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Madden NFL 18 News Post


The Madden NFL 18 Creative Director, Rex Dickson has posted an image on Twitter with a brief description of each game style in the game. As noted earlier this morning, Madden NFL 18 will have 3 new game styles, Arcade, Simulation and Competitive. We should hear more details about these game styles as EA Play gets closer.

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Member Comments
# 221 adembroski @ 05/31/17 04:54 PM
Quote:
Originally Posted by Americas Team
I think misses can be fun if done right, what I mean by done right is instead of blatant overthrows like they have now which are predictable and get boring, add a variety of in field effort catch attempts on inaccurate passes, and add a bunch more inaccurate catch animations and bobble catches, for example if a receiver is wide open on a streak, have Qb's throw the ball a little behind their receiver where they have to turn around and adjust to the short thrown pass, and they collide with the DB causing a PI. That's the type of variety we need in the passing game.
It's not about fun. The fallacy that games are suppose to be all fun all the time is the biggest problem with the industry.

Is Papers, Please fun? Is Insomnia fun? No, that isn't the experience they are going for. They're both fantastic games.

Is OOTP fun? No, it's mostly tedium, but the experience is about managing a professional baseball team. A sim experience in Madden would represent a range of experiences, including but not limited too fun.

The need for fun killed the Deadspace franchise. It's a perfect illustration of why Colonial Marines sucks and Isolation is awesome.

Tension, heartbreak, elation, focus, fun... all parts of the whole. You want fun? Go play Crash Bandicoot.

Sent from my SM-G930P using Operation Sports mobile app
 
# 222 DeuceDouglas @ 05/31/17 05:39 PM
I completely agree with the sentiment that it shouldn't be about fun but they've made it overwhelmingly clear that fun is one of their top priorities whether it be gameplay, CFM, etc.

"we're hearing this a lot - it's a tough balance, inaccuracy not as fun as it sounds, but we will look into it"

"you missed my point - people don't think injuries are fun - why add more?"

Experience Franchise faster than ever. Jump into game-defining plays, drives and situations that matter to you, speeding up your experience and delivering more fun.

Big Decisions begins a new direction in your career mode, delivering more strategy, more control and more fun.

Know your opponent’s tendencies every week then pick the right drills to attack and counter those tendencies in game. This new level of strategy delivers more variety and more fun when preparing for your next opponent, whether it’s a user or the CPU.

Tackle battles add a new, fun in-game mechanic allowing you try and break free for extra yardage.

Sometimes the things are the least fun in franchise or gameplay are what end up making it the most enjoyable. It sounds weird but having things like penalties, injuries, QB inaccuracies, etc. make the game more enjoyable IMO. They're not "fun" but they create a better experience.
 
# 223 JoshC1977 @ 05/31/17 05:43 PM
Amen here about the fun factor...

If there is no chance for failure, there is no feeling of victory in success.....
 
# 224 XtremeDunkz @ 05/31/17 06:03 PM
Quote:
Originally Posted by DeuceDouglas
I completely agree with the sentiment that it shouldn't be about fun but they've made it overwhelmingly clear that fun is one of their top priorities whether it be gameplay, CFM, etc.

"we're hearing this a lot - it's a tough balance, inaccuracy not as fun as it sounds, but we will look into it"

"you missed my point - people don't think injuries are fun - why add more?"

Experience Franchise faster than ever. Jump into game-defining plays, drives and situations that matter to you, speeding up your experience and delivering more fun.

Big Decisions begins a new direction in your career mode, delivering more strategy, more control and more fun.

Know your opponent’s tendencies every week then pick the right drills to attack and counter those tendencies in game. This new level of strategy delivers more variety and more fun when preparing for your next opponent, whether it’s a user or the CPU.

Tackle battles add a new, fun in-game mechanic allowing you try and break free for extra yardage.

Sometimes the things are the least fun in franchise or gameplay are what end up making it the most enjoyable. It sounds weird but having things like penalties, injuries, QB inaccuracies, etc. make the game more enjoyable IMO. They're not "fun" but they create a better experience.
Yeah I actually am starting to lose the trust I had in this current group of leadership. The way they speak about the game just makes it seem like we will never see a lot of the things we want.
 
# 225 msdm27 @ 05/31/17 06:27 PM
I mean, based on Rex's recent interview (see own thread) one can actually draw the conclusion that SIMULATION MODE is basically the same gameplay of Madden 17 + the additions made to M18 like the all new *lol* target passing *lol*

I find it baffling that all of the sudden when M18 is around the corner we get the message that M17 was supposed to be the pinnacle of Simulation, and that their efforts have been mostly focused on SIM the last few years.

Like wait a minute, are we talking about the same game I have here at home?
 
# 226 SyncereBlackout @ 05/31/17 06:56 PM
Quote:
Originally Posted by adembroski
It's not about fun. The fallacy that games are suppose to be all fun all the time is the biggest problem with the industry.

Is Papers, Please fun? Is Insomnia fun? No, that isn't the experience they are going for. They're both fantastic games.

Is OOTP fun? No, it's mostly tedium, but the experience is about managing a professional baseball team. A sim experience in Madden would represent a range of experiences, including but not limited too fun.

The need for fun killed the Deadspace franchise. It's a perfect illustration of why Colonial Marines sucks and Isolation is awesome.

Tension, heartbreak, elation, focus, fun... all parts of the whole. You want fun? Go play Crash Bandicoot.

Sent from my SM-G930P using Operation Sports mobile app


While I think I see where you are coming from. I do think all of those things are fun. Games too should be fun (imo).

The real question is: how do you define fun?

For most of us here simulation is fun. That typically includes all of the predictable and unpredictable things that happen on Sunday. Errant pass by a qb with 90 short accuracy to a wide open WR. That is fun. As a jets fan I can recall Chad Pennington throwing some screen passes over martins head or at his feet.

A stupid penalty on a crucial drive. That is fun. Ask everyone who has coached Suh.
 
# 227 OhMrHanky @ 05/31/17 08:05 PM
Quote:
Originally Posted by SyncereBlackout
While I think I see where you are coming from. I do think all of those things are fun. Games too should be fun (imo).

The real question is: how do you define fun?

For most of us here simulation is fun. That typically includes all of the predictable and unpredictable things that happen on Sunday. Errant pass by a qb with 90 short accuracy to a wide open WR. That is fun. As a jets fan I can recall Chad Pennington throwing some screen passes over martins head or at his feet.

A stupid penalty on a crucial drive. That is fun. Ask everyone who has coached Suh.


Yeah, this is tricky. Obviously, all video games are meant to be 'fun'. Otherwise, why buy them if u get no enjoyment from them. But, what's truly interesting when it comes to sports can be different things. When u have the NFL license and have 11 v 11 football, I still say your #1 goal is realism. With realism, fun should come. I'm sure most people think spin moves, jukes, trucks, etc are all 'fun'. I was a big fan of stiff arms (which madden has consistently done poorly!!! Lol). Those things are also all 'real' moves u see on Sundays. So, if they make them true to life, they will be fun for the user. If fun is the #1 goal, then u make a game like NFL blitz and NBA jam. Those are games that are 'based' on football, but meant to be an exaggerated and 'fun' version of the sport. And, as a personal opinion, I think this is where many video game designers, producers, etc get things wrong. U should always develop a game for your core audience, first. U should have a vision of the game and what it should be. When the core backs it, more people will also back it. Then, u can add gimmicks if u want for more and more casuals. But, for any sports game, u should make the game for football fans, first. You're trying to replicate the sport in video game form, u should start with realism, and go from there. If you make a shooter video game, would u put all of your focus on a side game of jackpot that gives u better guns or something? Or, do u concentrate on making the guns fire realistically, or accurately? A side game of jackpot would mean nothing, lol, but maybe some casuals would get a kick out of it later. Create the game for your core, and the rest will follow. [emoji41]


Sent from my iPhone using Tapatalk
 
# 228 adembroski @ 06/01/17 05:13 PM
Quote:
Originally Posted by SyncereBlackout

The real question is: how do you define fun?
No, it isn't. The question is what does fun mean in the context of design philosophy, because that is the language the designers are speaking.

Fun is an imprecise word, but when philosophies around a craft develop, they tend to incorporate existing words and give them contextual precision.

Imprecise fun can define watching any film as fun if it's an entertaining film. Game design fun would say the Shawshank Redemption is not fun, so it's not worth making.

If we're discussing a game designer's definition of fun, we must both includs his context or we're talking past each other, and in turn, the designer.

And yes, I'm being purposefully argumentative here. I absolutely see what you're saying and you're right, but if we're not speaking to them with precision, we risk misinterpretation. It's a common occurence with Madden.

Imprecise; we want QB awr to matter.
Response; Vision cone, with all the ridiculously overly complex control therein
Imprecise; this isn't fun
Response; remove feature, back to square one. Two dev cycles wasted.

Sent from my SM-G930P using Operation Sports mobile app
 
# 229 jmurphy31 @ 06/02/17 06:53 AM
I haven't read everything, or I'm not sure it's been released yet, but is written anywhere what exactly each mode will/will not have. I was watching the madden game between serious moe and problem and I kept hearing moe whining about being cheated by the game. Even in his post game interview he said he played perfect but the game cheated him. 2 of his main gripes were he lost a fumble and he missed a TD on an overthrow. (Funny how he didn't mention his interception in the end zone he threw into 5 defenders) . Wonder if this is where these changes are coming from. Not from him specifically, but from gamers like him. i get it that it must suck to lose money on a random play, but it's like a bad beat in poker. You can play the percentages and sometimes the other guy gets lucky.

So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).


I'm just glad they're having different settings and didn't just cater to the competitive crowd
 
# 230 ODogg @ 06/02/17 12:34 PM
Quote:
Originally Posted by jmurphy31
I haven't read everything, or I'm not sure it's been released yet, but is written anywhere what exactly each mode will/will not have. I was watching the madden game between serious moe and problem and I kept hearing moe whining about being cheated by the game. Even in his post game interview he said he played perfect but the game cheated him. 2 of his main gripes were he lost a fumble and he missed a TD on an overthrow. (Funny how he didn't mention his interception in the end zone he threw into 5 defenders) . Wonder if this is where these changes are coming from. Not from him specifically, but from gamers like him. i get it that it must suck to lose money on a random play, but it's like a bad beat in poker. You can play the percentages and sometimes the other guy gets lucky.

So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).


I'm just glad they're having different settings and didn't just cater to the competitive crowd
Those sort of people always forget about those "robberies" when it happens to the other guy in their favor though don't they?

That's what gets me when people complain about this, it all evens out...but people only remember the bad that happens to them.
 
# 231 jmurphy31 @ 06/02/17 12:57 PM
Exactly. Ill go back and watch some of my hoops teams i coach games and in a close game (if your honest with yourself), you can point out a bunch of items that went in your favor that probably helped you win. (call, non/call, bouncing in of a shot, foul trouble, etc). Even in real life you cant control everything...
 
# 232 ODogg @ 06/02/17 01:00 PM
Quote:
Originally Posted by jmurphy31
Exactly. Ill go back and watch some of my hoops teams i coach games and in a close game (if your honest with yourself), you can point out a bunch of items that went in your favor (call, non/call, bouncing in of a shot, foul trouble, etc). Even in real life you cant control everything...
I sometimes wonder if these people who think this way never watch or read comments from real NFL coaches. Exactly as you state above, they will almost never blame any one bad thing on the reason for a loss and almost will always state "we had some bad breaks but the other guy also had some bad breaks so.."
 
# 233 DeuceDouglas @ 06/02/17 01:39 PM
Quote:
Originally Posted by jmurphy31
So my question is will competitive mode remove fumbles, overthrows, drops completely? Or will they be nerfed? Or will they be based on your stick skills(still can have bad passes if you throw off balanced).
The bold is pretty much what I'm figuring it will be, at least initially. I think there's going to be just as much, if not more, contention within the competitive side as the simulation in regards to how the play style is tuned because, from what I can tell, there's a ton of differing opinions from players on what it should be. If what one player said was true, there's a number of players that actually believe that the Nickel Blitz was skill and I've seen a number of different opinions on how ratings should factor in.

"When [dicerolls] go in users favor, user believes it's stick skill; when not, it's the game's fault."

I think that quote sums up competitive really well. So unless they completely eliminate those things then they're going to have to basically deal with players blaming the game when things don't go their way. Like the guy who gave up two kick TD's and dropped passes thrown into quad coverage the whole game who played "perfect."

The good thing is that it's on them to figure it out not and it doesn't affect the simulation side. I just hope that when it comes to what Rex was talking about in creating unique features for the playstyles that it's equal.
 
# 234 jfsolo @ 06/02/17 02:00 PM
Quote:
Originally Posted by DeuceDouglas
The bold is pretty much what I'm figuring it will be, at least initially. I think there's going to be just as much, if not more, contention within the competitive side as the simulation in regards to how the play style is tuned because, from what I can tell, there's a ton of differing opinions from players on what it should be. If what one player said was true, there's a number of players that actually believe that the Nickel Blitz was skill and I've seen a number of different opinions on how ratings should factor in.

"When [dicerolls] go in users favor, user believes it's stick skill; when not, it's the game's fault."

I think that quote sums up competitive really well. So unless they completely eliminate those things then they're going to have to basically deal with players blaming the game when things don't go their way. Like the guy who gave up two kick TD's and dropped passes thrown into quad coverage the whole game who played "perfect."

The good thing is that it's on them to figure it out not and it doesn't affect the simulation side. I just hope that when it comes to what Rex was talking about in creating unique features for the playstyles that it's equal.
Yes, with some of the tweets I read and heard about yesterday from well known competitive players, you're on point about their internal arguments probably being even more heated that the ones between sim folks. Even a couple of days ago I wouldn't have though that this was going to be the case.
 
# 235 Americas Team @ 06/02/17 11:06 PM
It would be funny if most people even the competitive crowd ends up preferring simulation mode over competitive mode.
 
# 236 ODogg @ 06/04/17 05:19 PM
Quote:
Originally Posted by Americas Team
It would be funny if most people even the competitive crowd ends up preferring simulation mode over competitive mode.
If it's done correctly the competitive crowd will absolutely hate simulation mode and simulation oriented people will absolutely hate competitive mode.

So I don't think it'd be funny, I think it'd mean the developers utterly failed..
 
# 237 Cowboy008 @ 06/05/17 11:24 AM
Do player ratings still matter (a lot) on competitive setting?

Quote:
 
# 238 ODogg @ 06/05/17 12:01 PM
Quote:
Originally Posted by Cowboy008
Do player ratings still matter (a lot) on competitive setting?
Of course...although ones that are of a nature that would not occur as much due to it being competitive play, such as fumble, probably wouldn't matter as much is all.
 
# 239 Armor and Sword @ 06/05/17 01:27 PM
If all they do is improve CPU QB AI (really needed) and ball carrier AI/sideline awareness, tighten up CFM AI.....fix the replay system to actually replicate the NFL replay system....build on the injury system (dynamic injuries, lingering injuries) and keep the gameplay from M17 (which I am very happy with overall), enhance the penalties and get kicking back to OOTB M17?

I am good.


I am still playing Madden 17 and thoroughly enjoying it. I felt like M16 and M17 were big improvements....in fact huge improvements and easily the best the series has produced in it's history.

I am really happy to see they have separated game play styles so patches do not disrupt simulation mode for those of us who play offline and approach the game differently than stick jockeys.

I do use stick skills in the passing game, running game and for the chosen defender I am playing as (I employ strict no switch defense) So I do love the gameplay mechanics they have added in with tackle battles, swim and bull rush moves, jukes, spins, dives etc. I want the juke system to be improved though as I feel like you can't chain together moves in a timely manner on 17.

So yeah always room for improvement. Line play interaction being a big one etc etc.

Here is hoping to some good measured improvement for Madden 18 for us offline players.
 
# 240 kehlis @ 06/05/17 01:37 PM
Quote:
Originally Posted by Shergie51
No the problem is you actually sit there and watch the game sim instead of either playing or doing a quick sim. So basically you watch the game like its MNF (which boggles my mind but whatever) and then come on forums and cry and complain about elements of the game that 97% of the gaming community doesent care about.

1. Understand you are in the minority of people that play this way
2. Understand u are not the only person this game was made for
3. Stop complaining to the masses OR create your own niche website for u and the other 3 percenters
4. EA could take a dump in a game case & label it "Madden" and you are still going to buy it! So...
5. You obviously get enjoyment out of the game! Or...
6. You wouldn't take the time to write a 1-page Argumentative Essay and post it on-line
7. If it is your goal to get your certain desired changes implemented into the game, "hating" aint the way to go
8. Get help
9. Laugh at my post and dont take it to heart or too seriously because remember....
10. If i didnt care about you i woulda just kept my mouth shut. Only a true friend will tell you what you don't want to hear. The opposite of love isn't hate, the opposite is indifference.





Sent from my iPhone using Operation Sports

First and foremost, lose the attitude. Won't be tolerated here.

Second, re-read his post. You wasted a lot of time typing up a response to him regarding something he wasn't even talking about.
 


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