I don't know why they waste money on marketing there the only NFL Game in town.Why do you need to market that.Somebody should ask EA that.(if you like the NFL you'll buy the game.If you don't like the NFL you wont buy the game.)
In no way I support having the marketing team help choose the features. But in marketing it's not all about selling the product, it's also about who they are selling it to, and which features will cater to that group of people. I guess last year, they felt the need to cater to new fans, and this year hopefully back to the hardcore fans.
It's nice to hear from Tiburon this early. I liked this podcast and look forward to the next in the series.
BUT... I have to say that I am getting tired of all this "Ratings Czar"-crap. Madden has some of the most unrealistic and in-transparent ratings of all sports games, yet they keep promotion themselves as a gurus. In that area I'd like to see Tiburon try a more humble approach and observe and learn from other developers, such as EA Canada.
Also I wondered why Ian claimed they were the sports game with the most number of players (around 7:50 into the podcast). EA flagship, FIFA 11, has 22 players on the field at the same time, just like Madden, and they have at least 12,000 players in the game. Madden has 2,000 tops.
Should be interesting with the physics podcast. Right now Madden feels kinda stale and animations are hurting the gameplay I guess. So we'll see their thoughts on that, although I don't believe we'll get physics in M12.
The link on page one of this thread is still producing a 410-Gone for me???
Is there another way to directly access this podcast (I would love to hear it)?
I'm sure this won't be discussed, but I'd love to hear about the programming limitations or possibilities of including:
1. Proper zone blocking where the OLine actually moves and leads the RB.
2. Getting Strong and Weak side defensive players instead of just left and right (NT/DT in the 4-3, Strong and Weak OLBs in 4-3, Strong and Weak ILBs in 3-4, True SS and FS)
I'm sure this won't be discussed, but I'd love to hear about the programming limitations or possibilities of including:
1. Proper zone blocking where the OLine actually moves and leads the RB.
2. Getting Strong and Weak side defensive players instead of just left and right (NT/DT in the 4-3, Strong and Weak OLBs in 4-3, Strong and Weak ILBs in 3-4, True SS and FS)
We won't get zone blocking as long as the game doesn't have real physics. Without real physics, the OLine interaction is limited to two player animation. This means that as soon as an lineman interaction starts, the linemen will abandon their zone blocking scheme and get caught in stationary one-on-one animations.
I'm right up there with you on strong/weak side issue on the depth chart, but they should also allow for strong/weak side defensive ends (Haloti Ngata, for example, plays strong side DE, when not in the NT position, because of his size). Also bring in a jack (blitzing) linebacker position as the 4th linebacker in 3-4 defense.
And they could still make the current depth chart style available, if they could incorporate an option between a casual (left/right side) or an advanced (strong/weak side) depth chart.
I for one won't buy Madden 12 straight away. I may rent it, depending on actual player recommendations. Then, only then, would I buy it. I'm not getting fooled by EA again, on any game.
As for the exclusive contract, it's possible Microsoft could pitch for it, but that would probably mean no more Madden on the PS3, ala Halo. Whether this is a good idea or not will probably be determined by whether you're an X-Boxer or a PS3er.
Also I wondered why Ian claimed they were the sports game with the most number of players (around 7:50 into the podcast). EA flagship, FIFA 11, has 22 players on the field at the same time, just like Madden, and they have at least 12,000 players in the game. Madden has 2,000 tops.
My reference was regarding the total number of hi-res characters (fully articulated models + skeletons) rendered on screen at one time. We have 22 players + 7 referees. We also have a fully populated half-resolution sideline, and our variation in rendered equipment is also exponentially more complex than FIFA's. Just sayin'.
Do you guys have any major topics of discussion for future podcasts? I'd love to hear what people would like us to answer the most.
Do you guys have any major topics of discussion for future podcasts? I'd love to hear what people would like us to answer the most.
At some point in the future:
1) Any possibilites of bringing last generation features back to the current generation, ie Wr Shading, Individual bmp and run, etc.... save games.
2) Love to have , I think it's Ronnie Morales, chime on how to make Collingsworth and Johnson sound more conversational, similar to 2k hoops dialog.
3) Any attempts of getting rid of bowling pin tackles and having pro-tak become more prominent? For instance, instead of 4 or 5 defensive players surrounding a running back and falling down, have two or three in on the tackle.
I would love to hear more about what's being done to tweak how the d-line plays. It seems when I user control a d-lineman, he just gets pushed in a circle and has no moves to get out of it.
But when I try to turn the corner with an RB or QB , my tackle just "lets go" of the CPU d-line
Bezo got the right list I think also I would like to hear about the developmental difference with NCAA 11 and Madden 11 since the consensus is NCAA is better than Madden this year.
My reference was regarding the total number of hi-res characters (fully articulated models + skeletons) rendered on screen at one time. We have 22 players + 7 referees. We also have a fully populated half-resolution sideline, and our variation in rendered equipment is also exponentially more complex than FIFA's. Just sayin'.
Thanks for clearing that up for me. I just wondered and am glad I got an explanation that didn't involved somebody's cardiovascular endurance
Quote:
Do you guys have any major topics of discussion for future podcasts? I'd love to hear what people would like us to answer the most.
Beside some of the excellent topics already suggested I have two areas that I'd like you to address if possible.
What is the team doing for realistic player movement? Will there be a locomotion 2.0? Will we see new player models with individual locomotion styles like FIFA (where small guys feel nimble and big guys feel more clumsy regardless of ratings)? And will you finally eliminate the one yard, 90 degree turns at full speed?
What is done in terms of getting more realistic behavior on the field? Is a more tailored individual AI system like FIFA's Personality Plus possible?
Looking forward to hearing more about your view on physical interactions in the next podcast.
Fully functional and customizable "REAL Online Franchise", If that's not in I"ll skip Madden 12 just like I did 11 along with most of my friends.
I'll never get robbed again!!