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Breaking Down Madden: Core Experience and Audience

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Old 08-21-2012, 04:54 PM   #17
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Interesting to me that he considers accelerated clock as a "casual" feature. I love it because it's more realistic to the actual game and feel it's a more "hardcore" feature. Also interesting to me is how he feels that authentic player entrances and authentic crowd chants as casual as well, as I know a lot of OSers have asked for them as part of a more authentic experience.
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Old 08-21-2012, 05:36 PM   #18
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great points
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Old 08-21-2012, 05:40 PM   #19
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Re: Breaking Down Madden: Core Experience and Audience

Pretty neat little flow chart. I noticed accelerated clocks was mentioned in '11 but hasn't that been in since '04? Also, I would not consider that a "casual fan" feature. As a hardcore player accelerated clocks is a MUST HAVE for full quarters. I've been wishlisting it for years in NCAA. It's the only way to get sim possession time.
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Old 08-21-2012, 05:44 PM   #20
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Re: Breaking Down Madden: Core Experience and Audience

Quote:
Originally Posted by jpdavis82
You don't give Madden much credit for when they do something for the hardcore.
Like when?
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Old 08-21-2012, 05:47 PM   #21
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Re: Breaking Down Madden: Core Experience and Audience

Quote:
Originally Posted by StrawHat Patriot
Like when?
Like when they introduce a pass-ready system that prevents you from throwing to a receiver at any time you want to . That's certainly more for the hardcore crowd.
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Old 08-21-2012, 06:06 PM   #22
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Quote:
Originally Posted by jpdavis82
LOL, I'm surprised you didn't say it was a win for the casual. The only thing M13 did for the casual was probably piss them off, no fantasy drafts, no option to control all the teams in Connected Careers, trying to remove nanos.
JP; They didnt just piss off the casual fans with those removed features. I consider myself a hardcore offline franchise player and I am pretty frustrated with those features removed. However, I am giving them credit for everything new in the game right now. Step in the right direction, I only hope that they allow those options back in next year. I don't care about editing ratings but editing equipment, numbers and positions is something that the Hardcore offline gamer needs in order to account for the mistakes made by EA. Hopefully return of offline co-op in franchise and other features like fantasy draft make their way back in next year. I am very much looking forward to CC and IE though!
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Old 08-21-2012, 06:25 PM   #23
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Re: Breaking Down Madden: Core Experience and Audience

That chart is simply inaccurate.

Online franchise was introduced in Madden 10, not 09.

Accelerated clock was also brought back in Madden 10 and it is a hardcore simulation mechanic to SIMULATE the time it takes to change personnel and call a play into the huddle.

NFL Game Plans were another Hardcore simulation/realism addition.
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Old 08-21-2012, 06:40 PM   #24
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Re: Breaking Down Madden: Core Experience and Audience

No I mean when I have not gave credit to Madden being hardcore?
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