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In all honesty, EA needs to completely overhaul their attributes and bring them more in-line with what professional talent evaluators look for when grading prospects. To be clear, the grading of prospects is simply attempting to quantify the qualifiable traits that a player possesses. The big professional scouting services, as well as each NFL team's in-house scouting departments, all attempt to do this. Although what they look for can vary a little bit, most of them are looking for the same things at each position. I posit that EA needs to utilize such sources to mimic what the pros do in real life.
This all starts with the analysis of professional scouting sheets. BLESTO and National handle most of the NFL team's scouting responsibilities for college players who become draft eligible every year. However, every NFL team has their own in-house department that grades current NFL players and free agents on a monthly or even weekly basis. Once again, although the grading system may differ from one team to another, most teams are always looking for the same things from their players.
To expand on this, consider the QB position. Here are the traits that National, BLESTO, and an NFL Front Office (which supplies datat to FBGRatings.com) deem as being important for the QB position. In this example, the SAME PLAYER is used as I was able to pull his reports from each source:
National: Scale from 0.0 (low) to 10.0 (high).
Quick Set Up
Quick Delivery/Release
Arm Strength/Velocity
Judgement
Poise
Leadership
Accuracy Short/Touch
Accuracy Long/Touch
Awareness/Slide in Pocket
Anticipation/Timing
Locate 2nd Receiver
Scramble/Throw on Run
BLESTO: 2.40 (low) to 0.00 (high).
Set Up
Reading Defenses
Release
Arm Strength
Accuracy
Touch
Poise
Leadership
Pocket Movement
Scrambling Ability
In-House NFL Front Office: 0.0 (low) to 5.0 (high).
Arm Strength
Footwork/Scrambling Ability
10-25yd Pass Accuracy
Reads
Release
Holds (special teams)
0-10yd Pass Accuracy
Field General
Ball Security
25+ Pass Accuracy
As you can see, all three are not identical, but more or less look for many of the same things. What differs most is the scale for each.
When you analyze what these professional scouts look for and compare it to the attributes in Madden, you find some differences that are pretty wide-ranging. Did you notice something strange, however? One of the biggest things you will find is that professional evaluators do NOT give a value on the same scale as the technical skills when assigning value to the physical traits. Instead, nearly 100% of the time, they reference the testing results that are used to measure physical abilities for Strength, Explosion, Agility, Speed, and Burst. Such measurables include:
Strength:
1 Rep Max in Bench Press
1 Rep Max in Squat
1 Rep Max in Power Clean
Explosion:
Vertical Jump
Broad Jump
Agility:
Pro Shuttle (lateral agility)
3-cone (radial agility)
Speed and Burst:
10yd Split (during 40 yard dash)
20yd Split (during 40 yard dash)
40yd Split (during 40 yard dash)
These scouts NEVER assign a graded value to these 5 physical traits. They always reference the trial results. This leads me to conclude that if EA is really interested in making this game as true to life as possible, they would adopt such a system. They should overhaul all of the attributes by adding in ones that are not yet present (Poise, Leadership, Release for QBs) and get rid of ones that are not even evaluated (IBL, RBS, PBS, RBF, PBF, SPM, JKM, etc).
Further, EA should do away with the 0-100 scale for the 5 physical attributes and replace them with testing numbers instead. This would allow users, like real-life talent evaluators, to evaluate the physical skills as a scout would do. It would teach users how to evaluate physical talent and make them more accustomed to player evaluation more in line with how players are really evaluated in real life.
Instead of seeing a STR rating, you would see the player's Bench, Squat, and Power Clean numbers. Instead of a SPD and ACC rating, you would see his 40 time splits and could then differentiate between a player who accelerates quickly, but doesn't have great top end speed, from a player with slow acceleration, but great top end speed. If you want to know who may be good at doing a spin move about a radial center, look at the 3-cone time. If you want to know who may have a solid juke move laterally, look at the shuttle time. These are characteristics that transfer over to on field results very well and have high correlative values.
I would also like to see them use a real scouting scale instead of the 0-100 scale they currently use. Find a scale that works and adopt it. If pros use these scales to evaluate and assign values to talent levels, why can't Madden?
One final change I would like is the ability to turn off the OVR or make the OVR value better mimic real scouting formulas for which they are derived. Did you know that 32% of a QBs OVR rating is based on his THP? Yet, these scouting services give it the same value as every other trait! Why is that? The OVR either needs to be overhauled or done away with.
In summation, EA needs to completely overhaul the ratings to make them more in line with real data and metrics. This is supposed to be a next-generation game. I can think of nothing better to make this game mimic real life more than evaluating their ratings system and making changes to it outside of making this a true physics-based game.
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