There’s probably still confetti and BBQ sauce stuck to hidden places in Cowboys Stadium and we’re already turning our attention to the future of football. In video games.
Each February the NFL Scouting Combine in Indianapolis provides hundreds of football players the opportunity to run, jump and lift their way into the NFL. This time of year also finds the EA Tiburon development team hard at work on Madden NFL 12 adding new features, adjusting what works and updating teams, players and other details you’ll surely notice. As these two occasions line up, we get the opportunity to discuss the topic that drives heated Madden NFL conversations year round: player ratings.
We got a hold of Madden NFL’s ratings czar/designer, Donny Moore, to get a peek at what he’s looking for at this time of year when it comes to NFL players in general and rookies in particular. Not all college superstars translate to the NFL and even with updatable rosters, Moore wants the new game to get it right on the new players as soon as possible."
I don't really like to bash guys on there job but they need to bring some actual guys in there who played the game to help with the ratings because Donny Moore in my opinion isn't getting it done.. I'm always tweaking a bunch of players on every team before I start my offline franchise.. The way he has his system set up is garbage..
That whole interview, in which Donny explains the use of multiple sources, including multiple scouting agencies and actual combine numbers, he mentions starting with a template based on a commonly used aspect of scouting (the player comparison) and that's what you all feel the need to focus on?
You'd think he said "I just take the player closest and use the same ratings and drop his awareness".
"To quickly walk through the process: I’ll take a guy like Mark Ingram or Blaine Gabbert and I’ll find what everyone perceives is his best NFL comparison. Just to throw an example out there let's say Mark Ingram’s baseline equivalent is Ricky Williams. I’ll take Ricky Williams and utilize him as a template. I’ll know right away that the Mark Ingram player I’m creating is in a similar mold as a Ricky Williams. From there, obviously, I’m tweaking each individual rating to how Ingram plays. It’s just a starting point to give me a template for a player and how he plays."
This right here is why the ratings system presented by the folks at EA is broken. They are using templates that may or may not correlate to new players in draft classes. Why not just make a player like Mark Ingram a MARK INGRAM instead of a modified Ricky Williams. Was DJ Shockley based off of Michael Vick because he was a scrambling QB with size? Of course not! What they need to be doing is making these players total individuals who are independent from one another. If I can do it in my spare time for my site, then I would think that some guys who are professionally paid to do this could do it as well. Sheesh...
Adembroski, why can't Donnie Moore do this? To add to DCEBB's point, I know he does about 4X's the players Donnie does as well, and this is his side hobby. So, Donnie can't blame time for his main hobby, or blame MUT, because he needs to do rosters first and foremost.
They should hide the ratings. They could more easily adjust what the players stats are because they could adjust the ratings week by week until the Madden players can replicate their NFL counterparts.
This will make it so that you resign players based on production (like they do in the NFL) instead of the player somehow knowing "I'm a 85 OVR player, pay me like that even if I've rode the pine for two years."
Bring back the Head Coach system that has player adjusted ratings based on the offensive or defensive scheme. Have your scouting department find players who would fit your needs or schemes. That would be a great weekly update in franchise.
You get a message from your GM/Head of scouting that details players in the upcoming draft. You could also "check the news" and watch clips on NFL Network (use the license EA) of upcoming players. But if you only rely on hype it may lead you to drafting the wrong player.
The problem in Madden is that there are too many rating categories (40+) when only 5 or 6 of them really matter.
Yeah, they should really do away with a couple of categories for M12. Do we really need seperate Run/Pass Block ratings when we have the Footwork/Strength/Impact Block Ratings? Why do we need Throwing Accuracy when we have S/M/DAC? What kind of an effect does "Strength" have when we have Tackle, Block, Moves and Block Shedding ratings?
And they should really try and make a different OVR formula for 3-4 DEs... yeah it's great that my OLB is really fast and has high Finesse Moves, but that doesn't really help him much when his job is pushing around guards, binding blockers and stopping the run so don't tell me he's a 90+ OVR DE while my 75 OVR player who's an actual DE is actually better suited for the job.
That whole interview, in which Donny explains the use of multiple sources, including multiple scouting agencies and actual combine numbers, he mentions starting with a template based on a commonly used aspect of scouting (the player comparison) and that's what you all feel the need to focus on?
You'd think he said "I just take the player closest and use the same ratings and drop his awareness".
It obviously struck a cord with the community here and some people have valid points. I think their concerns should be heard and not dismissed by your statement as being ignorant.
My friend said the Player tendencies in FiFa11 is perfect, and Madden should pick up on it.
There's a lot to be learned for Madden from what was done on the FIFA and PES series, they're far from perfect, but at least they're an example of competition leading to a better product. Just give me a Franchise mode with comparable depth to PES' ML mode for M12 and I'll be a happy customer.
They should hide ratings that matter to position. How can you determine a Dlinemen's Throw Acc or a QB's Cov or Catch. You can tell that every player is started from the same Template to start off with. Then they use Current Players Template for New Players with the same gamestyle.
If I can do it in my spare time for my site, then I would think that some guys who are professionally paid to do this could do it as well. Sheesh...
Quote:
Originally Posted by adembroski
That whole interview, in which Donny explains the use of multiple sources, including multiple scouting agencies and actual combine numbers, he mentions starting with a template based on a commonly used aspect of scouting (the player comparison) and that's what you all feel the need to focus on?
You'd think he said "I just take the player closest and use the same ratings and drop his awareness".
Not sure about the other guys, but the above was the highlight of DCEBB2001's post for me...
AJ, you've participated in his thread on this topic and how it relates to the site he's currently updating...
IMHO, it's clear that he's got a more "fleshed out / thought out" approach to how the ratings should be done than anything Donny Moore had to say in this article...
All I (or anyone else can go by) it's what is said and relayed to the public and this missve from that department at EA was underwhelming, at best...
You obviously have a different take on it because you're there, but if I'm picking a ratings system based on what I've read on this forum, I'm going with Dan's...
Hopefully, a lively discourse will inspire everybody to "raise their game" where this is concerned...
That is, I believe, the "best case scenario" upshot of this type of discussion...
That whole interview, in which Donny explains the use of multiple sources, including multiple scouting agencies and actual combine numbers, he mentions starting with a template based on a commonly used aspect of scouting (the player comparison) and that's what you all feel the need to focus on?
You'd think he said "I just take the player closest and use the same ratings and drop his awareness".
My reply to this would be again, what use is this to gamers when whatever method used will result in the same "Gameplay Impact" as it did since release on Next-Gen?
What purpose is knowing what resources EA draws it's info to dictate player ratings when it's proven fact that outside of the SPEED/Thow Power ratings, no other ratings shows a difference during actual Gameplay.
Set something at 12 then another at 99 and you'll get, "NOTHING"!!!
They all react the same until a Slider Adjustment is done to Dumb-Down the AI causing some weird reaction during gameplay.
Again, why is it not to early to release this kind of stuff, but actual meaningful information about the issues that have plagued this game for years (that the community have spent hours tweaking/testing to give feedback to improve) must be Hush-Hush?
What gamers are trying to say is that it's the same OLD SYSTEM used, not the ratings given to a player that's the problem.
Madden is FAR behind were it should be by now and the Community has supported EA for a long time while little has change.
And this is how someone from the team responds to that Community?
Wow! I was not expecting my one post to receive the applause that it did. Thanks for that guys!
But the main thing is that the guys at EA don't really know what they are doing if they are rating players like this. That is the primary problem I have with them; they don't know how to use the data they get properly in determining player ratings. They may have all this scouting data, but they seem to fail to use it properly. Why? Because they don't seem to be football guys. They may be OK at developing games, but have they ever played under center? Taken a snap? Tackled a 200lb RB head on? Most likely not at any level of significance. Not to toot my own horn here but I have played at every level except the professional one as a player and coach. I know what it takes to separate the good players from bad ones, which is why I incorporated that knowledge into the ratings I do at FBG. Think of it as Football Ratings done by a Football Coach/Player. It doesn't hurt that I am a stats freak either because knowing how to manipulate data is also clutch. Regardless, it seems like the guys at EA could do a better job with more money and their professional jobs on the line.
Wow! I was not expecting my one post to receive the applause that it did. Thanks for that guys!
But the main thing is that the guys at EA don't really know what they are doing if they are rating players like this. That is the primary problem I have with them; they don't know how to use the data they get properly in determining player ratings. They may have all this scouting data, but they seem to fail to use it properly. Why? Because they don't seem to be football guys. They may be OK at developing games, but have they ever played under center? Taken a snap? Tackled a 200lb RB head on? Most likely not at any level of significance. Not to toot my own horn here but I have played at every level except the professional one as a player and coach. I know what it takes to separate the good players from bad ones, which is why I incorporated that knowledge into the ratings I do at FBG. Think of it as Football Ratings done by a Football Coach/Player. It doesn't hurt that I am a stats freak either because knowing how to manipulate data is also clutch. Regardless, it seems like the guys at EA could do a better job with more money and their professional jobs on the line.
Wow! I was not expecting my one post to receive the applause that it did. Thanks for that guys!
But the main thing is that the guys at EA don't really know what they are doing if they are rating players like this. That is the primary problem I have with them; they don't know how to use the data they get properly in determining player ratings. They may have all this scouting data, but they seem to fail to use it properly. Why? Because they don't seem to be football guys. They may be OK at developing games, but have they ever played under center? Taken a snap? Tackled a 200lb RB head on? Most likely not at any level of significance. Not to toot my own horn here but I have played at every level except the professional one as a player and coach. I know what it takes to separate the good players from bad ones, which is why I incorporated that knowledge into the ratings I do at FBG. Think of it as Football Ratings done by a Football Coach/Player. It doesn't hurt that I am a stats freak either because knowing how to manipulate data is also clutch. Regardless, it seems like the guys at EA could do a better job with more money and their professional jobs on the line.
I understand what you are saying, but I don't think it's fair to say they've haven't played or coached football before. I know of a few of them that have played in the college ranks and I'm sure I'm missing some too.
Last year, I think the Titans OC or Line coach helped implement the run blocking. They converse with Madden throughout the year and various coaches on each team as well.
I think what Adembroski was trying to say it's hard to criticize a 4 question interview without knowing what Donnie does in a 10 plus hr. day.
I feel that 4 question interview barely scratched the surface and we were just fed a few bread crumbs is the way I see it.
Also, we have a writer in our paper that is very thorough on the Packers. He just did a draft guide on projections. Top 15 gone when the Packers pick, next 13, 50-50 chance and the next 30 left.
In most of the ratings, he talks to scouts and they will say, this player is better than Tebow, Ingram is similar to Ahman Green, etc...... So, if scouts do it, why can't Donnie and EA do it? I'm confused on that part. They may not turn out like Ahman Green or Tebow, so, then, they get adjusted down the line. ????
What purpose is knowing what resources EA draws it's info to dictate player ratings when it's proven fact that outside of the SPEED/Thow Power ratings, no other ratings shows a difference during actual Gameplay.
That is a proven fact? Funny, when I play, the coverage and press ratings of my DBs make a HUGE difference between them getting burned every other play and shutting down their receiver, and when if I put some guys on the line who can't tackle, they'll get run over regularly. Oh, and ever tried to stiff arm a tackler? My power HB with a stiff arm of 98 regularly breaks tackles like this while my scat back never ever managed to do that.
So no, it's definitely not a "proven fact" that none of these ratings matter. Are they implemented poorly, especially in aspects like OLine play? Definitely. But that doesn't mean all of them don't matter.
While this is an interesting discussion about Tiburons (not EAs) approach towards player ratings, I don't feel it'll amount to anything other than chatter. Ratings have become a HUGE part of Madden's marketing and keeps the game in the gamers minds throughout the season. Madden can never have APF 2k8-style 'ratings/abilities' because then they'd lose the weekly updates, which helps feed the marketing machine.
There are many valid points in this thread and Dan's work and insight with the ratings should be applauded, but as long as the underlying ratings system (and gameplay) is as flawed as it is, then the game will still play like the arcade football game we've come to know.
As pointed out by many some ratings have little to no effect. Players play the same, because everything seems to be build up around one model. lofeazy mentioned player tendencies in soccer video games and while they are far from perfect, it makes the players feel more individual and unique - much like the abilities system of APF 2k8. None of the soccer games, however, have a proper AI system that recognizes those tendencies from teammates yet. Currently AI teammates don't recognize the abilities and strengths of their fellow teammates, but act like 11 individuals on the field instead.
While Tiburons current approach with 49-50 individual rating to separate players from each other might look logical and functional on paper, it translates into very poor gameplay in the actual game. If you put Randy Moss and Wes Welker next to each other and make them run identical routes, you'd think you were watching a football equivalent of synchronized swimming. Players appear to be build around one model and their body size is scaled without any effect.
I personally prefer APF 2k8's 'ratings' model because of its simplicity, but of the ratings systems I've tried, I have a sweet spot for FIFA 11's for four reasons:
Firstly, because height and weight matter just as much as ratings (they have a locomotion engine that allows for different body types) meaning that two players with identical ratings but different height and weight won't play the same.
Secondly, because I feel ratings are scaled with respect for the game and not for marketing purposes (highest OVR is 90 and highest individual rating is 96).
Thirdly, because the ratings that the game shipped with are still excellent to play with to this day.
And lastly, because you can compete with a 'mediocre' team if you combine complementary players that fit each other and your strategy/playing style instead of just the best rated.
However, as I state above I believe many of the excellent points in this thread will mostly become chatter that EA will choose to dismiss, even though we know that they (adembroski) have read the post.
While this is an interesting discussion about Tiburons (not EAs) approach towards player ratings, I don't feel it'll amount to anything other than chatter. Ratings have become a HUGE part of Madden's marketing and keeps the game in the gamers minds throughout the season. Madden can never have APF 2k8-style 'ratings/abilities' because then they'd lose the weekly updates, which helps feed the marketing machine.
There are many valid points in this thread and Dan's work and insight with the ratings should be applauded, but as long as the underlying ratings system (and gameplay) is as flawed as it is, then the game will still play like the arcade football game we've come to know.
As pointed out by many some ratings have little to no effect. Players play the same, because everything seems to be build up around one model. lofeazy mentioned player tendencies in soccer video games and while they are far from perfect, it makes the players feel more individual and unique - much like the abilities system of APF 2k8. None of the soccer games, however, have a proper AI system that recognizes those tendencies from teammates yet. Currently AI teammates don't recognize the abilities and strengths of their fellow teammates, but act like 11 individuals on the field instead.
While Tiburons current approach with 49-50 individual rating to separate players from each other might look logical and functional on paper, it translates into very poor gameplay in the actual game. If you put Randy Moss and Wes Welker next to each other and make them run identical routes, you'd think you were watching a football equivalent of synchronized swimming. Players appear to be build around one model and their body size is scaled without any effect.
I personally prefer APF 2k8's 'ratings' model because of its simplicity, but of the ratings systems I've tried, I have a sweet spot for FIFA 11's for four reasons:
Firstly, because height and weight matter just as much as ratings (they have a locomotion engine that allows for different body types) meaning that two players with identical ratings but different height and weight won't play the same.
Secondly, because I feel ratings are scaled with respect for the game and not for marketing purposes (highest OVR is 90 and highest individual rating is 96).
Thirdly, because the ratings that the game shipped with are still excellent to play with to this day.
And lastly, because you can compete with a 'mediocre' team if you combine complementary players that fit each other and your strategy/playing style instead of just the best rated.
However, as I state above I believe many of the excellent points in this thread will mostly become chatter that EA will choose to dismiss, even though we know that they (adembroski) have read the post.
agree APF ratings are great because they are simple but there isn't enough difference between players and FIFA well FIFA is great
First, let's get the ratings all meaning something (and streamlined). Hiding them won't solve anything.
Plus, there is nothing realistic about having ZERO information about a player's raw physical skills at the absolute minimum not to mention teams at least have their opinion on a guy's technique, etc.
Quote:
Originally Posted by sniperhare
This will make it so that you resign players based on production (like they do in the NFL) instead of the player somehow knowing "I'm a 85 OVR player, pay me like that even if I've rode the pine for two years."
OVR should die. Not all ratings. Replace OVR with Production by all means, BUT Production should not be the sole impact. A guy can suck for whatever reason (include not being used). If Andre Johnson went cheap because I didn't use him (for whatever God-forsaken reason!), that would be no more realistic than the scenario you (rightly) deride.
Quote:
Originally Posted by sniperhare
Bring back the Head Coach system that has player adjusted ratings based on the offensive or defensive scheme. Have your scouting department find players who would fit your needs or schemes. That would be a great weekly update in franchise.
That would be sweet.
Quote:
Originally Posted by sniperhare
You get a message from your GM/Head of scouting that details players in the upcoming draft. You could also "check the news" and watch clips on NFL Network (use the license EA) of upcoming players. But if you only rely on hype it may lead you to drafting the wrong player.
Well, a major overhaul of the Draft/Scouting system is badly needed if they try to revamp franchise mode.
I just got a complete OLine in a single draft consisting of 5 rookies with starting OVR between 82 and 88, all but one with A potential (the 85 OVR LT is "only" B potential) and I did it with 3 4th and 2 5th round picks, I did scout but I wouldn't even have needed that, it was so painfully obvious from the skill hex that they were monstrous players. That's just wrong, yes sometimes there may be players in the later rounds that develop into beasts, but not like that, and they shouldn't be THAT easy to pick out.
As pointed out by many some ratings have little to no effect. Players play the same, because everything seems to be build up around one model. lofeazy mentioned player tendencies in soccer video games and while they are far from perfect, it makes the players feel more individual and unique - much like the abilities system of APF 2k8. None of the soccer games, however, have a proper AI system that recognizes those tendencies from teammates yet. Currently AI teammates don't recognize the abilities and strengths of their fellow teammates, but act like 11 individuals on the field instead.
I really don't think you need tendencies to get basic differences. The ratings just need to come out in the game. A 50 RTE WR should be running choppy routes, maybe even falling down like some of the WR did during the combine today trying to run the 10-yd out. "Controlling your speed and your body" is route running.
Those things just don't translate. You don't need tendencies to make technique differences show in a lot of cases. You just need to make difference in technique skill show up, imo.
To me, tendencies would be more impacting style/decision making in "ambiguous" situations. For example, a defender is about to make a tackle - does he wrap and tackle or does he try for the knockout shot, or does he focus mostly on trying to strip the ball? That, imo, would be something impacted by tendencies - effectiveness by ratings.
For a QB, if he scrambles, does he just try to buy time, using his quickness in the pocket to escape and extend plays and bait defenders into approaching him (letting WR uncover downfield), or does he scramble, see daylight, and take off upfield, maybe bypassing a WR coming free over the top to try to make the play himself?
An RB is about to get contacted - does he try to evade (and how? Juke, spin, cut, quick change in speed, change angle, etc) or does he invite contact and try to break through (and how? stiff arm, lower shoulder, push aside the defender, slight sidestep and then lower shoulder to try for better contact angle, etc)
Things like that would be areas I could see tendencies. That way two scrambling, fast QBs, wouldn't just play like 2 Michael Vicks, etc.
Tendencies like this could be good coaching influences. Let's say you draft a HB who probably should be more of a power runner, but he's trying to juke and cut too much. You could bring in a coach that teaches downhill running and perhaps start to change this kid's tendency towards his strength (what his ratings would dictate) and see his performance improve.
Quote:
Originally Posted by sniperhare
While Tiburons current approach with 49-50 individual rating to separate players from each other might look logical and functional on paper, it translates into very poor gameplay in the actual game. If you put Randy Moss and Wes Welker next to each other and make them run identical routes, you'd think you were watching a football equivalent of synchronized swimming. Players appear to be build around one model and their body size is scaled without any effect.
The problem isn't necessarily the ratings. Having 50 ratings doesn't mean that things like route running or play recognition differences shouldn't show up more consistently and apparently. If Welker and Moss look the same, that's not the fault of having too many ratings, it's that the differences between them in the ratings aren't being expressed (and maybe not being large enough - seems like the scale, effectively, is 80 to 100 unless you really suck at something - not a wide range). You could have 5 ratings and see the same issue.