I think for this game to succeed we'd have to see the graphics of an EA game, the physics engine of Backbreaker, and the gameplay of All Pro 2K.
This game would have to focus on realism. You can't take short cuts. Real arenas, real players, real equipment.
Presentation would have to be a strong point too IMO. I'm not sure who they could get in the booth but it has to be well thought out and planned as well as fresh and not robotic.
I think this game could work but A LOT of work would have to be put into it to appeal to the casual folks. The die hard, open minded football fans would have no problem buying something fresh..
I believe a game such as this or one containing the CFL heck even the UFL could work and I would try each one if they made the game fun. Competition breeds excellence gentlemen and ladies
I believe a game such as this or one containing the CFL heck even the UFL could work and I would try each one if they made the game fun. Competition breeds excellence gentlemen and ladies
Competition is good for sure, but it doesn't have to be the be all and end all of things. As long as the developers look at things the right way a successful game could be made. Of course that might be easier said than done, but it's true in theory.
I think for this game to succeed we'd have to see the graphics of an EA game, the physics engine of Backbreaker, and the gameplay of All Pro 2K.
This game would have to focus on realism. You can't take short cuts. Real arenas, real players, real equipment.
Presentation would have to be a strong point too IMO. I'm not sure who they could get in the booth but it has to be well thought out and planned as well as fresh and not robotic.
I think this game could work but A LOT of work would have to be put into it to appeal to the casual folks. The die hard, open minded football fans would have no problem buying something fresh..
This is the problem EA developers run into. Obviously, they have the resources to put the true X's & O's into the game and focus more on simulation football, but they also must appeal to the casual fan... those who comprise a massive chunk of the Madden & NFL fanbase. So the devs are put in a no win situation: the suits demand more to make the game for mass appeal to live up to the multi-million units sold each year, while hardcore fans want real football and the developers are left unable to please anyone.
__________________ My Arte PS5: El_Greazy
Playing: College Football 2025, WWE 2K24, FIFA 21, Among Us, Party Animals
This is the problem EA developers run into. Obviously, they have the resources to put the true X's & O's into the game and focus more on simulation football, but they also must appeal to the casual fan... those who comprise a massive chunk of the Madden & NFL fanbase. So the devs are put in a no win situation: the suits demand more to make the game for mass appeal to live up to the multi-million units sold each year, while hardcore fans want real football and the developers are left unable to please anyone.
What is a casual fan anyway? Are they stick jockeys that appreciate "twitch movement" over cerebral formation study or are the casual fans the ones that don't pick up Madden at midnight because they only have a casual interest in plucking down $60+ so they'll wait till the next morning or maybe even wait till 3PM because of their disinterest (ho hum).
There is no casual Madden fan. There are just those that are more easily satisfied with the game and those that are not. Sales of Madden 2012 (all platforms) are half of those for Madden 2007, so this "marketing" to sim and stick gamers is not working.
Ea has been trying to make the most realistic game possible and has failed. Check out the proposed changes this year:
Spoiler
Passing Game
EA improved the left-analog stick passing controls so you can place the ball on a receiver's back shoulder, out toward the sideline, up high, down low, and other places where only your receiver can get it.
Madden 13 integrates new pass trajectories and ball speeds to open up more areas of the field in the passing game.
New pass animations speed up the time in which quarterbacks get rid of the ball, including a new shovel pass and specific set-ups for throws on the run.
Pump fakes are now directed toward specific receivers, occur faster, and contain specific animations when performed outside of the pocket.
Like NCAA 13, Madden features more than 20 new quarterback dropbacks, including those for 1/3/5/7-step variations, screens, and plays with auto-pump fake dropbacks. QBs even drop back automatically and set-up in the pocket if you don't touch the left analog stick after the snap.
To improve the receiving, EA is including more than 430 new catch animations, some of which are fueled in part by the changes made to the left-analog passing stick. EA Tiburon says it also wants to make user catches easier to do by slowing down players when they select a receiver.
The quarterbacks have new moves for avoiding the pass rush. A slowed down pocket speed give you more control when you're trying to not get sacked.
EA tweaked play-action to include an abort command that cancels the animation for those situations where a defender is barreling in unabated. The play-action also unravels faster in general. Running backs should be better in blocking after the fake (as well as release for passes) and defenders will be faked out more by play-action.
Receivers have timing windows in their routes. When they expect the ball they'll turn their head to the quarterback. Until this time, their passing icons are grayed out. Passing to a receiver who isn't expecting the ball will often result in an incompletion. However, receivers will sometimes look for the ball earlier if the cornerback across the line of scrimmage blitzes or the receiver beats the jam at the line.
AI
Neither receivers nor defensive backs react to a ball unless they are expecting it (like in the case of a quick slant for receivers) or they have their heads turned and are looking at it. This should hopefully do away with the psychic defensive backs from past Madden games.
Defenses line-up opposite receivers in a best-on-best designation. This prevents your linebacker from matching up against an elite wide receiver lined up in the slot, for instance.
Defenses disguise their man or zone coverage before the snap so offenses can't try to use motion to uncover the defense's plans.
Defenders use different coverage techniques such as off coverage (where they start seven or so yards off the line of scrimmage and attempt to read the ball), trail techniques (including hand fighting), and split techniques (where the linebacker stands between the tight end and slot receiver).
New animations allow for simultaneous tackles while the ball is being caught (including being able to knock out the ball in mid-air), and in general the development team says it's been working on the interplay between players while the ball is in the air.
EA promises enhanced AI playcalling for two-minute drill, goal line, clock draining, and red zone situations.
Tell me they're worried about arcade gamers. They realize the more realistic they make the game (Phil Simms and Jim Nanz have over 9000 unique lines) the more the sales will go up. That's been their goal from day one.