EA Sports has just posted another Madden NFL 11 blog. This one was written by Mike Scantlebury and features run blocking improvements, with a few video examples included.
Quote:
"As we started planning out the changes to make to run blocking In Madden NFL 11, we just focused on creating the true run blocking schemes exactly as they are drawn up in real life. No reason to try and make a video-gamey version of it - it needed to be the real thing. It definitely took a lot of tuning to get the matchups right versus the many defensive fronts in football, but we have done it. The very first thing we had to do was really lay down the law. What I mean by this is that blockers had to be given realistic rules for who they are going to target depending on what type of run it is. We had to devise rules for each run blocker individually, starting from the play-side Tight End to the back-side Tight End, and all the Linemen in between. These rules also had to work in the situations where there was no Tight End, had to affect blockers in the backfield, and had to work whether you had a fullback to lead block or if you were running out of a Singleback formation. These realistic blocking matchup rules have stood the test of time in football at every level of play, from Pee Wee to professional. So we set out to implement these timeless rules into our football game. Daniel White (who from here forward I will refer to as the greatest software engineer of all time) was able to take the rules that I laid out and actually code them into the game. The result? Better overall run blocking, bigger holes for ball carriers to run through, and more realistic running lanes created by smarter offensive players. Let's look at specific improvement made to the different runs in our game."
It looked good. My concern was it sounds like these are the only runs they fixed. So, will the draw play, fb dive, and toss runs all be unchanged?
These are not the only runs they fixed I'm sure. Draws should be a lot more effective this year. I think these are the ones that are showcased because there were huge problems with them from the fundamentals side, such as wrong blocker attempting to reach the 2nd level on the Inside, Weak Zone plays. Terrible logic on the Power O plays. I'm sure the entire run blocking was ripped out and a re-write was done for all of it.
Really a lot to digest and I can't do that while at work. But that's what impressed me most about this blog: the level of depth. At first read, some of this stuff can go over your head. It's good to see that level of football intelligence coming from the engineers.
My biggest fear is that running will become too easy. All of the AI has been programmed to the OLine. Add this to the fact that we know the CPU adaptive AI for play calling has left a lot to be desired over the years we could see some HUGE numbers in the running game.
I'd like to see what happens when someone tries to run the ball against a great run defense and/or a defense that is set up to stop the run.
Well...it's a start. The schemes look to be finally right, but the "look" leaves alot to be desired. Linemen aren't low to the ground when they are coming around pulling, etc...little small stuff like that would go a long way in giving the game a more authentic look.
That's a concern I have. If the principles on D have not been hashed out, we could be looking at a running game in comparison to ESPN NFL 2k4.
I also would like to know what happens when you have two guys like Ngata and Cody up there on that line. If one blocker releases to the second level those guys should be able to throw the single blocker off and make the tackle. They should be very hard to move.
Exactly! Initially I was thinking wow, Haynesworth just got washed out of that power O play in the first vid but then I looked back at it and wasn't haynesworth, it was cornellius griffin.
I too want to know that if you had a guy like ngata or haynesworth, what would the outcome be. Can these guys be destructive or just pawns in the scheme of the running play. I'm very interested about this as well.
Like I said the the D looks like cover2 in every play to show the great run blocking. You're not gonna post videos of the defense blowing up the run in the backfield in a run blocking blog. We really need a defense blog to know both sides of the story.
I just hope they didn't make the defense slower to react or dumb in general to pull this off. It is way to early to tell, but I like that they are trying to do something about the O-line.
I think we will have a good idea of how this will work in a game when NCAA comes out. If it sucks on NCAA, then it is not a good sign...
Best blog so far and I seen the the running back put the hand up on the lineman's back FINALLY(thank you devs). Hopefully when you run straight up on the lineman they still have another animation to have him pushing off and trying to get around the guy and not get stuck trying to run threw him. Also for some reason I can't shake the feeling that the really fast players seem TOOOO slow. When I watched Sproles explode and break out into the open field I get that feeling like WOW he is fast....yeah, I didn't get that watching that video.
I also hope this isn't to powerful and the most important thing is that this is CONSISTENT. If the blocking logic is consistent the blocking will be very good and If not then It'll be just as bad as 10'.
Can any of the community day guys tell me If the fast players felt to slow when using the analog stick and not the acceleration button?
Looks good, if you are worried about defense then watch the safeties. The are in cover 2 backpedaling off the snap. Looks like you are going to have to actually try to stop the run this year. Which will make this game that more of a chess match.
I wonder how many takes did it take to make these videos....LOL, No it looks good. Again with my mantra on Madden, Show me these things with the games goes beta and when it ships. I have a hard time accepting anything in their blogs.
No, that's actual a valid question. They wanted successful plays in order to show off the blocking as best as possible. I wanted to see how good it was a CD, so I put it on rookie, just to see everyone executing their assignments. I'm willing to bet that's what they did as well.
I can only speak for myself, but I loved the run blocking on CD. It wasn't perfect, but it was really, really nice. When it comes to football video games, I pride myself on my rushing attack and stoping the run. Against the computer, the other CD guys and those at EA, I was doing well on both sides and felt a good combination of play calling and "stick skillz" in the ground game were why I was doing well. I remember playing against Scantlebury [who beat me by the way in a great game] where I was shutting down his run game and moving the ball with force on offense. I forced him to go to the air where he was able to tear me up in the 4th [I am average in pass defense to be perfectly honest] and took the lead.
I loved reading the blocks and trusting my players to do their jobs unlike Madden 10 where they had the problems talked about in the blog. I loved being able to use Frank Gore's agility to take advantage of cut back lanes. I loved not feeling like I had to kcik it outside al lthe time to gain yards like other Madden games. I liked defending the run more as well because you had to actually defend the run instead of shooting gaps made by the poor AI. I just loved running the ball at CD.
In all the vids the linebackers are very slow to react. Probably all just in zone but I would like to see how they block the blitz. Do they still try and double linemen and let some linebackers through? I hope not.
I can't see the vids, but this was my initial concern. If DTs & NGs are getting double teamed and LBs are still slow to react...
Quote:
Originally Posted by LBzrule
That's a concern I have. If the principles on D have not been hashed out, we could be looking at a running game in comparison to ESPN NFL 2k4.
Right! Unless we have some major surprises in store, there are still not gap assignments or contain AI. Stunt and blitz aiming/AI need major work as well.
Quote:
Originally Posted by LBzrule
I also would like to know what happens when you have two guys like Ngata and Cody up there on that line. If one blocker releases to the second level those guys should be able to throw the single blocker off and make the tackle. They should be very hard to move.
Agreed! Every mention of double team had someone peeling off for a backside LB. Why no true double teams?
Quote:
Originally Posted by at23steelers
It looked good. My concern was it sounds like these are the only runs they fixed. So, will the draw play, fb dive, and toss runs all be unchanged?
I don't recall the FB dives or tosses, but draws looked good on day 2 of CD.