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Madden NFL 11 News Post

Jeremy Strauser of Madden NFL 11 was next in line for the opening presentation at the Season Opener. Strauser stated that Madden NFL 11 will be data driven – and once again touched on how the OS forum feedback is much appreciated (Got to enjoy the love we received in a packed house full of the game industries best editorials)

Strauser threw some crazy numbers around regarding the data tracked in Madden NFL 10. 173 million data reports are made per day in Madden. Cool note: 7.5 million interceptions have been thrown by Brett Favre.

Read More - EA Sports Season Opener: Football Titles

Game: Madden NFL 11Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 96 - View All
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Member Comments
# 1 FORMULA316 @ 03/15/10 03:12 PM
"Cool note: 7.5 million interceptions have been thrown by Brett Favre."

Can we just get 'one option' for in-game saves? Just one
 
# 2 Droopy03 @ 03/15/10 03:41 PM
man it is good just to hear something
 
# 3 J Masta J @ 03/15/10 04:01 PM
I'm sorry, but what does this mean? Is it anything new? Didn't we already know they were tracking all of this info and that they already knew how many picks Favre had thrown?

I'm confused.
 
# 4 reo @ 03/15/10 04:09 PM
Quote:
Originally Posted by J Masta J
I'm sorry, but what does this mean? Is it anything new? Didn't we already know they were tracking all of this info and that they already knew how many picks Favre had thrown?

I'm confused.
Yep. Nothing new. Oh well . . .
 
# 5 mvb34 @ 03/15/10 04:14 PM
I guess this the tease before all the info comes up..
 
# 6 Cryolemon @ 03/15/10 04:15 PM
Quote:
Originally Posted by MMChrisS
Cool note: 7.5 million interceptions have been thrown by Brett Favre.
Not too many more than in real life then
 
# 7 SBartlett @ 03/15/10 04:46 PM
yeah most of the info here was already released. we just don't turn out the info as quick as the other media outlets like ign, espn, because we are so small in comparison. i did write some impressions to a few games, with more to come to give you an insight and impression from an OS writer - not a main stream media reviewer/writer!
 
# 8 Stroehms @ 03/15/10 04:58 PM
Very good read. Thanks for posting.
 
# 9 Blackout863 @ 03/15/10 05:42 PM
The reason farve threw so many is because a high percentage of online users just run to the vikings because they are oneof the 3 best teams. And of course most ppl cant win without the best teams
 
# 10 PantherBeast_OS @ 03/15/10 08:25 PM
Ain't this old news. I think this certain info was in a thread posted be a few people late last week including Steve-o. But thanks for the reminder bro. This will help madden 11 out some.
 
# 11 Dashdagreat @ 03/15/10 11:02 PM
As usual... a bunch of nothing from EA
 
# 12 stlstudios189 @ 03/15/10 11:12 PM
I do worry about the online focus
 
# 13 Valdarez @ 03/15/10 11:20 PM
This sounds like the same news story from a couple of days ago. I just hope these guys are mining/using their data properly. If a hit stick only works 23% of the time, and it's meant to work 50%, you don't simply make it more easy to use the hit stick. You have to look at 'why' it was only working 23% of the time. Were people using it when they weren't supposed to? If so, then you need to train the gamers better so they know 'when' to use it and 'when' not to use it.

All of the data they are collecting has as much potential to do harm the game design as it does to benefit it.
 
# 14 Jukeman @ 03/15/10 11:22 PM
Quote:
Originally Posted by TheCreep
It doesn't seem like everyone is reading this article with attention to detail. Old news? Some of it may be, but there's a very interesting portion that not one of ya has mentioned yet. Actually, this is the most important part of this article.

The paragraph where they touched on percentage rates for stiff arms and highlight moves anyone? Does that paragraph not make you wonder about whats under the hood in these football titles.

Let me break it down for you. The paragraph is basically saying that there is a success rate percentage in regards to how often a stiff arm, spin, etc will work. They're saying its only supposed to work 20 something percent of the time, well what about the players actual stiff arm rating? Does it even matter what the rating is, or is it fully based on the percentages?

That would explain the weird physics in Madden. If everything is based on a percentage, then the ratings will not have a big effect ya know.

Thats why momentum doesn't really mean much in this game. If the percentages dictate that this truck move aint gonna work this time around, it doesn't matter if you're plowing ahead full speed with a bruiser RB to meet a lightweight corner back who's in a weird position, the corner is GOING to make the tackle. See what I'm saying.
Ratings dictake the success rating(percentage) atleast thats how they said it work in NFL HC
 
# 15 Valdarez @ 03/15/10 11:47 PM
Quote:
Originally Posted by TheCreep
Things are happening because of percentage rates? This would also explain the feeling that you get that things seem to be scripted/phony.
Agreed, this is one of my biggest problems with the passing game. Instead of using the percentages to limit the QB's throwing ability and thus what the user can do with the QB, it seems to bottle you into their passing percentages, which is something I abhor from a design / implementation standpoint.
 
# 16 HiTEqMETHOD @ 03/16/10 03:07 AM
"A great emphasis is being placed on creating the most diverse and realistically executed variety of offenses that are on display every Saturday in college football."

So that means defense isn't a focus this year? I'd rather have their full effort going toward making the games feel authentic. The game has gotten very boring and dull for a title that's suppose to be based on a college sport. If they barely touched the presentation/atmosphere I'll pass on buying like I did last year.
 
# 17 BigDuke @ 03/16/10 08:31 AM
Quote:
NCAA: 87 percent of the game was played in franchise mode by gamers.
Interesting. And yet it seems to be the mode EA continues to ignore.
 
# 18 sportyguyfl31 @ 03/16/10 10:45 AM
Eh. Nothing that I did not already know.
 
# 19 KBLover @ 03/16/10 01:09 PM
Quote:
Originally Posted by Valdarez
Agreed, this is one of my biggest problems with the passing game. Instead of using the percentages to limit the QB's throwing ability and thus what the user can do with the QB, it seems to bottle you into their passing percentages, which is something I abhor from a design / implementation standpoint.

Eh - I guess I'm used to it playing text sims and what not.

Maybe that's why I don't find the idea of percentages impacting things so horrid.

As long as the ratings impacting the percentages make sense on both sides of the equation, I'm cool with it. Right now, my beef is that I don't think that's the case.
 
# 20 LBzrule @ 03/16/10 01:40 PM
Quote:
Originally Posted by TheCreep
It doesn't seem like everyone is reading this article with attention to detail. Old news? Some of it may be, but there's a very interesting portion that not one of ya has mentioned yet. Actually, this is the most important part of this article.

The paragraph where they touched on percentage rates for stiff arms and highlight moves anyone? Does that paragraph not make you wonder about whats under the hood in these football titles.

Let me break it down for you. The paragraph is basically saying that there is a success rate percentage in regards to how often a stiff arm, spin, etc will work. They're saying its only supposed to work 20 something percent of the time, well what about the players actual stiff arm rating? Does it even matter what the rating is, or is it fully based on the percentages?

That would explain the weird physics in Madden. If everything is based on a percentage, then the ratings will not have a big effect ya know.

Thats why momentum doesn't really mean much in this game. If the percentages dictate that this truck move aint gonna work this time around, it doesn't matter if you're plowing ahead full speed with a bruiser RB to meet a lightweight corner back who's in a weird position, the corner is GOING to make the tackle. See what I'm saying.
Good careful analysis.
 

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