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Madden 2010 News Post

Check out the latest Madden NFL 10 blog. This one covers customization, plus a "behind the scenes" look at a design document.

Quote:
"Hello again Madden fans, we're back again with another weekly blog detailing some more behind-the-scenes exclusive content from the development team as we create Madden NFL 10. Last week was a very busy week with our president Peter Moore presenting the first screenshot [link] and our Art Director Mike Young going into some extreme detail in regards to the improvements and additions made in the shot [link]. This week we thought it would be a good idea to go deeper into an area that we know is very near and dear to the community - the topic of customization.

A typical trait of every game designer is that usually they are in love with their ideas. This is usually always a really good thing (assuming their ideas are good) because if you don't like an idea that you are designing or working on implementing, often you won't have the passion to get that "extra something" into the feature to make it special, or tune it 100% correctly, or make it really stand out. As you might expect, this can also be a major downside to a designer, as often times it is easy to get stuck thinking where you know (or think) you are right and you don't want to change that idea. It is so hard to not be defensive...after all, you put your blood sweat and tears into this feature! You worked til 3 am for a week putting in extra details and tuning it to perfection! How could anyone not feel the same way you do?!?!?"

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 polamalu82 @ 03/30/09 08:38 PM
More camera modes are planned, currently on the contingency list. Details can be found here: Task 00010. (That task will handle adding new options to this screen.)

Seems like new camera angles are FINALLY going to be added. I wonder what they might be because I think Ian said that there was some problem getting custom angles in this year. Something about it needed a re-write.

I'm just hoping we get a Defensive perspective camera option when playing defense.
 
# 82 ghostlight85 @ 03/30/09 08:43 PM
Injury and fatigue sliders are a great addition. I think I was just hoping for a few more types of customization. Logos, unis could use a boost in Create A Team. Stadiums too.

I think given your apparent inclinations, we all just assumed that you would push things like injury/fatigue sliders into the game. So confirming it didn't have the pop some of the other blogs have had. You've set the bar a little high for our expectations.

All the same, great job so far. Madden is shaping up nicely, it seems, and the blogs have had nothing but good information. Obviously we all look forward to them each monday.
 
# 83 g2thecore @ 03/30/09 08:46 PM
Quote:
Originally Posted by IndyColts2
I am also glad to see this in. The thing is with fatigue, I have been trying to get this to someone at EA for a while. I feel that it is implemented wrong (unless it is now). Fatigue should not only be how fast a player gets tired *each play*, but also how fast a player gets tired *during a play*. Right now, I can run around in circles at a dead sprint for as long as I want in Madden and NCAA. You cannot get tired during a play, and that is also what fatigue needs to be a factor in. How fast a player not only gets tired after each play, but during each play also. This could help when a player breaks tackles and then goes on to run for a 90 yard TD. With fatigue working in play, that player is most likely going to get chased from behind by some body who hadn't been touched, and who had been on the play side.
I agree. But I think it goes beyond just getting tired during a play. I think fatigue should also be tied to stamina for the length of the game. Some players can stay fresh a lot longer than others for the duration of the game.

I'm thinking something similar to what Fifa got right now. Players start the game out fresh, but as the game goes on they're "energy" bar depletes forcing you to make a change. I'm not asking them to implement the same system, but I think if your RB has carried the ball over 30 times, he should be pretty useless (or close to it depending on stamina) by the time the 4th quarter arrives. Just my opinion.
 
# 84 djordan @ 03/30/09 08:48 PM
Good blog,

Little thing in the blog caught my eye such as pre-game warmups. Guys that are saying its disappointing, remember there is still 4 months left so why spoil the big features yet?

Give it time, its only April.
 
# 85 PVarck31 @ 03/30/09 08:50 PM
Quote:
Originally Posted by djordan
Good blog,

Little thing in the blog caught my eye such as pre-game warmups. Guys that are saying its disappointing, remember there is still 4 months left so why spoil the big features yet?

Give it time, its only April.
I agree. I don't get what people want.
 
# 86 StevieTheD @ 03/30/09 08:51 PM
Quote:
Originally Posted by Ian_Cummings_EA
PS - Accelerated clock (as of right now) doesn't accelerate in the final 2 minutes of each half. I know this has been hotly debated, so if you guys want to bring back that thread again I'd be happy to discuss the decision.
Why not just make that an option?
 
# 87 IanCummingsFriend @ 03/30/09 08:52 PM
Hey, What exactly will the pre-game warmup stats show? Is that more of a franchise stat from previous games?
 
# 88 PGaither84 @ 03/30/09 09:01 PM
Quote:
Originally Posted by Ian_Cummings_EA
Kinda surprised few are caring about the injury and fatigue sliders...those have been requests for over 5 years I think.

Also, accelerated clock threshold is a number at which the play clock will run down to...you can toggle between 15, 20, and 25 seconds. Say you have it set to 15 seconds, then as long as the play clock is at 15 or above, then it will run down to 15. Same for 20 or 25.
I just got home and read the blog, and what is funny is these are all the things that have me excited about this week's blog.

To be fair though Ian, many of these things are just a return to normalicy in regards to Madden. Would it be fair to say I'm happy to read that 10 won't suck like 09? Some blogs are big and some are small and while I'm glad to get this news and this inside look at things I can hardly jump for joy, but rather murmer "about time." Sorry if i sound like a jerk. I appreciate the work you and your crew are doing.

Like I said before, I glad ot see "It's been FIXED!"

Now we get to "Do it!"
 
# 89 DLaren @ 03/30/09 09:05 PM
Quote:
Originally Posted by jfsolo
Do you think this is what you're looking for?
Quote:
Originally Posted by RiversIsMyHero
If you mean auto-throw as in the CPU controls the QB there was an option called "coach mode" listed in the blog that does it.


Thank you gentlemen.
 
# 90 Megatron2k7 @ 03/30/09 09:07 PM
I think this was a good blog overall. It's one step at a time guys, we can't have updates with screenshots or vids every time.

This customization is what we all were asking for...... isn't it ?
I'm happy enough just having cpu sliders back to be honest. All the rest of the cool stuff is like more icing on the cake if you ask me.

There is one area that I've been thinking about since the blog a while back, where Ian first mentioned the speed differential for different difficulty settings. I don't like this idea. I don't even like it on the lower difficulty levels.

If there is a seperate slider for overall game speed, then I see no reason for this speed differential setting. It seens "anti - sim" to me.

Donny is supposed to be making better and more realistic ratings for this year, and the differences in speed should be shown by pure logic alone......not sliders.

I know this feature can be tuned to real speed differentials by using the slider, but I'm just wondering where the idea for this came from to start with.
New players who play on low difficulty levels will have a completely wrong perception of what speed is.
 
# 91 PGaither84 @ 03/30/09 09:08 PM
Quote:
Originally Posted by Ian_Cummings_EA
PS - Accelerated clock (as of right now) doesn't accelerate in the final 2 minutes of each half. I know this has been hotly debated, so if you guys want to bring back that thread again I'd be happy to discuss the decision.
My feeling is that you should extend that to the final 5min. of the end of the game and no accel clock in overtime like before.

If someone wants to call a time out before the next play prior to the 2min warning like real teams do, they can, but there should be accel clock to get us closer to the 2min before the end of the half.

The accelerated clock is supposed to be for longer games and in the final 5 min of the game you should have to play at real speed and if you want to burn the clock, you'll have to wait it out.
 
# 92 Spin @ 03/30/09 09:09 PM
Since we now have coach mode back, will it be possible to play this way online?
 
# 93 PGaither84 @ 03/30/09 09:14 PM
Quote:
Originally Posted by Ian_Cummings_EA
This was changed to be global in 09. I think this is actually a valid approach - the CPU still has error in all their kicks and power, so to make it so they can't kick as far seemed a little cheap. Obviously if the tuning is busted then that's a problem, but this was changed last year and it actually seems to be ok. If you guys have major complaints with it from 09, then let me know.

As for the penalty sliders, one of the patches in 09 DRASTICALLY improved their importance. Again though, if you guys have any specific feedback on those sliders not working to your liking, send me a PM.
The average kick attempt should be when the ball is plaved on the 35. However, with better kickers the 35-40 should be attempted and made every so often. For years the 50+ yard stat was nice in Madden and in 09 I can hardly make these with full power. I agree a reduction had to be made but I think it may have been too much?
 
# 94 XtremeDunkz @ 03/30/09 09:17 PM
Quote:
Originally Posted by PGaither84
The average kick attempt should be when the ball is plaved on the 35. However, with better kickers the 35-40 should be attempted and made every so often. For years the 50+ yard stat was nice in Madden and in 09 I can hardly make these with full power. I agree a reduction had to be made but I think it may have been too much?
too much? i have my kick power set to 30 and constantly drill field goals regardless of length. of course i use the packers and mason crosby..but still that's ridiculous.
 
# 95 adembroski @ 03/30/09 09:20 PM
Guys, please post your feelings in the thread below... I think it's a pretty important debate and it's one of our last chances to make a real impact before release

http://www.operationsports.com/forum...2-minutes.html
 
# 96 coogrfan @ 03/30/09 09:21 PM
Quote:
Originally Posted by Megatron2k7
I think this was a good blog overall. It's one step at a time guys, we can't have updates with screenshots or vids every time.

This customization is what we all were asking for...... isn't it ?
I'm happy enough just having cpu sliders back to be honest. All the rest of the cool stuff is like more icing on the cake if you ask me.

There is one area that I've been thinking about since the blog a while back, where Ian first mentioned the speed differential for different difficulty settings. I don't like this idea. I don't even like it on the lower difficulty levels.

If there is a seperate slider for overall game speed, then I see no reason for this speed differential setting. It seens "anti - sim" to me.

Donny is supposed to be making better and more realistic ratings for this year, and the differences in speed should be shown by pure logic alone......not sliders.

I know this feature can be tuned to real speed differentials by using the slider, but I'm just wondering where the idea for this came from to start with.
New players who play on low difficulty levels will have a completely wrong perception of what speed is.
The whole point of this blog was that they don't want to force people to play the game a certain way. Not everyone wants to play sim-style, in fact I'll bet most long-time Madden folks don't.
 
# 97 PGaither84 @ 03/30/09 09:22 PM
Quote:
Originally Posted by xtremedunkz
yeah Ian does acc clock still work in the last two minutes? I hope it does as it will make actually using hurry up offense faster and make you use your timeouts and spiking the ball important.
That is a very good point I never thought of before and I think that there should be a modified accelerated clock in the final 2min. When teams huddle they do do it faster, but I agree that in the final 2 people should almost be "forced" into calling spike/no huddle becasue it is the fastest way to get the play off/clock stopped like real life. However you guys do need to speed up the "urgency" of the players to hury to the line.

For an extra sim feature maybe you could have the QB screw up the hurry up and not have a sence of urgency at times? I know in real life many times he annoucers say "why aren't they huring up?" and you will see the coach even trying to eg them on to hurry but all the players are in a sort of daze. It is very frustrating when you favorite team does this, but it happens. just ask the Eagles when they played against the Patriots in the superbowl.
 
# 98 burne @ 03/30/09 09:26 PM
Quote:
Originally Posted by Ian_Cummings_EA
PS - Accelerated clock (as of right now) doesn't accelerate in the final 2 minutes of each half. I know this has been hotly debated, so if you guys want to bring back that thread again I'd be happy to discuss the decision.
While we're on the topic of customization, why isn't that just an option? You know there's very valid arguments both ways and I can't imagine that's hard to implement.
 
# 99 dano562003 @ 03/30/09 09:28 PM
Glad to read that I'm able to select the play clock at 25 seconds, at least I can make some presnap adjustments before the clock runs out me.

Ian, is there anyway to still play with 40 second play-clock?

Also, accelerated clock threshold is a number at which the play clock will run down to...you can toggle between 15, 20, and 25 seconds. Say you have it set to 15 seconds, then as long as the play clock is at 15 or above, then it will run down to 15. Same for 20 or 25.[/quote]
 
# 100 PGaither84 @ 03/30/09 09:29 PM
Quote:
Originally Posted by IndyColts2
There needs to be more audibles. I should be able to audible to any play in the formation that I am currently in as well as have formation shifts. Not only that, there needs to be more hot routes that you are able to call. Although I want there to be more, you still shouldn't be able to call more than 2 or 3 audibles in the play, especially when the players are running to another formation. Illegal shifts should be called as a result of abusing the audibles and illegal formations (players not knowing what the play is anymore and lines up wrong).
+1. Also users who don't understand what illegal formations are won't know to call time out. I know in one of the two Broncos' SB victories [I think against the Packers] Shannon Sharpe noticed a reciver wasn't lined up right [or was it they only had 10 men?] anyway, he was not on the LOS and noticed this illegal formation and made a motion to Elway and a last second adjustment to line up right before the snap to avoid a penalty. I thikn the play resulted in a first down or TD [memory is faded over the years and not being a Broncos or Packers fan at all, just that it was S. Sharpe being a bad @$$ and being SUPER aware.]

I really miss these lack of penalties. These kinds of mental errors are what make the real life 49ers so bad, not poor tackling or inability to catch a pass like you see in 09. You can easily argue that 9 Penalties for 110yrds is what lost the Super Bowl for the Cards as much as the pick 6 and Holmes TD did.
 


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