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First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

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Old 04-07-2013, 11:18 AM   #161
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

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Originally Posted by Trick13
I think the XP system is an area where the reverse is true. You want a more "sim" experience
Drop XP and replace it with an actual realistic progression model. Or better yet, the default should be the realistic progression model with an option to turn on arcade XP progression.
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Old 04-07-2013, 11:39 AM   #162
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

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Originally Posted by bucky60
Drop XP and replace it with an actual realistic progression model. Or better yet, the default should be the realistic progression model with an option to turn on arcade XP progression.
I would prefer that route as well, but EA is likely going to stick with the current XP setup, so at least they could give us options like I mentioned so we can customize it to our liking...
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Old 04-07-2013, 02:30 PM   #163
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In respect to my opinion on what I expect from this run free feature, here is my two cents:

1. The 1st paragraph supposes this will be the year of the run.

Come the release of M25 (14) it will make the anniversary of the run game as it was about 7 series ago that the run to daylight feature premiered.

Since the dawn of those days we have seen the run game take a detrimental slide in turn control - now they are resurrecting the acclaimed fundamentals from years back.

2. Who will be on the cover should tell a million words.

This year is perhaps the gr8est cover fail. In years past the cover boy hinted that that position would garner favored attention.

This year CJ Jr was the cover boy and yet WRs failed to play like poster boys let alone CJ. The QB dictated the success. WRs struggle to go up for the ball.. they dont play to their roles like years past when a WR was not even on the cover.. I see it as a great blunder to showcase a WR cover and not showcase WR prowess with the Infinity Engine.

The above tells me that this image of Von Miller being bowled over by Arian Foster can be very misleading.

The direction of the series is becomming more and more mixed messaged and this wishy washy plattering is certainly detrimental to the companys success if they continue to resist connecting the dots and prevailing to do this off the cuff to their own beat

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Old 04-07-2013, 02:43 PM   #164
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

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Originally Posted by roadman
I still feel one of the issues is that EA markets the game as a sim and it's not. They are trying to appease everyone, including hard core, to sims, to tourney, to casual, all in one neat $65.00 package.

It's all about the marketing, though.
I am sure you are aware of my stance on this "marketing" claim so I won't rehash it yet again. What I will say is the problem is there is no line drawn for "marketing", when the people that literally create the game are intentionally "marketing" too when describing the functionality of the game.

What I mean is, of course the game itself is another form of marketing because, if I like what I see with the actual game, I will be more interested in buying. However, with regard to realism/sim for Madden this goes to a whole other place with devs, designers, etc, embellishing about what the game is capable of. I don't have anything personal against Victor Lugo but that's poor form, imo for EA Tiburon to put him out front to tout his impressive resume in physics to gain credibility with the public for IE then have him state "you will never see the same tackle twice", which is just not true. That's no isolated incident either, they do that with many of their staff, Larry Richart, Clint Oldenburg, Cam Weber, Josh Looman, potentially Kolbe from The Show, etc. Have them tout their experience or expertise in a given area to gain credibility, then use them to embellish some aspect of the game for marketing.
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Old 04-07-2013, 03:00 PM   #165
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

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Originally Posted by Trick13
The aspect I do not understand about the "it is a video game" argument, is that the things the "sim" crowd wants could easily be "opt out" or "toggle" features.

Adaptive AI isn't fun for you, or you want a tourney where the user has to micro-manage every aspect of the game, just go into the menu and turn it off.

I think the XP system is an area where the reverse is true. You want a more "sim" experience, EA could allow you to customize it by turning on/off access to each attribute and the DEV upgrades. So, for me I would turn off the following attributes or ratings, meaning they would be blocked from progression and would not appear as an option within the progress player packages;
SPD
INJ
TGH
SPC
JMP
THP
and the DEV packages

Which would mean if I draft a QB with 86 THP, 77 INJ, 85 TGH and SLOW DEV then I just drafted an injury prone QB who will likely never develop into much more than a journeyman backup
Add in an option to turn off "scouting" DEV in a league with honest "sim' players who don't go looking for draft spoilers or "cheat sheets" and now you have a system that would truly allow for "simulated bust picks".

Allow the option to be like sliders, where we can choose options to "block" the CPU from progressing and maybe the community could find some settings that allow the CPU to be much better at progression, because they wouldn't be wasting all the XP on TGH.

Add another option to set the CPU teams so they can see DEV, have all the positional XP upgrades so that the CPU gets max points for goal accomplishment and now you have much tougher CPU teams to battle against, without having to set as many "house" rules to limit your own XP practices.

Custom rosters, playbooks should be be available as on/off options for online or offline CCMs.

EA has done that in the past - vision cone, auto-sprint, salary cap, trade deadline, injuries, pre-existing injuries, and so forth. So it seems to me they can (if they wish) offer up both sim and arcade aspects while allowing the users and leagues to find the balance of those aspects that fit best the experience they are looking for.

Anything less, at this point, is cruel and unusual punishment.
The lack of an extensive/functioning options/sliders is one my biggest complaints about Madden/NCAA this gen. There will be hell to pay around here if In-Game Saves aren't included this year...Theres no excuse for it and I hope OS hammers them in their review if its missing yet again

While NBA 2k isn't perfect either, its clear the Devs wanted to give their users legit and powerful options to make the game as realistic or unrealistic as they see fit. Theres like 4 or more ways to customize the players speed and overall gamespeed in addition to an expansive ratings and tendency system. Its close to having your own dev kit for gameplay.

I mean it really is staggering and the fruits that are born from great communities like OS can really enhance what already is a solid base of a game.

I'll give credit to Tiburon for at least adding the "communites" feature but stacked up against the other top sports games....they're still stuck in the stone ages
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Old 04-07-2013, 03:09 PM   #166
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

The marketing of EA is not directed at the sim crowd at all. Ryan Moody always mentions in his videos that EA is obsessed with the highlight plays. Every trailer that is released is tons of quick snippets of trucking, glitchy jukes and absurd flip hits...etc.
As a true sim player, I'd love to see a trailer where they show a play from the broadcast angle, exhibiting great blocking, realistic animations..etc. I wouldn't even care if it was an incomplete pass play! I'm just so sick of seeing the hype and exaggerated animations that EA uses in its madden trailers.

I think ea releasing a screenshot of arian trucking miller shows how out of touch they are with their true fan base. All it shows is unrealistic outcomes... oh and that one of the best RB's in the game still has a generic face...smh
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Old 04-07-2013, 04:58 PM   #167
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

Quote:
Originally Posted by tfer717
The marketing of EA is not directed at the sim crowd at all. Ryan Moody always mentions in his videos that EA is obsessed with the highlight plays. Every trailer that is released is tons of quick snippets of trucking, glitchy jukes and absurd flip hits...etc.
As a true sim player, I'd love to see a trailer where they show a play from the broadcast angle, exhibiting great blocking, realistic animations..etc. I wouldn't even care if it was an incomplete pass play! I'm just so sick of seeing the hype and exaggerated animations that EA uses in its madden trailers.
YES!!!! Tiburon never seems to try to make their games appear like they aren't games. It's seems like they try to constantly remind you that you're playing a video game instead of suspending reality. The only Madden I ever had to do a double take at was 12 because they captured the pre/post play cameras perfectly, and yet they removed them for 13 with no explanation smdh.

I would love to see a Madden trailer one day where it's just a couple plays shown from the broadcast cam that tricks you for a second into thinking it's real because of the presentation and animations. Hopefully next gen.
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Old 04-07-2013, 04:59 PM   #168
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Re: First Madden NFL 25 Screenshot, First Details on Run Free Ball Carrier Feature

EA doesn't really have to market to the "sim" crowd, as shown by this entire console generation thus far. The game sells day 1 regardless of what they do. The quality of the game, although I would rate it a C-, does not impact sales.

I have come to terms with that fact. What I can not come to terms with is the fact that with seemingly moderate effort EA could put features/ options into the game to satisfy both extremes.

Ship the game with options for "levels" of adaptive AI, which according to a post here is in the game but overly dumbed down for fun factor. So put it in as a slider setting.

EA could satisfy the "sim" crowd and still sell to the throngs of "casual" gamers all at once if they just put a bigger emphasis on gamer customization with a more robust set of toggles/sliders and what not.
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