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Madden NFL 12 Has Twice as Many People Working on Core Gameplay

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Old 04-23-2011, 09:09 PM   #41
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

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Originally Posted by LiquorLogic
Yeah, but at least we see some sort of change in the way they're operating. Doubling the staff means that they realize that there's a problem; otherwise, why double the staff ?

When Ortiz left, Ian replaced him, but what inside Tiburon actually changed. You basically had the same staff with no perspective from the outside. Now, there are a lot of fresh eyes and more man power.
Agreed.

Still not enough to get me really excited since EA has burned its fans too many times, but its at least providing more hope than before. I liked Ian, but IMO, he wasnt the Madden savior or even close to it that some made him to be. He was just a member of the old tired team that put together the other crappy Madden's. I think Madden 10 improved mostly due to the major backlash from Madden 09, and not so much Ian taking over. Madden 11 was a joke in terms of improvements.

I am more hopeful for 12, but I guess we will find out over the next few months if that optimism was misguided.
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Old 04-23-2011, 09:13 PM   #42
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

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Originally Posted by 43M
Agreed.

Still not enough to get me really excited since EA has burned its fans too many times, but its at least providing more hope than before. I liked Ian, but IMO, he wasnt the Madden savior or even close to it that some made him to be. He was just a member of the old tired team that put together the other crappy Madden's. I think Madden 10 improved mostly due to the major backlash from Madden 09, and not so much Ian taking over. Madden 11 was a joke in terms of improvements.

I am more hopeful for 12, but I guess we will find out over the next few months if that optimism was misguided.
Well, Ian made a impact on 12, so, like you said, we'll have to see how that turns out.
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Old 04-23-2011, 09:40 PM   #43
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

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Originally Posted by BlueNGold
I think the running controls are fine with the dual analog control, but I agree about the hot routing. I miss the secondary hot routing as well, like being able to select individual DBs to press instead of all of them.
The current control scheme for running the ball is fine, but for me personally I liked the ps2 controls better. We had stiff arms with its own buttons , and they also were important in switching hands to protect the ball. We had quick jukes, plus the moves on the right analog stick. It was deeper, and is why I enjoyed it more.

Yes the way we were able to individually bump and run our DB's was a great thing. It helped big time to avoid the defenders running into each other when there was a trips package.

What I would love to see one day is the ability to tell a defender what route to watch for. This would be insane to have. I'm sure you can see how this can really help or hurt you when you use it, but it would really help for players that do obvious routes with their receivers.

Last edited by Tyrant8RDFL; 04-23-2011 at 09:43 PM.
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Old 04-24-2011, 01:14 AM   #44
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

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Originally Posted by BlueNGold
I think the running controls are fine with the dual analog control, but I agree about the hot routing. I miss the secondary hot routing as well, like being able to select individual DBs to press instead of all of them.
I read where a lot of people ask for these defensive features to return but I have a totally different take on this. I want them to streamline the current offensive/defensive adjustments and forget about adding most of what the past EA football games did. The reason being, they way it is done now and the way it was done then, don't seem to translate in a realistic way in the game.

I think having an offensive system that along with each play called are two preset customizable audibles per formation ( this is basically a QB going on the field with 3 play choices), every passing play having ONE pre-snap hot read/route and basically the same on field adjustments currently available minus full playbooks and multiple hot routing.

Defensively, tiered play calling with each play called having two preset customizable audibles per formation along with an option in the playcall screen to disguise the defense, ALL coverage assignments/adjustments handled in the defensive match-up screen ( just like with NBA 2k11), defensive Commit option for run, pass, PA and screen pass( if they commit and guess wrong big play opportunity, great last-gen option) and the same current on the field adjustments minus full defensive playbook, secondary and individual defensive player adjustments.( No more group press/play off coverage adjustments, freestyle blitzers or spontaneous double coverage). The only player the user can "freestyle" with, is the ONE the user is manually controlling.

This would eliminate the sandlot feel of "drawing up offensive/defensive plays in the dirt" AT THE LOS and actually give the games a realistic polish when play calling and game planning. Game planning should be done pregame, play calling done on the sideline during the game, coaching adjustments made based on the game and on the field, play the game.
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Old 04-24-2011, 01:42 AM   #45
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

wait, now they're starting a new three year plan. but this game was supposed to be the end of the last three year plan to make the game awesome. so if this game fails, i guess we have to wait another three years before we're back to waiting for the next great madden game. right?
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Old 04-24-2011, 01:42 AM   #46
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some people dnt care & some do but how are they going about scanning faces? Greg Jones from the Jags was in it last year & now its a generic likeness.. are more players/starters going to be scanned or similar likeness? iwish they had a list of who was done in 11 so people can see... for those who care about player likeness anyways
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Old 04-24-2011, 11:39 AM   #47
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

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Originally Posted by Thinking Out Loud
I read where a lot of people ask for these defensive features to return but I have a totally different take on this. I want them to streamline the current offensive/defensive adjustments and forget about adding most of what the past EA football games did. The reason being, they way it is done now and the way it was done then, don't seem to translate in a realistic way in the game.

I think having an offensive system that along with each play called are two preset customizable audibles per formation ( this is basically a QB going on the field with 3 play choices), every passing play having ONE pre-snap hot read/route and basically the same on field adjustments currently available minus full playbooks and multiple hot routing.

Defensively, tiered play calling with each play called having two preset customizable audibles per formation along with an option in the playcall screen to disguise the defense, ALL coverage assignments/adjustments handled in the defensive match-up screen ( just like with NBA 2k11), defensive Commit option for run, pass, PA and screen pass( if they commit and guess wrong big play opportunity, great last-gen option) and the same current on the field adjustments minus full defensive playbook, secondary and individual defensive player adjustments.( No more group press/play off coverage adjustments, freestyle blitzers or spontaneous double coverage). The only player the user can "freestyle" with, is the ONE the user is manually controlling.

This would eliminate the sandlot feel of "drawing up offensive/defensive plays in the dirt" AT THE LOS and actually give the games a realistic polish when play calling and game planning. Game planning should be done pregame, play calling done on the sideline during the game, coaching adjustments made based on the game and on the field, play the game.
Great post and I definitely agree with all of what you said. I never did like how you could basically draw up your own play on the fly just at the LOS. That's pretty unrealistic and a big reason why I actually liked the strategy pad last year. Sure, it might not have been as responsive as the past pre-play controls, but for the most part it kept people from creating a lot of those cheap pre-play exploits.

BTW welcome to OS. Just realized you're a new member. It's not often we get solid posters that are brand new.
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Old 04-24-2011, 01:10 PM   #48
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Re: Madden NFL 12 Has Twice as Many People Working on Core Gameplay

Why does EA feel this is newsworthy?? IMHO, it reeks of a marketing ploy to suck people back in and build the hype once again. It wouldn't matter if they hired every man, woman and child on earth, because that doesn't equate to being a better product.

What they NEED is people who really GET football....radical fans of the game who will not settle for a sub-par representation of what the game of football entails.

People like those at 2k who clearly LOVE the game of basketball, and it shows in their final product.

Give me an NFL game that is represented like that, and you will never hear another complaint from me. And I'd buy that game with ZERO hype and marketing.
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