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Madden 2010 News Post

WOW! What a way to end a half!!!!

Well Madden (and NFL) fans, as promised, we’re bringing you a sneak peek at Madden NFL 10 by releasing a feature that you’ll see in this year’s game! Remember, it’s only a mere 6½ months away!

We have a big goal as a team this year - to relay out as much information as possible. Hopefully in the process we can make the development of this game extremely transparent so you all, the fans, can get an inside look at how the game gets made. In doing so, we’ll often be discussing new features with you as they are finalized and polished, meaning that each and every one of you out there can give suggestions directly to us to try and shape the game towards your preferred direction. Madden NFL as a Franchise has one overarching goal it has to reach every year, and that is to be the best sports game in history. I’m going to leave the discussion to you all on whether we’ve reached that goal in year’s past, but I do know that now we all get to be a part of making it happen this year. You are no longer posting to forums in vain!

So as we sat down as a team and tried to decide what information we wanted to release first, it really made the most sense to focus more on the technical details for the first part of the year. This is for a couple of reasons – one, the majority of the people looking into Madden info right now are most likely going to be the more hardcore fans (who appreciate the details), and two, we obviously want to save more of the big name feature stuff for later in the year closer to launch time. You should see this theme continue throughout the first few months of our updates. Another reason we really like this approach is that some updates (this post included) are purely about new technology that actually hasn’t been fully fleshed out in the game yet. So the hope is that we can take feedback from the community in regards to maybe new ideas they’d like to see us implement with the new technology. This is one of the most exciting aspects for us as a team in regards to our interaction with the community throughout the development cycle for Madden NFL 10.

Enough talk – on to the new stuff!

Let me tell you a story of playing Madden NFL.
It’s 3rd and 10, and I’m down 14-7 against my buddy over Xbox LIVE. He’s a pretty conservative player, so I know he’ll sit his safeties back a bit and stay with man coverage on my outside receivers. I’m going to try and send my slot WR on a deep fly to clear the safety out, and hit my #1 WR on a Deep In. I saw Kurt Warner and the Rams with their "greatest show on turf" make this look easy week after week in the late 90’s! So I take the snap and analyze the situation quickly – no blitz, and the safeties are dropping out…money. I wish I was better at going through progressions, but I’m not - I’m pretty much watching my #1 WR all the way. He’s just coming out of his break on the deep in, and he’s got at least 2 steps on the defender trailing him in man coverage. I fire it in there, a perfect bullet pass where I think only he can catch it. Right before the ball gets to him the DB turns around and in one quick motion steps in front, picks it off, and is headed back the other way. HUH? THE DB NEVER EVEN SAW THE BALL!!

Ever happened to you? Did your controller survive to tell the tale?

It is my pleasure to introduce Madden’s newest piece of technology, one that is also shared within many of the EA SPORTS games, called "Procedural Awareness". What is it? We’ll you’ve likely heard of “head tracking” with IK. If you haven’t, it’s a way to turn the players head around to face a target dynamically, without the need for canned animations. Well, think of Procedural Awareness (PA for short) as the “next-gen” version of head tracking. Since it is so early in the year, unfortunately I can’t show you any videos of it running in the game, but I can show some “tech demos” of sorts:



This is definitely pretty cool stuff…we can tune how fast the player switches between different targets, and then also how he behaves when he locks on and follows a target. You can already envision this being used by DB’s and WR’s when the ball is thrown, QB’s as they go through progressions, safeties as they drop in zone, and obviously many more cases. In terms of visual fidelity, PA is also a major step up from any other normal IK head tracking solution. We’re in the middle of some changes so I would rather not show you our player model’s face in the tool (his jaw is missing…it isn’t pretty ), but I can show a video of PA running in the tool with an NBA Live player model – Dwayne Wade. This shows off how the eyes track along with the head, the ability to dynamically “blink”, some really smooth blending between different targets, and even how the spine and shoulders can be “pulled” to follow the eyes/head as well:



There’s one last cool feature within PA, and that is a concept of “procedural attitudes”. An attitude is basically a collection of a bunch of different variables that alter the way a player “looks” while he is head tracking. So for the above videos, you basically saw just one attitude – “alert”. But PA allows you to not only just tweak how quickly he reacts and the amount of time it takes him to switch targets and such, but you can also toy with a big collection of variables for players to actually express emotion with their head and eye movement. A big problem in many sports games is making characters feel “alive” – and it applies to Madden often times as soon as the play is over. You don’t want to see a bunch of zombies walking around, but you also don’t want to spend months writing code and adding animations to make players act a little more lifelike (especially when there are so many features we need to attack to more realistically emulate football gameplay). Here’s where PA helps tremendously…it allows artists to create subtle emotional attitudes for players without the need of an engineer. Again there is ZERO canned animation at work here…it’s all totally dynamic and can be created by an animator adjusting a few sliders in the tool. Below is an example video of a few attitudes:



Alright, so what’s Procedural Awareness in a nutshell?
“The ability to procedurally manipulate the spine, neck, head, and eyes on a player in the game; and also add layers of emotion/attitudes on top of those manipulations”.

So the videos really just showcase the technology…not how we implement that technology in our game to actually change the way the game is played. My story above about getting picked off by a DB that can’t see the ball? Well now we can make a DB track the ball realistically and we’ll make sure that he has a true line of sight before he can make a play on the ball. And if/when he gets burned, he can dynamically look down and shake his head with zero new animations or engineering support.

A very exciting thing for our team while posting this is that we are not using PA’s full functionality in the game right now. We have the standard “alert” attitude hooked up for 1) DB’s and WR’s to track the ball, 2) defenders to track the ballcarrier, and 3) the ballcarrier to track threats. So I'm passing it off to you guys:

- Where else would you like to see PA active?
- Are there any new attitudes would you like to see?
- Do you have any suggestions on the best area you think we should actually use the attitudes that we’ve created?

We will follow up in a few months (once we’re actually showing videos of the game) and show what all we changed/added thanks to community feedback. I personally can’t wait!

Enjoy the rest of the Super Bowl!

- Ian Cummings
Lead Designer, Madden NFL 10

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Member Comments
# 221 adembroski @ 02/03/09 11:34 PM
Just to add something to the user control debate...

I think user control should be contextual. You should be able to ATTEMPT anything you want, and have an immediate, responsive action. However, if your defender is facing the receiver rather than the ball, he'll play the receivers eyes rather than the football... I've been referencing Larry Fitzgerald's first touchdown in the Superbowl as an example... the defender did his best, had great coverage, but couldn't see the ball, and Fitz brought it in.

So if I make a swat ball action while not facing the ball, the player will try to make a play where it looks like the offensive player is expecting the ball, and a great receiver will still make the play.

What I fear is the defenders becoming complete morons when not facing the play. When in man coverage, you're rarely in position to see the ball. You make the play by reacting to the receiver. They need to be capable of doing that.
 
# 222 NYyankz225 @ 02/03/09 11:52 PM
Quote:
Originally Posted by adembroski
Just to add something to the user control debate...

I think user control should be contextual. You should be able to ATTEMPT anything you want, and have an immediate, responsive action. However, if your defender is facing the receiver rather than the ball, he'll play the receivers eyes rather than the football... I've been referencing Larry Fitzgerald's first touchdown in the Superbowl as an example... the defender did his best, had great coverage, but couldn't see the ball, and Fitz brought it in.

So if I make a swat ball action while not facing the ball, the player will try to make a play where it looks like the offensive player is expecting the ball, and a great receiver will still make the play.

What I fear is the defenders becoming complete morons when not facing the play. When in man coverage, you're rarely in position to see the ball. You make the play by reacting to the receiver. They need to be capable of doing that.
That's exactly what I said. I agree completely.

You shouldn't take control away from the user...if they want to swat the ball when they're not looking they should be able to. But there should be the appropriate "penalty" (the term I was using) based on the situation. If you're not looking and you try to swat the ball you should be a lot less accurate.
 
# 223 adembroski @ 02/04/09 12:21 AM
Quote:
Originally Posted by NYyankz225
That's exactly what I said. I agree completely.

You shouldn't take control away from the user...if they want to swat the ball when they're not looking they should be able to. But there should be the appropriate "penalty" (the term I was using) based on the situation. If you're not looking and you try to swat the ball you should be a lot less accurate.
I wasn't really trying to repeat, but build on your statement. The point I was trying to make, however, is to make the animation/action contextual. Not just swat at the ball, but change the way the player on the field responds to the button press.

Take a standard long fade route. If I'm the corner in man, I'm running stride for stride with the receiver. My eyes are on his eyes, not the ball. If I'm in zone at safety, then I'm backpeddling then coming forward for the ball in the air... very different contexts.

So, as the safety, I press the swat button coming forward. The player will leap and try to make a play on the ball at it's highest point. However, if I'm the corner in that circumstance, the player is going to put a hand up in the receiver's face and between his arms to knock it away at the last moment. Clearly, the safety has a better chance of making the play.

So it's not so much a penalty, it's an organic, contextual response that creates the appropriate advantageous and disadvantageous circumstance.
 
# 224 wolfpack @ 02/04/09 10:05 AM
I have always wanted some sort of control over whether my WR or DB jumps for the ball. It has always seemed random to me in NCAA or Madden.

So, maybe something like this could be tied to the PA. If my DB or WR has tracked the ball, a one-tap on the catch button will make him attempt to reach for the ball and a double-tap will allow him to jump for it.

But if his head has not tracked it, a one-tap and a double-tap will react the same way.... a random flailing of the arms to swat at the ball.

I think this would be kind of cool too in setting up some different types of Pass Interference calls. If your DB is not in position (ie. is not aware of where the ball is) and you attempt to swat at the ball, you could get called for Pass Interference since you're not looking back for the ball. I would hope this would not be called too often, though. But if it was blatant, it would add a new type of Pass Interference. Then you could have the announcer comment on the play (why it was called) and maybe even have the DB plead his case to the ref to no avail.
 
# 225 Blkcanes @ 02/04/09 11:51 AM
Quote:
Originally Posted by The Sim God
an extra button push to "look" for the ball is non-sense.
itll be the exact same as this year with 1 extra button push. with the amount of games we all play, we will have the extra button poush programmed into our gaming styles within a week and itll be every other madden all over again.

i also agree where if you wait for a db to turn to run with the wr is that THEN is when people will pass the ball.
something needs to be given for throwing the ball in a situation like that when the wr isnt ready. this is when a button push to "look" for the ball would be handy......YET in the nfl if the wr never "looks" for the ball, will the db turn around?!

dont look at things from the madden high view where we see the entiore field and KNOW when the ball is released, even thiough the db back is to the ball. look at it from the wr/db eyes.

and when playing zone it would be sweet if a zone(lbs/cbs/safeties) reads the qb eyes to move coverage around(ss/fs for example, or offensively looking off lbs to open something behind it up).....this is another case where the flashlight(qb vision) should retirn BUT in a different form.
have the qb square their shoulders to pass. same concept as the flashlight except with NO light on the field and reading the qb eyes.
you ever see tom brady look left then throw right without squaring his shoulders? if so its a pick 6....lol

watch mcnabb in the pocket as he goes thru his reads he has that hop in his step while squaring his shoulders to every read so he can be ready to throw.
I mention this earlier, but I think that part that is bold is actually in the game watch the video that Ian showed and look at how it seems like the QB's feet are actually moving so If he wants to throw to the left when facing the right he is ready

Now that I look at the video with the Qb again I really would like to know if the qb is going to actually square is shoulder to throw to his target I hope it's not just stand there see your target then throw he should have to scare up to be accurate
 
# 226 gabs485 @ 02/04/09 12:29 PM
Quote:
Originally Posted by Blkcanes
I mention this earlier, but I think that part that is bold is actually in the game watch the video that Ian showed and look at how it seems like the QB's feet are actually moving so If he wants to throw to the left when facing the right he is ready

Now that I look at the video with the Qb again I really would like to know if the qb is going to actually square is shoulder to throw to his target I hope it's not just stand there see your target then throw he should have to scare up to be accurate
SOMETHING has to be don about the QB PA. Just think about it.
We as user can see the whole field which is a disadvantage for the defense. People would be looking right and throwing left. There has to be some sort of look before passing mechanism for QB PA to work effectively.

Think about it. Bring back the vision cone, same system, No flashligh or visual aid. The great thing about it is that there is not need for a flashlight because defense can now actually read the Qb's head
 
# 227 bgizle @ 02/04/09 05:20 PM
I'm getting excited with PA, but I just have the feeling that we'll be let down and it'll be another 'Cone vision' innovation that never panned out. Maybe I'm a downer.
 
# 228 thudias @ 02/04/09 05:53 PM
Did we get any type of heads up as to when the next announcement will be?
 
# 229 cowboy_kmoney @ 02/04/09 06:57 PM
Quote:
Originally Posted by cedwebb
The more I think about this feature the more excited I get because of what it could mean to gameplay. I was just talking with my bro and I was running this concept by him to get some feedback. He gave me a very interesting idea as far as the tracking of the ball goes.

There have been some suggestions about how this will affect the user controlled players and such. Well some have suggested hitting certain buttons to get the players head to turn and look at the ball which at first I thought would be a great idea. Now my bro is a long time Madden player (all of them) but he just has never had the mad stick skills. So we were talking about players AWR and what that would mean to this new PA feature. We came up with this idea and to me it makes all the sense in the world and would translate easily to Madden players with not so good stick skills to the very best.

Why not make the PA feature directly tied into the AWR rating? With this you don't have to ever worry about turning your players head to find the ball as it is all based soley on the player you are controlling AWR level. The example is this, QB scans the field and throws toward the reciever, now you are controlling the DB but he will start tracking the ball and it will happen based on his AWR. Now once you see the DB turn his head, that is your cue to try and go for the swat or pick. When you hit the swat button before his head turns is where you will get burned or cause PI, or just make a terrible attempt. So you now are just running with the DB and waiting for that right time (head turning) to make the play.

Here is the deal, every DB will have a different level of AWR so they will all react at different times during the play to the ball when in there area. Champ Bailey and his AWR combined all his other attributes should be able to run with WRs and look into the ball for a lot longer than DBs that are rated in the 80's with lower AWR levels. Hope your still following!

Now on the offensive side of the ball the same should be applied to WRs of course. A WR running his route has a ball thrown his direction and depending on his AWR is when he will start to track the ball. So some WRs with low AWR levels will turn there head to track the ball alot later than Vets with great AWR, and that will def make a differnce in him making the catch or not. If the ball is thrown too soon the WR may not even get his head around if he has low AWR and thats when you see a ball go sailing over his head or off by 10 yards.

The whole concept is that players will turn the head toward the ball to make a play based on their AWR level and that is what will make the AWR level acutally mean something. Hope this all made sense.
THIS POST IS SHOULD BE LOOKED AT AND PUT IN TO MADDEN 10 BECAUSE IT FITS THE NEW HEADTRACKING FEATURE.IAN PLEASE TAKE A LOOK AT THIS FOR ALL OUR SAKES AND ADD THIS TO THE GAME.BECAUSE WE SHOULD'NT HAVE TO PUSH ANYMORE BUTTONS THEN WE ALREADY HAVE TO.
 
# 230 blklightning @ 02/04/09 09:52 PM
i like your team's new mantra. hopefully it isn't more marketing bs.

edit:

i don't know if this has been asked yet, as i've only read ian's post via search. is mr. roboto going to be replaced for 2010? in honesty, he kills the atmosphere of the game. he seems disinterested, and thus, makes the game feel dull. i would hate to see '10 brought down due to poor commentary.

if you think it can't happen, just watch a game on cbs. they have the most boring commentators in existence, imo. consequently, they ruin each game they call.

watching games on cbs is good if you need to take a nap but find yourself unable to fall asleep. if you want to stay awake, watch the 4 o'clock game on fox. much better.

i hope this helps to illustrate my point.
 
# 231 brza37 @ 02/05/09 10:36 AM
I shamelessly copied this from some comment here:
http://insideblog.easports.com/archi...irst-look.aspx
But the second part of his post is a great idea and I think it needs more exposure if it hasn't gotten it already. This idea could really make the PA more than just a graphic upgrade.

Quote:
Reek816 said February 01, 2009 1 place to put this feature is on the sidelines. In critical situations, depending on which unit is on the field, if something good/bad happens there should be coaches and players with their helmets off cheering or showing the appropriate expression and/or body language.
Also, since the passing game is going to be affected by this, you all should change the control scheme for passing.
For example:
After the snap, instead of having the face buttons show up over each reciever have the QBs vision on his primary reciever.(which is just a dot under that reciever) We toggle through recievers by pressing the left/right triggers. Then we throw the ball by pressing the face buttons.(Y is for over the head passes, A is for low passes, B/X buttons is to lead in those directions or throwing behind). The bumper buttons is for Lob passes for fade routes.
We should still be able to lead with the Left trigger. Then EA can added QB scrambling to the game with the Right Trigger.(up/down/left/right)
clicking the RT is for throwing the ball away.
This gives the user more control.
Just an EXCELLENT IDEA
 
# 232 BezO @ 02/05/09 11:25 AM
Oh yeah...

I know LBz has mentioned this in other threads, but I'm not sure it's been mentioned in this one. If PA is going to effect users, it needs to be deactivated AS SOON AS a WR puts his hands up for the ball. When a DB is recovering or playing the man(not the ball), he will often watch the WRs eyes/hands and swipe when the WR's eyes get big or he reaches for the ball.
 
# 233 brza37 @ 02/05/09 01:42 PM
Quote:
Originally Posted by The Sim God
i like your sig

NO TIERED PLAYCALLING
Sorry if I sound like a noob, but wtf is tiered playcalling?!
 
# 234 brza37 @ 02/05/09 02:08 PM
Ah! Like in real life. Nice.
I should have figured that one out.
Thnx.
 
# 235 Footballfullback @ 02/05/09 10:51 PM
I wanna see this head tracking system be applied to speed. If corners or recievers turn their heads, they should slow down in their speed.
 
# 236 ch46647 @ 02/06/09 12:08 AM
Hopefully this years Madden is as well recieved as the MLB the Show demo is. I just read through 19 pages of posts and dont think I read one negative thing! Heres hoping to a similar year for all of us NFL fans
 
# 237 PVarck31 @ 02/06/09 12:54 AM
Ian is considering releasing more info this Sunday!!
 
# 238 XtremeDunkz @ 02/06/09 01:24 AM
Quote:
Originally Posted by pjv31
Ian is considering releasing more info this Sunday!!
lol you follow his twitter too?
 
# 239 PVarck31 @ 02/06/09 01:25 AM
Quote:
Originally Posted by xtremedunkz
lol you follow his twitter too?
Yep, can get some good info off there.
 
# 240 XtremeDunkz @ 02/06/09 01:33 AM
phil's twitter mentioned him seeing a demo of some new "online feature" hmmmmm
 


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