old 04-27-2010, 08:30 PM   #61
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

the running animations look much improved but the pro-tek must be off or something cause the tackling looks terrible but its only april i hope this will be addressed
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Old 04-27-2010, 08:39 PM   #62
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

To me it almost seems like the only thing in the game is locomotion and the stuff in madden 10 was taken out? I mean the pocket seems to be missing as well idk. I thought logically you build on top of what you had the year before.
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Old 04-27-2010, 08:45 PM   #63
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

The devs kind of missed the boat on the fact that the games take 60 mins to play.

I don't mind playing a 60min football game, what I mind is I CANNOT SAVE THE GAME while I'm playing and pick up the same game where I saved it at a later time.

In game saves negate the need to speed up game time. I just want to be able to do an in game save if something comes up that's all.
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Old 04-27-2010, 09:08 PM   #64
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Re: Madden NFL 11 Video: Developer Series - Gameflow. Gameplanning. Locomotion.

Pylons are still static and the sidelines still look horrible.

Locomotion looks great though.
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