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Madden 12 News Post


Josh Looman, Senior Designer for Madden NFL 12, has released a detailed blog on all the changes to Franchise Mode.

Hey Madden fans-

I'm Josh Looman, senior designer on Madden NFL 12, in charge of everything new in Franchise mode this year. First, let me explain how much I care about Franchise mode to give you some insight into how excited I am about this year’s features.

I was the sole designer on Franchise mode for Xbox and PS2 in Madden NFL 04, 05, 06 and 07. A lot of the features we added back then are some of my all-time favorites. I left Madden to be the lead designer on NFL Head Coach 09 and with my team, we created the most in-depth career mode game ever (as far as I’m concerned). I came back to Madden with the goal to provide the fans with an experience similar to Head Coach 09…tons of features and depth within the Franchise and Superstar modes.

This year, after talking to Phil Frazier (Executive Producer), we agreed that it was imperative we get our depth modes back to where you expected them to be. That’s why writing this blog is so important to me. I feel like it’s my responsibility to give you as much as I can in these modes…and that includes tons of community-requested features.

I honestly hope that what you read in this blog floors you! Ready? Here we go…and remember, this year is for you…the fans!


Franchise Mode Dynamic Player Performance

“The biggest thing to happen to Franchise mode since you started playing it”

That’s not an exaggeration. This IS the biggest change we’ve made to Franchise mode in years and it’s the feature I’m the most excited about.

I play every sports game on the market and I’ve always been frustrated by the fact that when I play a career or season mode, every game I play feels exactly the same. The players always play exactly like their ratings and there’s no such thing as having a good or bad day. It’s the one thing that has always ruined the immersion factor for me.

In the NFL, when you go to a game or turn on the TV, you never know what’s going to happen. Is Michael Vick going to have the game of his life or struggle the entire game? We don’t know…and that’s why we love sports. They’re unpredictable.

In Franchise mode this year, we’ve captured that unpredictable feeling and it makes each game feel different every time you start it.

Here’s how it works…

Each week, every player’s ratings will be different from the week before and will vary based on specific traits tied to our all-new Dynamic Player Performance feature, which we’ll discuss at E3.

Think of it in the old adage of “Any Given Sunday” – there are a multitude of factors that impact how a player performs each week, and this is now replicated in Franchise mode.

If a player is inconsistent, you could see pretty significant rating swings from week-to-week.

One week you might get the 90 overall Michael Vick and the next week you might get the 70 overall Michael Vick. Or you could just get the 80 overall Michael Vick.

If a player is very consistent, their ratings will only change slightly each week and you’ll typically always know what you’re getting (example: Peyton Manning or Tom Brady).

Building around these players (and finding them in free agency and the draft) provides an entirely new layer of strategy to the game.

A player that is coming off of a terrible game is “on a cold streak”. That streak ensures that they’ll go into their next game with ratings lower than normal.

The opposite is true for a player on a hot streak.

Players on streaks can only continue those streaks for a maximum of three games before they are re-set to original ratings.

We’ve also added tendency and trait progression to the game this year, so players actually change throughout your franchise. Some players stay the same (since that’s what defines them), while others will grow.

If a player is inconsistent as a rookie, they can become more consistent as they get older and mature (example: a QB sensing pressure better as they age).


Expanded Rosters and Cut Days

“The feature you’ve requested the most”

This is definitely the most requested Franchise mode feature in at least the last five years.

Every day on Twitter or the forums, I read at least one comment where someone asks if the game is ever going to get expanded rosters.

Well, you’ve got it. We allow 75 players per team in the preseason now.

Here’s how it works…

In year one, the shipped rosters will probably be pretty full. I’m guessing each team will have around 70 real players on the roster.

In future years, we’ll add training camp invites to the rosters to expand them up to 75.

All of those invitees and any rookies on the team will have their ratings locked at the start of the preseason. Each week that those players stay on the roster, we’ll unlock a few ratings for them. Their overall rating will evolve as we release those ratings, giving you a better idea of how good they really are. Just because a training camp invitee’s overall rating says it’s a 99 in week one doesn’t mean that his real overall is that high.

By the end of the preseason, if you keep a rookie or training camp invite on the roster for all four weeks, his ratings will be completely unlocked and you’ll know his true overall rating. At that point, you’ll know if you made a mistake by keeping him or if you found a diamond in the rough.

As we unlock those ratings, we also ask you to cut the roster down each week.

In week one, we may only ask you to cut three players but by the end of the preseason, you’ll need to cut eight or more.

The balancing act is determining whether you should cut a veteran to keep one of these camp invitees or rookies.

We also do an interesting thing with rookies you draft beyond year one in franchise mode.

Let’s say that you went through the scouting process and never scouted a QB who was projected to go in the top 10. You get to the offseason and head into the draft. That QB falls to you at pick #15 and you pull the trigger and draft him. When you sign him to a contract, his ratings will not be immediately unlocked. He’ll have to go through the rating unlock process in the preseason just like the training camp invites. If you scouted a player fully and then drafted him, his ratings will be unlocked going into the preseason.

This really makes you focus on scouting some of those late round picks instead of just blindly drafting them.

And one more thing…in the game, we swap out depth charts to match what teams typically do in real life in the preseason (let the backups play the entire fourth game or take the starters out at halftime of the third preseason game).

This allows you to get a really good look at the players you’re thinking about cutting every week.


New Rookie Scouting System

“A much needed upgrade to the scouting system”

When we were sitting down and talking about what new features we wanted in Franchise mode this year, a new scouting system was pretty high on the list.

Last year’s system was neither fun or challenging…it made the draft ridiculously easy since it gave away a player’s potential before you even started scouted them.

All you needed to do was keep an eye on that potential rating during the draft and you’d draft every late round sleeper in the game.

That’s gone and it’s been replaced by a much more simple, yet challenging system.

There are now several scouting stages, including the regular season, Pro Days, NFL Combine and individual workouts.

At the start of the regular season, every draft rookie’s ratings are locked.

During each stage, you’re allowed to select a limited number of players to scout and the stage itself determines which ratings will be unlocked.

If you scout a player during the Combine stage, you will unlock his physical ratings like speed, agility and strength. If you scout them in Pro Days, you’ll unlock some of his intangibles.

If you choose to scout him during individual workouts, you’ll unlock everything…including his potential and traits. The catch is that you can only scout a small amount of players during individual workouts…so you’ll need to unlock as much information as you can before you get there.

Trust me…this makes the entire process much more challenging and rewarding this year. I’ve gone through a draft and because I scouted poorly, I ended up with a class full of busts. I’ve also found my future Hall of Fame QB in my 49ers franchise by scouting the right players.


New Free Agent Bidding Feature

“Offseason Free Agency is now fast paced and interactive!”

Another feature that had become a little stale was offseason free agency.

We knew from the first planning stages that we needed a new take on the process and since I was a big fan of the free agent bidding feature from NFL Head Coach 09, we re-created it in Madden NFL 12 this year.

When you enter free agency, you’ll need to be ready to go. This year’s feature is very fast paced and it’s designed to be hectic. You need to make decisions quickly as you target players since the other teams are not waiting for you.

You’ll face off against the other 31 teams in an interactive bidding environment as you try to win the rights to sign the player to a contract of your choosing.

If another team outbids you, just press a button to increase the bid and become the leader.

Keep an eye on your cap room. We’ve made the cap a lot more challenging this year, so you can’t just sign every free agent. You’ll still need to save room to sign your draft rookies. The screenshot below was taken before we started tuning cap room. You’re not going to have $100 million to play with this year.


Player Roles

“One of the favorite features from the last generation is back!”

One of the most requested community features from the PS2 and Xbox days is back and since it’s also one of my favorites, I was excited to include it in Franchise mode this year.

I know a lot of people like it because it adds a bit of an RPG element to the game.

There are more than 20 different roles that players can earn in Franchise mode, including “QB of the Future”, “Mentor” and “Fumble Prone”.

We’ve even added a handful of new roles like ‘Playoff Performer’, ‘Trench Warrior’ and ‘Iron Man’.

Most of the roles will have an in-game impact. Shutdown Corner, for instance, impacts the ratings of the player that has it AND the QB on the opposing team.

The roles are earned or lost based on defined criteria every offseason so players will not keep them forever. Most of the roles come with logic that changes how teams approach the draft and free agency. If a team has a ‘QB of the Future’ on the roster, they will not draft a QB in the first round of the draft.

If you have a mentor on your roster, he makes the young players better as long as he’s on the team.

Bringing this feature back is just a great way to adding depth to the mode and making individual players stand out a little more.


Change Teams

This is another one of those features that has been a community request for years.

Right before the offseason starts, you can change the team you’re controlling to any other team.

You can even choose to control all 32 teams at that point if you want to.


Future Draft Picks

I can’t mention community requested features without talking about Future Draft Picks, which we’ve also added this year.

It’s pretty simple…when making a trade, you can trade away the current year draft picks or next year’s picks.

This allows you to mortgage the future for a player you want to trade up to get in this year’s draft.

Or pretend you are the Patriots and trade down throughout the NFL Draft for next year’s picks.


Edit Players

This is one we talked to you about on Twitter and the forums.

After some discussion, we agreed that Franchise mode is yours to control and that we needed to give you the ability to edit the ratings of any player in Franchise mode, whether they are veterans or the rookies you just imported from NCAA Football.

If you want some QB you imported to be an 85 overall because you won the Heisman with him, you’re welcome to edit him to be that high. It’s all up to you.


Practice Mode

This may seem like a small addition but, to me, it’s big. Being able to practice with your Franchise mode team at any point in the preseason, regular season or playoffs without having to export them allows you to get a look at your team at any time.


Increased Injury Chances and Injured Reserve Fixed

If expanded rosters is the most requested community feature, fixing injured reserve is a close second.

It’s great that adding expanded rosters actually allowed us to fix IR since the game can now handle having more than 55 players on a team.

This year, players are automatically placed on IR and that opens up a roster spot for the team to sign a replacement for him.

CPU controlled teams now place players on injured reserve and sign a replacement if they need to.


Franchise Mode Dynamic Gameplans

We’ve also added a pretty cool new feature that makes teams re-evaluate their game plan based on their starting QB in future years.

Take the Colts for instance. In year one, if you control them or face them as an opponent, they will naturally throw the ball more based on their real life tendencies and because they have Peyton Manning on the roster.

In Franchise mode, if Manning gets hurt or retires, the team will adjust their play calling so that they run the ball more if they have a lower rated QB at the helm until he progresses enough to be able to throw the ball 30-40 times a game.


Revamped Import Draft Class Tuning

This year, AJ Dembroski (our newest rookie designer who some of you may know as one of the biggest Madden fans in the forums) worked a lot on getting players imported from NCAA Football to be more consistent.

Last year, if you imported someone who in your mind was a sure top 5 pick, he could enter your franchise as an 85 or a 65 overall player. There was just too much randomness in the system.

Now he enters the game every time you import him between an 80-87 overall if he’s one of the best players in the import class.


30 Brand New Draft Classes featuring Realistic Player Profiles

We created 30 brand new draft classes from scratch and added a new twist this year.

We’ve created player profiles (scrambling QB, 3-4 DE, power HB, speed WR) that are mixed in with the random guys so that you’ll find players that fit your offensive/defensive scheme and provide a more realistic experience.

Teams in the draft have a preference toward those players and will lean towards drafting them if they have the chance. That means the Raiders will draft a Speed WR if given the choice between him and a possession WR.

We’ve also randomized names and numbers this year so that you won’t recognize individual players each time you start a new franchise.


Progression Tuning

Another one of AJ’s tasks was focusing on progression and making it more realistic this year.

Last year, players would go up automatically regardless of their season stats. This year’s tuning is much more predictable. Players will go up or down based on their performance and age.

One thing to remember is that players are judged against players around their same age when deciding who should progress or not. So, if a rookie running back rushes for 500 yards and that is the best among his peers, he will progress the most in his age group.

Most players who are 32+ will decline every year unless they had the best years vs. their peers. If they did, they will typically stay the same or go down slightly.

Players in the prime of their careers can go up or down, but they can’t go up as much as young players or down as much as old players. And…yes, you guessed it. They are also judged only against the players around their age.


Revamped Team Re-Sign and New Cut Dead Weight Logic

This is another one of my favorite changes/features this year.

Last year, a team like the 49ers would always re-sign a player like Alex Smith because they had no other alternative on the team at his position. They would never take his potential into account and keep him on the roster for years.

This year they’ll make decisions more intelligently, getting rid of Smith and addressing the QB position in free agency or the draft.

They’ll also try to keep a young player with lots of potential under contract as long as it makes sense.

Along with rewriting the re-sign logic, we’ve also added some new team management logic in the offseason that forces teams to make realistic decisions.

In last year’s game, the Redskins would have signed Donovan McNabb to a 7 year deal and kept him on the roster until 2017 until the deal expired.

This year, they take a look at the roster every offseason and evaluate every player individually. If they feel like McNabb is over the hill, they cut him and move on. This leads to plenty of player movement in the offseason and makes the FA Bidding feature a lot more realistic.

We’ve been careful about teams cutting stars and we discussed this in length with the group of Franchise fans that have joined our Facebook Franchise Discussion Group.

We all agreed that we should make sure someone like Peyton Manning never gets cut, but if a 88-91 overall HB gets cut or not re-signed every now and then, that’s pretty realistic ala LaDainian Tomlinson with the Chargers.


New Salary System

After hearing complaints about how the old salary system was hard to deal with last year, we added a new salary system for players, which apply to veterans and draft rookies.

Last year, rookies would sign contracts based on their positions and ratings…so if you took a 70 overall HB #1 in the draft, he would ask for a 3 year/15 million dollar deal as the 1st pick (which is extremely unrealistic).

Rookies now sign contracts based solely on their position and their draft pick. If you take a QB with the first overall pick, expect to pay him a lot.

As far as the re-sign stage goes, players now sign contracts based on their age, overall rating and potential. Older players will always sign shorter deals for less money as their careers wind down while teams may try to lock up a young player with lots of potential with an expensive deal.


Re-Tuned Simulation Stats

We’re working on fixing OLB sacks, rushing yards and all of the other small issues we had last year.

As always, trying to replicate what 32 teams and 1800+ human players accomplish over a five month period in the NFL is tricky…but we’ll get it as perfect as we can.

This work isn’t done yet…it’s always one of the last things we fix before we ship the game.


Weather Tuning

Last year we had lots of issues with weather. It would never snow in Green Bay in January, etc.

I put AJ on this task to make sure that you’ll see more weather changes in climates where inclement weather is common.


Revamped Player Retirements

Last year, very few players retired each year in our game. We’ve addressed that by making sure that older players retire at a slightly quicker rate, allowing for young players to take over and get a chance to contribute.


Revamped Player Award Logic

This is a small change but the tuning makes the players that win yearly awards more realistic. We’ve tuned Pro Bowl logic, MVP Logic and all of the logic used for the other awards.


New Player Portraits for Draft Rookies

Rookies now look just like the real NFL players with a new portrait system that removes the cartoony look in Franchise screens.

We tried to add as many portraits as we could so that the way the rookies look in the menus no longer ruins that immersion factor for you.


New Depth Chart Logic

We also changed the depth chart logic this year to be more realistic.

Last year, teams would start a FS at the nickel corner spot if his ratings were good enough.

This year, that player would stay at FS while the real nickel corner would take the correct place in the depth chart.


New Coach Impacts

This is a small feature, but it brings some strategy to signing a coach.

Coaches now impact players on the field positively AND negatively by a small amount.

This is meant to emulate the strengths and weaknesses that each coach has.

The gameplay mechanic is deciding which positive/negative impact you are willing to take on.

Do you want to make your QBs better while your Defensive Line suffers a bit or make your corners better while making your O-Line drop a bit?



So those are the major changes to Franchise mode this year. Excited yet? I am!

I know it’s a lot to digest at first, but I bet you’re much more interested in reading a really long Franchise mode blog than a short one, huh?

As you can see, we’re committed to improving our depth modes going forward and this year’s Franchise mode is just the start.

When the game is released, I’ll be glad to discuss any of the features we added or just talk about Franchise mode in general on my Twitter account at http://twitter.com/josh_looman.

Thanks for reading and I really hope you enjoy all of the new additions for Franchise Mode in Madden NFL 12.


Source - Franchise Mode in Madden NFL 12

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Member Comments
# 441 PSRusse83 @ 05/18/11 11:29 PM
Quote:
Originally Posted by Sanchez_Mareno
Love all this HC stuff. Hopefully next year they add play knowledge
That would be awesome and if they also brought in the Production rating to Madden as well I think it would add some depth to the way CPU teams sign and cut players.
Heres to hoping that Looman stays for at least the next three years.
 
# 442 Sandbox @ 05/19/11 01:11 AM
Quote:
Originally Posted by roadman
Sky, just today, a article was produced by ESPN.

"In the past, we had issues with memory in the game and we could only allow 55 players per team," "Madden 12's" senior designer Josh Looman explained. "This limitation gave us problems with injured reserve and didn't enable us to give people roster downloads that were accurate. So we knew that it was imperative that we fixed that, and now our shipped rosters and our roster updates will be expanded.

http://espn.go.com/espn/thelife/vide...more=fullstory
Tibouron may have had their own issues with the memory,
but the reason certainly wasn't a "lack of memory" after moving to next gen, as another poster previously said. Moving from the Xbox to the 360 the RAM available to the devs increased 8-fold. IMO, sounds like excuses for terrible code optimization.
 
# 443 RedZoneD25 @ 05/19/11 03:20 AM
Quote:
Originally Posted by Sandbox
Tibouron may have had their own issues with the memory,
but the reason certainly wasn't a "lack of memory" after moving to next gen, as another poster previously said. Moving from the Xbox to the 360 the RAM available to the devs increased 8-fold. IMO, sounds like excuses for terrible code optimization.

It's not an excuse, the developers have said outright that they are very limited due to the code they currently have and it'd be tough to re-write and have ready in one cycle. Whatever the case, they supposedly have it working now so I'm going to call it water under the bridge.
 
# 444 Hooe @ 05/19/11 03:38 AM
Quote:
Originally Posted by Sandbox
Tibouron may have had their own issues with the memory,
but the reason certainly wasn't a "lack of memory" after moving to next gen, as another poster previously said. Moving from the Xbox to the 360 the RAM available to the devs increased 8-fold. IMO, sounds like excuses for terrible code optimization.
No, it wasn't an "excuse". Increasing roster limits to 75 has far-reaching effects beyond just allowing the user more flexibility.

Foremost is a RAM issue; RAM used holding bigger rosters in memory can't be used elsewhere, and if Madden was already pushing the limits of the RAM capacity of the 360/PS3 then that sort of change isn't cheap. Particularly in an in-game setting (i.e. Play Now), if 75-man rosters are allowed, that's 20 players worth of memory that was previously used for (presumably) graphical assets that has to be reclaimed.

Another big issue is franchise mode itself. The AI has to be allowed to utilize 75 man rosters as well if the user can, and as such the roster management AI had to be rewritten to account for more roster space. Further, the incremental cut days of the preseason also have to be taken into account; logic had to be added to handle cutdowns. Third, the RAM for the rosters used in franchise mode, along with larger draft classes to keep this roster populated properly, has to come from somewhere.

The bottom line is that EA wasn't lazy, it simply wasn't a change they could make without a dedicated portion of their team working to completely gut Madden to support the change in the roster size. They decided that was important enough starting at the end of the Madden 10 cycle, and we're seeing the results of that process now.
 
# 445 Sandbox @ 05/19/11 05:03 AM
Quote:
Originally Posted by CHooe
Foremost is a RAM issue; RAM used holding bigger rosters in memory can't be used elsewhere, and if Madden was already pushing the limits of the RAM capacity of the 360/PS3 then that sort of change isn't cheap. Particularly in an in-game setting (i.e. Play Now), if 75-man rosters are allowed, that's 20 players worth of memory that was previously used for (presumably) graphical assets that has to be reclaimed.
sigh,
while playing Madden, most of the RAM is used to "hold" textures of players (on the field and sidelines). When adding players to the roster they're not increasing the number of players on the field or sidelines. In other words the RAM isn't being used to "hold" textures of players that aren't visually present.
And simply increasing the players in a database(roster) has little impact on memory anyways, since all that is contained are parameters(ratings etc.) for said players. Do you know how big the current Madden roster file is? 624KB, that's very small.
Simply put, the devs have not taken away from "graphical assets" to expand a database, after all they managed to put 3d grass back in this year.
How did they pull that off with all those "memory issues" and still manage to increase roster size?

Quote:
Originally Posted by tazdevil20
I don't think anyone can deny that there definitely were some big mistakes made over at Tiburon since 2005. IMHO, from what I have read and heard from people who know, there really was a mess created in the code from previous development efforts. They are basically re-writing Madden piece by piece to fix the damage that was done over the previous years. Now don't get my wrong, as a consumer, it's not my problem that they messed it up and therefore they don't get a free pass. However, what's done is done and the fact that they are really trying to fix it now is what's important.
And that's pretty much what I'm getting at.

Quote:
Originally Posted by WTFitsDaveyJ
It's not an excuse
Maybe it's semantics, but I heard "memory issues" instead of poor coding and it sounding like they were passing the blame.

Quote:
Originally Posted by WTFitsDaveyJ
the developers have said outright that they are very limited due to the code they currently have and it'd be tough to re-write and have ready in one cycle.
So the devs have admitted as much themselves, I'm surprised but pleased with their honesty.
 
# 446 Icarus2k9 @ 05/19/11 05:44 AM
Quote:
Originally Posted by JaySmooov

Where are you reading that potential get's revealed after 4 weeks? If you're talking about after week 4 of the preseason, then that may be understandable. But there's really no reason to just keep cutting and re-signing players until you find all-A potential players.
Thanks for the reply on that one. As long as the progression system allows for rookies to get better on the bench to a certain extent (maybe first three years) then I'm on board with your optimism. If people don't always hit their potential, then that would make the definition of "potential" a lot more subjective and I wouldn't mind seeing the grade at all...

..though that would mean a C/D/F grader would have to be able to exceed their potential, and that's something I used to argue against very strongly because it leads to people pumping up their player's stats with unrealistic on field stats (I believe certain players should never be able to exceed their physical potential, because that's how humanity works, but I'm not derailing this thread to open up THAT can of worms )
 
# 447 GGEden @ 05/19/11 07:01 AM
Good post, sandbox. Well said.
 
# 448 roadman @ 05/19/11 10:00 AM
Quote:
Originally Posted by Sandbox
sigh,










So the devs have admitted as much themselves, I'm surprised but pleased with their honesty.
Ian had said that plenty of times. They had to rip out old code from run blocking and put in new code.

I know after 10 was out, Phil mentioned that showing the outside of stadiums with traffic and what not, ate up a lot of memory.

I know you stated earlier to stop saying it because it didn't happen, but the developers are the one's stating it.
 
# 449 Sandbox @ 05/19/11 10:50 AM
Quote:
Originally Posted by roadman
Ian had said that plenty of times. They had to rip out old code from run blocking and put in new code.

I know after 10 was out, Phil mentioned that showing the outside of stadiums with traffic and what not, ate up a lot of memory.

I know you stated earlier to stop saying it because it didn't happen, but the developers are the one's stating it.
I was a "lurker", he was talking about disc space(video takes up quite a bit of space).

He wasn't talking about memory(RAM), sorry but they're not the same thing.
 
# 450 roadman @ 05/19/11 11:07 AM
Quote:
Originally Posted by Sandbox
I was a "lurker", he was talking about disc space(video takes up quite a bit of space).

He wasn't talking about memory(RAM), sorry but they're not the same thing.
I hear you, but still doesn't negate the fact that the developer of FM mentioned memory as a hindrance to past FM features recently in an interview.
 
# 451 Aggies7 @ 05/19/11 11:13 AM
Correct me if I am wrong but Franchise was the last major information blog. Or is there still more to come?
 
# 452 roadman @ 05/19/11 11:28 AM
Quote:
Originally Posted by Aggies7
Correct me if I am wrong but Franchise was the last major information blog. Or is there still more to come?
Online comes out in late July and E3 is around the corner.
 
# 453 LorenzoDC @ 05/19/11 11:32 AM
Quote:
Originally Posted by Aggies7
Correct me if I am wrong but Franchise was the last major information blog. Or is there still more to come?

Looks like three more big pushes. See this ea page.

  • DPP video coming on June 6.
  • MUT on June 20 (yawn).
  • Online Communities on July 25.
 
# 454 Sandbox @ 05/19/11 11:36 AM
Quote:
Originally Posted by roadman
I hear you, but still doesn't negate the fact that the developer of FM mentioned memory as a hindrance to past FM features recently in an interview.
FM?

But yes you're absolutely right, lack of memory is an hindrance on the consoles.

However, what I'm arguing is that in the case of expanding game rosters it shouldn't be a problem at all.
A lack of memory can be a totally valid reason for not being able to animate the sidelines, but in the case of adding a few kilobytes to a roster file, ehhh.... not so much.

Anyways, I am definitely pleased with all the additions to franchise mode, I might have to play more than 1 season this year.
 
# 455 Broncos86 @ 05/19/11 11:42 AM
There's a vast difference between a lack of disk space on the DVD (6.8GB max, or so) and bad code (injured reserve). Storage didn't need to be an issue with IR and the like. This was, IMO, more due to a priority list, and these issues were shoved further and further down until someone (Looman) decided enough was enough. This is all conjecture on my behalf, of course.

Either way, franchise rosters are not stored on the DVD; they're stored on the HDD. To say that an extra 5MB couldn't be spared to make IR work is folly. It was a choice, not a limitation.
 
# 456 Sandbox @ 05/19/11 11:53 AM
Quote:
Originally Posted by JaySmooov
How does it sound like rubbish? Do you know where memory is allocated?
I have a pretty good idea.

Quote:
Originally Posted by JaySmooov
For example, 8-GB iPods don't have 8GB or memory, only about 6, because of things that have to be put on for it to work.
And this is why I asked you to stop, you are unaware of the difference between a hard drive and memory.
 
# 457 LorenzoDC @ 05/19/11 11:54 AM
Quote:
Originally Posted by JaySmooov
http://www.ea.com/madden-nfl/blog/franchise-first-look

Just a first look at the Franchise mode by some guy named Shopmaster. Not too big, but it is insightful.
He has his own blog too where he did a bit of an expanded version of this. This link tells a little more about scouting and stuff, I found it interesting.
 
# 458 WB1214 @ 05/19/11 01:10 PM
Being able to control all 30 teams and then edit rookie ratings makes this a win. Now I can control who gets drafted where and what their ratings will look like. Great job!
 
# 459 georgiafan @ 05/19/11 01:33 PM
Here is my Madden story and where I'm at now. I'm a huge NCAA fan so it's the game I play and will play a game every night for about 6 months. I'm not good at playing 2 football games at the same time and I like to get the most out of my money espically with sports game bc the value drops so much after 12 months. In 2008 I bought both Madden and NCAA and in 2009 NCAA and Head Coach. Both of those years neither one I got deep into bc I was so hooked on NCAA.

After the NFL draft and seeing the falcons make the big trade for Julio I started thinking that about how good they are gonna be in Madden. Also my 2nd fav is the team the Lions and I have yet to play a game with my Stafford in the NFL. I then dusted off my copy of Head Coach after the draft and started up a new franchise. The off season was just super fun and I said I would gladly pay 60$ for updated roster + ability to play the games + better graphics.

So I started following the info on here and the hit about everything on the head from Head Coach. My bday is in june so I may have someone get my the game from amazon so I can get 20$ to use on games.
 
# 460 RGiles36 @ 05/19/11 01:41 PM
Quote:
Originally Posted by Thinking Out Loud
This is not directed at Roadman but at this general notion of implying that the info EA employees supply consumers about Madden, is a creditable reference to it being true. I am attempting to state this in mature manner, so I can both vent my frustration but be constructive.

If anyone was to check my posts for the last 4-5 weeks, I was becoming increasingly more excited about Madden 12 every week. That changed a few days ago when I accidentally stumbled into a next-gen Madden PR/marketing "history lesson". At this point, I am optimistic about the fact that "new blood", Adembroski and Cam Weber, have been brought in along with the hardcore Madden gamers that are being used multiple times in this dev cycle to test the game but I am realistic about company rhetoric.
Two things. One, I think there is some truth to what you said in the first paragraph. We've heard a lot from the Madden devs the last 3 years, and there are def some statements you can look back on and poke a hole through. It is what it is.

Two, I'm a little confused as to how you can call reading through an old blog a history lesson. I know what you're getting at , but let's be honest: the main objective of the blogs is not to keep it real with us, it's to generate interest in an upcoming release. Simple as that. Some people (not you in particular) seem to take on this notion as if they've been mislead from year to year. With just about any videogame that comes out (especially sports games), the general theme of a new-feature blog is going to be, "Remember how frustrating xyz feature was last year? Yea, we fixed that and added a gazillion enhancements to it. That's why Madden 2024 is going to be better than Madden 2023!!" It happens every year -- and it's no different than in the blog you linked to a few days ago.

I'm not saying to not be cautiously optimistic in regards to Madden. I just feel that the idea that franchise has been upgraded is more substantiated now than it was going into M10.
 


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