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."
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.
+1... this is one area of the game I didn't have a ton of feedback for. Some small issues, but overall it felt game... especially for the inside game.
In other words, they did it right. If you are looking for a reason to be excited for the future of Madden, this is a good place to start. Add in locomotion, and the running game is as fun as it's ever been. This is the improvement that makes M10 obsolete.
I'm think some type of aggressiveness attribute is needed, expecially for the defensive side. Maybe it's the level that vid's are captured on, but the defense is reacting too much after the Off-player(s) have initiated contact. Maybe the Run Support Attribute will play a role in how fast/agressive Def-player's attack their responsibilities.
I'm not really an NFL guy, but progress is looking good.
I don't recall the FB dives or tosses, but draws looked good on day 2 of CD.
Yeah, there was a huge difference on day 2 in defensive AI as well. It was a lot more aggressive and showed that the running game could be contained. Sliders will help as well if it's not perfect on release.
It's really going to be a matter of tuning on the way out. Scantleberry and Burnsides are aware of the issues that exist, and they are both passionate sim guys. They're looking to make it work right within the confines of what they have to work with, and I think this blog shows, they're not slouches by any means.
For the record, the game we played on CD day 2 was immeasurably better than the one we played on Day 1, and it seemed to address specific complaints we had over the course of Day 1. That was really impressive to me.
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.
qft..I was drooling over those WR/CB blogs last year
It looks like they're getting the leaning back to as a good as last gen, which is a plus..............but man do I wish they could smooth out the lower body and get them to look like they're planting on the ground better
I noticed on the dives they had Albert Haynesworth playing DE but they were in the 4-3. It seems odd that they moved Fat Albert out of his position at DT, perhaps it was done just to show an inside running game. I really wish he was playing at DT just to see if that run have been so successful.
Yeah, there was a huge difference on day 2 in defensive AI as well. It was a lot more aggressive and showed that the running game could be contained. Sliders will help as well if it's not perfect on release.
Thanks for this. My concerns have been alleviated.
Maddens' biggest gameplay problems are on the defensive side of the ball...
Yup! Defensive assignments need major work/additions.
And blocking interaction needs help too. Engaged blocks will probably need mobility more than ever. Last year they just made it easier to disengage. Engaged blocks need the ability to flow towards plays. Defenders need the ability to defend without shedding blocks all the time. Contain/leverage is just as important. I wish I could see the vids. I'm very curious about stretch plays. Tosses should be interesting too.
This game needs balance. EA should adopt a both-sides philosophy. For every addition/fix, there needs to be equal attention paid to it's opposite.
I've taken a wait and see approach this year. I don't necessarily feel I can trust the blog info because of last years blogs, but I thought it looked really good in the vids. Nothing to nitpick at all, I'm not even worried about the offense being too powerful, I just like seeing blocking that seems to make sense.
I noticed on the dives they had Albert Haynesworth playing DE but they were in the 4-3. It seems odd that they moved Fat Albert out of his position at DT, perhaps it was done just to show an inside running game. I really wish he was playing at DT just to see if that run have been so successful.
They probably changed his position to DE in the game since the Skins will probably use him that way in their 3-4. And then they probably just chose a random D playbook with 43 and he's stuck there at DE. Same thing happens for Ngata in Madden 10. Because he's listed at RDE he's always the DE in the 43 by default unless you sub.
They probably changed his position to DE in the game since the Skins will probably use him that way in their 3-4. And then they probably just chose a random D playbook with 43 and he's stuck there at DE. Same thing happens for Ngata in Madden 10. Because he's listed at RDE he's always the DE in the 43 by default unless you sub.
:-(
Just reminded me of the lack of pause-menu-formation-subs. Fuuuuuuuuuuudge!
I think the blocking improvements look nice. I'm not too worried about the defensive side of the ball, as far as this is concerned, because I think, if run blocking is too powerful, we can fix it by adjusting sliders.
I am worried about the defensive side of the ball in general though. From what I can tell, everything that has been mentioned so far, besides locomotion, has been heavily favored toward the offensive side of the ball. I haven't heard one peep about defensive improvements. It seems like every blog that comes out as something new and shiny for the offense. I hope this doesn't turn into Madden 04 again where, in general, the offense overpowered the defense tremendously. Right now, that's where it looks like we're headed.
As far as the blog is concerned, I'm guessing that they're playing on rookie or pro. There's no way the D is reacting that slow on All Pro or All Madden. It would make sense for them to do that so they can show off what they've done.
What I would really like to have seen was 1 vid showing the play against a weak D line and 1 vid showing the play against a dominant D line so we could see the difference a dominant D line makes. Still though, it looks nice.
For those saying that they don't trust the blogs this year, I was right there with you, but I've noticed something this year about the blogs. Most of the vids shown this year, are in game. It's not just one or two players, but it's a full 22 players on the field. That's why I'm not as skeptical as I was before about these blogs now. When I see it in game, I guess I feel reassured that it'll be in since I've seen it in game already.