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Madden NFL 17 News Post



The 4 Verts Podcast checked in with Madden Creative Director Rex Dickson to talk a variety of topics relating to Madden NFL 17.

Check out the topics they discussed:

Quote:
"-Thoughts on stumbling out of the blocks with EA Access and Run/Pass Glitch.

-The patch process and how they approached it.

-Shift from how they define success in a launch.As they move from review based goals to core sentiment feelings.

-"Crowd sourced" development and EA's approach, specifically Madden's approach, to the player first mentality.

-Rex explains the struggle to balance SIM, Casual, and Competitive gamers.

-The tuning process, when to hold steady versus making changes, and how data drives these decisions. Rex specifically addressed the upcoming tuning on the fatigue bug and why it occurred.

-How,and why, the Nano Detection System came to be.

-Competitive gaming, and it's place in Madden's growth going forward.

-.....I also ask him why my WR1 is on the left and not matched up against CB1 by default, and his explanation (kind of)."

Be sure to listen to the podcast and add your thoughts below!

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 21 ForUntoOblivionSoar∞ @ 09/29/16 03:32 AM
I guess I'll never understand why sim gaming can't be competitive enough for the so-called competitive Madden fans. Strategy has as unlimited a skill cap as exploits do. And stick skills are there whether the game is sim or not.

As for roster balance, for default rosters just do what 2K5 did and ha e an option to balance ratings. And as for Ultimate Team, roster balance isn't an issue because you create your own roster.

There is no difference in skill cap between a sim game and an arcade game. The only difference is the emphasis on which skill, whether it's outwitting your opponent via strategy or outwitting the AI via exploits, and when it comes to stick skills, there is no reason for them to not be equally important for a sim game or arcade game.
 
# 22 wordtobigbird @ 09/29/16 09:24 AM
Quote:
Originally Posted by tmart14
I live in a part of the country where video games are still considered for the "basement dwelling losers" even among people my age (28) and younger.

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Just curious, what part of the country is this..? I'm 28, in the south albeit the burbs, and to hear this mentality is still a thing is pretty funny.
 
# 23 wordtobigbird @ 09/29/16 09:26 AM
Quote:
Originally Posted by ForUntoOblivionSoar∞
I guess I'll never understand why sim gaming can't be competitive enough for the so-called competitive Madden fans. Strategy has as unlimited a skill cap as exploits do. And stick skills are there whether the game is sim or not.
It can. I think the problem with Madden is the legacy elements and the difficulty curve for the establish player base that would come with radical changes OR they simply can't get people not in the know (corporate) to realize this is true and green light the budget for "non-sexy" phases of the game.
 
# 24 tmart14 @ 09/29/16 09:33 AM
Quote:
Originally Posted by wordtobigbird
Just curious, what part of the country is this..? I'm 28, in the south albeit the burbs, and to hear this mentality is still a thing is pretty funny.


Rural town in the south. We are separated from the nearest major city by a mountain.

I love living in a small town, but they are really slow on the technology upswing.

Edit: Spelling.


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# 25 timhere1970 @ 09/29/16 09:40 AM
Quote:
Originally Posted by ForUntoOblivionSoar∞
I guess I'll never understand why sim gaming can't be competitive enough for the so-called competitive Madden fans. Strategy has as unlimited a skill cap as exploits do. And stick skills are there whether the game is sim or not.

As for roster balance, for default rosters just do what 2K5 did and ha e an option to balance ratings. And as for Ultimate Team, roster balance isn't an issue because you create your own roster.

There is no difference in skill cap between a sim game and an arcade game. The only difference is the emphasis on which skill, whether it's outwitting your opponent via strategy or outwitting the AI via exploits, and when it comes to stick skills, there is no reason for them to not be equally important for a sim game or arcade game.

Strategy is not the problem. The view is the biggest impediment on my opinion. You can not have the players play realistically and get a good game when the human player can see the whole field. As a qb you can look at and throw to five wide receivers at all times. As a running back you can see holes on the second level. As either you at all times can see where all eleven defenders are. To overcome this we try playing all madden or adjusting sliders to make it a challenge and get real results but are in that process making the game play more unrealistic to get realistic stats.
 
# 26 howboutdat @ 09/29/16 09:46 AM
Quote:
Originally Posted by tmart14
Rural town in the south. We are separated from the nearest major city by a mountain.

I love living in a small town, but they are really slow on the technology upswing.

Edit: Spelling.


Sent from my iPhone using Tapatalk
I think you may live near me, same situation, and i swear maybe 1% of population if that ,even knows you can play online games with others.
 
# 27 tmart14 @ 09/29/16 09:57 AM
Quote:
Originally Posted by howboutdat
I think you may live near me, same situation, and i swear maybe 1% of population if that ,even knows you can play online games with others.


Possibly haha. And that lack of people around me drove me to single player games which probably has influenced my fairly negative opinion on online games.

That said, most people's opinion is that drive towards catering to online, competitive type gameplay is good for the industry, so my opinion is probably wrong.


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# 28 howboutdat @ 09/29/16 10:24 AM
Quote:
Originally Posted by tmart14
Possibly haha. And that lack of people around me drove me to single player games which probably has influenced my fairly negative opinion on online games.

That said, most people's opinion is that drive towards catering to online, competitive type gameplay is good for the industry, so my opinion is probably wrong.


Sent from my iPhone using Tapatalk
Well i basically only play every game i play , online. But thats because most games CPU AI bores me, and there isnt people near me who like playing games.So for me, online offers the ability to play with others and not be bored with the game. Ive played games since atari, so i guess ive been burned out on CPU AI, and lack of really challenging me that much after i play it a while, too easy to figure out its programmed limits and just isnt fun to me .

Where as , playing another person, the things one must counter is pretty much endless within the parameters of that game. GTA V Online is just the best thing ive played.Theres more to that game than anything ive ever played. I just cant do offline modes.I literally never touch them , as soon i start the game up. But to each their own, thats what is great about having the options.I dont think games should do away with offline modes, they still have alot of people who love that, and thats ok too.
 
# 29 wordtobigbird @ 09/29/16 10:33 AM
Quote:
Originally Posted by tmart14
Rural town in the south. We are separated from the nearest major city by a mountain.

I love living in a small town, but they are really slow on the technology upswing.

Edit: Spelling.


Sent from my iPhone using Tapatalk
I hear ya. If you ever get online there's plenty of us gamers out here and not that big of a loser

Sent from my LG-D851 using Tapatalk
 
# 30 fballturkey @ 09/29/16 12:55 PM
Quote:
Originally Posted by CM Hooe

Heck, one thing that would probably be a tourney player's dream would be some sort of defensive scheme builder. In this hypothetical defensive scheme builder, you the user would not only pick your formations, plays, and personnel groupings, but also you would customize every aspect of your defense - whether your corners play best-on-best or stick to specific sides, whether you align your safeties always to weak/strong side or to boundary/field side, how you set up your blitzes (do you want to blitz weak side? strong side? field side? boundary side? away from a specific OL? towards a specific OL? at a weak RB in pass-protection?).
That would be beyond amazing, although I doubt the AI tech necessary to really make it work is feasible.
 
# 31 queenie.paula @ 09/29/16 12:56 PM
I cant hear the podcast right now, does rex say when the patch might be coming?
 
# 32 roadman @ 09/29/16 01:16 PM
No, he won't release dates of patches, even if he knew.
 
# 33 Hooe @ 09/29/16 01:47 PM
Quote:
Originally Posted by ForUntoOblivionSoar∞
I guess I'll never understand why sim gaming can't be competitive enough for the so-called competitive Madden fans. Strategy has as unlimited a skill cap as exploits do. And stick skills are there whether the game is sim or not.
What do you mean by "sim gaming" nowadays, though?

Are you referring to authenticity in gameplay design? Because I think it's clear that Madden increases in its level of authenticity each passing year - particularly over the past two or three years - and its popularity as a competitive venture has clearly increased as this has happened. Madden already has an extremely high skill floor and even higher skill ceiling, both on the sticks and strategically. Over the past few iterations, Tiburon has done a great job of lowering the skill floor and increasing the skill ceiling both with new control mechanics and strategic changes, with most if not all of these mechanics having authenticity to source material at the forefront of the game designer's mind. All the while, the game has, again, increased in popularity as an e-sport. To this end, "sim" is not impeding the tourney culture of Madden.

If by "sim" however you are referring to the artificial and nebulous house rules that people in communities like this one selectively abide by with the explicit goal of pantomiming what happens on television to the greatest possible degree - ex. no Gronk at fullback, no "user catching", etc. - tournament style players are very obviously going to ignore "sim" because the game doesn't explicitly enforce those house rules. The tourney player isn't going to deliberately handicap himself from winning in a prize money setting over what basically amounts to a user gameplay preference.
 
# 34 T4VERTS @ 09/29/16 02:08 PM
Quote:
Originally Posted by CM Hooe
If by "sim" however you are referring to the artificial and nebulous house rules that people in communities like this one selectively abide by with the explicit goal of pantomiming what happens on television to the greatest possible degree - ex. no Gronk at fullback, no "user catching", etc. - tournament style players are very obviously going to ignore "sim" because the game doesn't explicitly enforce those house rules. The tourney player isn't going to deliberately handicap himself from winning in a prize money setting over what basically amounts to a user gameplay preference.
This is basically the answer. People will look for every advantage possible when money and prestige are on the line. It is no different than what NFL teams do.
 
# 35 ForUntoOblivionSoar∞ @ 10/02/16 04:55 AM
Quote:
Originally Posted by timhere1970
Strategy is not the problem. The view is the biggest impediment on my opinion. You can not have the players play realistically and get a good game when the human player can see the whole field. As a qb you can look at and throw to five wide receivers at all times. As a running back you can see holes on the second level. As either you at all times can see where all eleven defenders are. To overcome this we try playing all madden or adjusting sliders to make it a challenge and get real results but are in that process making the game play more unrealistic to get realistic stats.
While I agree that can pose a problem for realism, what does this have to do with competitive gameplay?


For example, how is it that making pass rushers far better at getting to the quarterback (like in real football) in any way make the game less competitive between human players? All that would change is players wouldn't, for example, have ten seconds in the pocket to exploit ridiculous and unrealistic quick slants that are thrown thirty yards away from where the slant started. All players would have to adjust, so how would it affect competition?








Quote:
Originally Posted by CM Hooe
What do you mean by "sim gaming" nowadays, though?

Are you referring to authenticity in gameplay design? Because I think it's clear that Madden increases in its level of authenticity each passing year - particularly over the past two or three years - and its popularity as a competitive venture has clearly increased as this has happened. Madden already has an extremely high skill floor and even higher skill ceiling, both on the sticks and strategically. Over the past few iterations, Tiburon has done a great job of lowering the skill floor and increasing the skill ceiling both with new control mechanics and strategic changes, with most if not all of these mechanics having authenticity to source material at the forefront of the game designer's mind. All the while, the game has, again, increased in popularity as an e-sport. To this end, "sim" is not impeding the tourney culture of Madden.

If by "sim" however you are referring to the artificial and nebulous house rules that people in communities like this one selectively abide by with the explicit goal of pantomiming what happens on television to the greatest possible degree - ex. no Gronk at fullback, no "user catching", etc. - tournament style players are very obviously going to ignore "sim" because the game doesn't explicitly enforce those house rules. The tourney player isn't going to deliberately handicap himself from winning in a prize money setting over what basically amounts to a user gameplay preference.
What I mean is, well, take the example I gave above.


What if Madden had a realistic pass rush, to where the QB on average had 3 seconds or less to get rid of the ball? How would this negativiely affect the amount of competition? Presumably players would no longer be able to throw a slant on the opposite corner of the field from whence it started, but both players would have to adjust, so it would be just as competitive.




By the way, I have noticed that Madden is indeed slowly becoming a better and better approximation of NFL football. My post was not directed at THEM. It was directed at the people who claim that making the game more realistic in some way diminishes it, and in particular, when it comes to competitiveness.
 
# 36 cable guy @ 10/06/16 12:16 PM
Quote:
Originally Posted by ForUntoOblivionSoar∞
While I agree that can pose a problem for realism, what does this have to do with competitive gameplay?


For example, how is it that making pass rushers far better at getting to the quarterback (like in real football) in any way make the game less competitive between human players? All that would change is players wouldn't, for example, have ten seconds in the pocket to exploit ridiculous and unrealistic quick slants that are thrown thirty yards away from where the slant started. All players would have to adjust, so how would it affect competition?










What I mean is, well, take the example I gave above.


What if Madden had a realistic pass rush, to where the QB on average had 3 seconds or less to get rid of the ball? How would this negativiely affect the amount of competition? Presumably players would no longer be able to throw a slant on the opposite corner of the field from whence it started, but both players would have to adjust, so it would be just as competitive.




By the way, I have noticed that Madden is indeed slowly becoming a better and better approximation of NFL football. My post was not directed at THEM. It was directed at the people who claim that making the game more realistic in some way diminishes it, and in particular, when it comes to competitiveness.
I totally agreed with this. Until it was brought up about fumbles and dropped passes. Basically competitive players losing games due to these things. Is it right or wrong. Idk. If the online players don't like it, they don't like it. Honestly I wouldn't like it if I'm dominating a player and I have 2 fumbles and 3 dropped passes. He has no fumbles and 2 dropped passes. Easy for me to say that's football. Not so much if I actually played competitive online.

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# 37 OhMrHanky @ 10/06/16 04:41 PM
I mean, this is where they really need a sim/arcade setting for CFM/esports. In the sim settings, everything matters including WR catch rating. In arcade setting, the WR catch rating has no effect. And, they would need to figure out the other ratings that would be effected or neglected. I'm not saying it's easy based on the code. They would have to find the areas of code to change, or in the specific case of WR catch, for all random chance calculations, make it 100 or something. But, that's where the issue lies. We say it a lot on here, but that's it, make a sim/arcade option and program it correctly so that the arcade option doesn't account for certain ratings that would effect otherwise rating specific outcomes.


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