Home
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

Game: Madden NFL 10Reader Score: 7.5/10 - Vote Now
Platform: PS3 / Wii / Xbox 360Votes for game: 76 - View All
Madden NFL 10 Videos
Member Comments
# 81 ChicagoSparty @ 02/01/09 10:35 PM
Quote:
Originally Posted by monkeybutlerz
That's not what I meant. What I meant is before hand the guy would run with your guy and catch the ball without looking (as you described). I'm asking if now he'll run with your guy and turn his head last second to catch the ball, but lets say it's an instance where in real life he wouldn't be able to turn his head, will he turn his head regardless now and make the play or will it be impossible? I'm wondering how restricted the players will be. Not sure if you know what I mean by it.
I think your questions have been perfectly understandable. I have to believe that were the head tracking not intended to cease unrealistic play, the response would have said as much. Therefore, I am interpreting the response to indicate that DBs no longer will make such unrealistic plays.

And that shall be part of the standard by which I judge things.
 
# 82 LEWJ @ 02/01/09 10:36 PM
Dtown mentioned some things I'd also like to see.
I also think it'd be cool if little skirmishes occasionally occured after some plays, and maybe have the chance of that happening increase in playoff games, rivalry games, and division matchups.
I also think it's be cool if the quarterback quickly unsnapped his chinstrap, after a 3-and-out or a turnover. And what about the occasional argument between the WR and QB, if the reciever was wide open, and didn't get a pass his way, etc.

I could keep coming up with ideas but I'll stop there.
Cause maybe he isn't reading this. Haha.
 
# 83 Hotlanta @ 02/01/09 10:38 PM
Just thought the nervous emotion would look nice on field goal kickers trying to hit that game winning kick. To add on to that though maybe it should only be for kickers who have an overall less then a certain amount.

Off-topic: After that last Fitzgerald touchdown if he doesn't have 99 Jump and 99 Catching & 99 Spectacular Catch something is wrong...IMO...
 
# 84 PioneerRaptor @ 02/01/09 10:50 PM
And he got in trouble for it, lol
 
# 85 Hotlanta @ 02/01/09 10:57 PM
Larry Fitzgerald For The Cover of Madden '10

With the way action cam works on breakaways. They should also head track to the scoreboard if that stadium has one in that direction.
~Inspired by Larry Fitzgerald.
 
# 86 PioneerRaptor @ 02/01/09 11:11 PM
That was one of the worst Super Bowls I've watched in terms of Referees.
 
# 87 PioneerRaptor @ 02/01/09 11:20 PM
Quote:
Originally Posted by StonesRunIt
lmao, stick to the topic...how bout we get the elation of a superbowl winning touchdown catch lol
You're right. I apologize. I'm not a Cardinals fan, but an Eagles fan.
 
# 88 Hotlanta @ 02/01/09 11:22 PM
Quote:
Originally Posted by marktg30
That is what I was trying to imply....
lol true but I just had to bring it up with the action cam
 
# 89 Chi Dynasty12 @ 02/01/09 11:26 PM
you should implement the animation of James Harrison being a complete d1ck and punching and shoving somebody while they are on the ground...what was that all about
 
# 90 g2thecore @ 02/01/09 11:29 PM
All I have to say is, that's what a "toe-drag" animation should look like! Amazing catch...sorry to get off topic.
 
# 91 03MstGT290 @ 02/01/09 11:30 PM
A great feature to start off with! Keep up the good work Ian!

I would suggest that certain players show their signature attitudes like Chad Johnson and Terrell Owens as being full of egos and Hines Ward putting a smirk on his face everytime he makes a catch. Not only the wide receivers, but all of other players that have their signature attitudes.

Can't wait for the next one!
 
# 92 eagleallday18 @ 02/01/09 11:31 PM
I don't know if this pertains to the new technology, but could it be used to solve the problem of the nearly unstoppable QB sneak on a down and inches? Its almost a guaranteed first down. Maybe the awareness level could be approved or an added play so all the holes are absolutely filled and everyone gets low and pushes against the line.
 
# 93 Nza @ 02/01/09 11:36 PM
This is a great step forward but hopefully a lot of care is taken to make sure the implementation is rock solid from version 1 and won't take multiple versions to get right, because it is obviously a fairly integral part now influencing literally every play, possibly every interaction within plays. Announcing proper next gen technology like this is fantastic, but getting it to work is obviously something else entirely. As they say in game and software programming, you can add one feature and break others in the process.

I guess it is necessary though to finally start adopting next gen features outside of high polygon counts and high texture resolutions, otherwise the series will just linger on. So kudos on that, but at the same time there is definitely a risk of over complication. It's sorta a chicken-and-egg scenario - is Madden's current AI often lackluster and unrealistic because there hasn't been a system like this for the AI to piggy back on, or is it because EASports so far haven't been able to properly develop a basic level of AI with much success? And if it's the latter, what makes us think adding more complex layers to the AI subsystem will help things?

Madden 10 is definitely already starting to look interesting nonetheless.
 
# 94 thudias @ 02/01/09 11:39 PM
I like it...could we use it for when a running back is choosing a hole?
 
# 95 Nza @ 02/01/09 11:39 PM
BTW, on the DB sight thing, lets not forget some DB's can make plays on balls they're not looking at on occasions. Downfield it's not uncommon for a DB to watch the WR's eyes and hands to determine when the ball is coming down.
 
# 96 knucklez @ 02/01/09 11:43 PM
What some posters are asking and haven't been answered yet is this: Will the defender still make a ridiculous interception just because he has his head turned to the ball, or is attempting to turn his head to the ball? I feel like it's just an asthetic thing that will have no bearing on ridiculous interceptions.
 
# 97 glitchditcher @ 02/01/09 11:43 PM
You can use this feature to allow offensive lineman to recognize the guys they are assigned to block and blitzers. You could differentiate the great lineman from the cruddy ones by making the good players better recognize blitzers.
 
# 98 monkeybutlerz @ 02/01/09 11:46 PM
Quote:
Originally Posted by Nza
BTW, on the DB sight thing, lets not forget some DB's can make plays on balls they're not looking at on occasions. Downfield it's not uncommon for a DB to watch the WR's eyes and hands to determine when the ball is coming down.
Agreed, but a lot of these times, the DB doesn't leave his feet. When he does, it's a matter of luck whether or not he contacts it, while in the game right now, they hit it with too high a frequency. It would be nice to see more misses and maybe some hits on his back, shoulder or arm, as opposed to a lot of the backhanded swats.
 
# 99 TheWatcher @ 02/01/09 11:55 PM
The QB head tracking looks solid. I've certainly been wanting this for a long time, and seeing it translated to defense (can't hit what you can't see) will make a big difference. Thanks for sharing this info, Ian!

One thing I want to mention that this video reminds of is the QB's behavior while idle. It needs revision. In Madden, the QB seems to be constantly moving up and down in a jittery I-just-had-7-cups-of-coffee kind of way. QB's don't do that with such exaggeration in real life. The QB's idle behavior needs to be more stabilized... more subtle. Like the space in the loop of that animation needs to be much longer so the QB doesn't look like a jackhammer.

The most you get from a QB in a real life is a few quick and purposeful bounces up and around the pocket (and those movements are usually very short nervous-like flinches) , but they're definitely not pumping up and down, up and down, up and down while staying in one place like that.

Anyway, keep up the good work!
 
# 100 youALREADYknow @ 02/02/09 12:03 AM
One other huge area besides the obvious improvements needed in defensive ball actions is that CPU QB's need to react/act to pressure in the pocket based on what they can see.

Examples:


#1: Defensive pass rush from the blindside while the QB still goes through progressions.

Expected Result: The QB should not be able to react to the oncoming pressure until the point of contact. At the point of contact, the QB's Elusiveness, Strength, and other ratings come into play to determine whether he can elude or break the tackle.

#2: Defensive pass rush coming into the QB's vision while QB is looking to the right side of the field.

Expected Result: The QB can either choose to elude the oncoming rush or throw the ball to the side of the field where he is looking. The QB should NOT be able to throw the ball downfield to the opposite side where he hasn't been looking.

#3: QB standing in pocket after dropback and progressing through receivers.


Expected Result:
Not only does the QB's head progress through the receivers, but his feet/stance and body position should also reflect where he is looking with the ball. Along with this, the QB should plant their feet before throwing in the pocket.

#4: QB facing immediate pressure and must either take sack or throw the ball away to a dump down receiver/back.


Expected Result: The QB can have a nervous or similar look and his body posture should be leaning backwards and back pedaling. If the QB decides to throw, it should be off the back foot and with greatly reduced throwing power. The throw also shouldn't be 30 yards downfield to a receiver in coverage and on the money.

Just some thoughts, but I'm very excited since player vision preceding player action is something I've been begging for in EA football games.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.