August 2007 - Posts

  • 08.17.07 Franchise Under the Hood – Progression

    Hey Maddenites, Romo back with another installment of the franchise blog. I have been a few sites reading some of your feedback and I am pleased to see you guys are really digging the game this year. We put a ton of effort into it and it’s good to see it’s paying off.

     

    I wanted to spend some time in this installment to talk about one of the major changes in Madden Franchise Mode. The progression system was tweaked this year and I wanted to give you guys some insight on how it works and what you can expect.

     

    So if you didn’t know progression is the system that drives the ratings of each player from year to year. The players in your franchise will increase, decrease, or stay the same every year based on how well they perform. In previous years, each player progressed regardless of how they compared to others in the league. In other words, it didn’t matter if you were the number one back in the NFL or the fiftieth back in the league based on stats. You progressed solely on how you did against yourself. This system was good, but we felt we needed to account for how you compared to other players at your position.

     

    Most gamers will recognize the players overall as the standard for progression. If a guy is a 90 has a good year then he will be a 91 or higher…pretty straight forward. What they don’t understand, is that every rating has a weight that drives how much the overall will go up. For example, a running backs carry rating is worth more than his catch rating. So if a running back gets a ton of catch points he won’t progress as much as if he were to get points in his carry rating. The reason this is important is that we actually take the number that the player will progress by (either up or down) and apply it evenly over all of the key rating to get them to the correct overall based on position.

     

    So how can I progress my players you ask? Well simply put the best way it to play them! The better a player is at his position the more chance you will have at getting his ratings higher. You will only see the effects of your yearly progression in the following year in the off-season. There you can view the effects of your progression as well as any bonuses you are getting from your coaches and staff. You can also progress your player during the season by running each player through the drills. The better you do there, the more chance you have at creating a workhorse or a stud. You don’t have to actually do the drills to progress; it’s just another option for those gamers that like to really tweak the type of players they want on their squad. You can think of the drills as weekly progression.

     

    All in all progression will always be a work in progress. It is very hard to get progression like everyone wants it. It’s more of a balancing act and I feel this new system does just that. It finds a good balance of player ratings not going too high and not dropping too low.  We feel it’s important to get that mix right and we feel we pulled it off this year. Sound off with any questions and I’ll try to answer most of them as I can. Happy Maddenoliday!

     

    -Romo

     


  • 08.14.07 Happy Maddenoliday!

     

     

     

     

    Happy Maddenoliday! As you know, we've been raving about the game for the past 6 months and that can only mean so much, but the reviews are finally out and it has been such a relief to see that the critics agree (we're sitting around a 90 average)!

    Owner Mode, Gang Tackling, Branching Animations, Spectacular Catches and Mid-Air Collisions, Strip Ball Control, True Double Team and Zone Blocking, Auto-Motion, Trick Plays, The Lateral, More New Ratings, Hurdles and Hurdle Tackles, Hit Stick 2.0, Elite Player Weapons, Showcase and Trophies, Create-a-Team, Busts and Gems, and so much more!

    This is without a doubt the best Madden yet! Hope you can get one today and enjoy it.

    If you've already gotten a copy, how are you spending your Maddenoliday?


  • 08.10.07 Bluffing your plays on nextgen platforms

     

     

    What's up Madden fans, I hope you guys are awaiting "Maddenoliday" this year with as much anticipation as we are. Since we're getting so close to ship, I figured I'd address one of the concerns that I've seen on the boards regarding bluff mode. The comments have been so far aimed at NCAA 08, though I've even seen from last year for the 07 titles. Apparently a lot of people think there's either no way for you to hide what play you're calling in a 2 player game, or don't know how to do it.

    We DO have a bluff play calling option in our 08 titles, and did in 07, but it is actually different this year. We think it's the most efficient and easy play-bluff system yet actually. Basically, once you find the play you want to call, just press and HOLD the A button (x360) or X button (PS3). Once you release the button, that play you first pressed the button down on will be what gets called. This then allows you to press and hold on a play you want, and then scroll all around the playbook and confuse your opponent as to what you actually called because you are releasing the button (and exiting the screen) anywhere else in the formation on a random play. The old last-gen way of bluffing only allowed you a max of 9 plays to bluff...this allows you to bluff every single play in the set with one button...no more 3-button method.

    Unfortunately this is one of those things we just didn't showcase very well...but rest assured it's there. We'd have to be crazy to ship a game where you couldn't hide your plays. Crazy insane! Just a reminder for all you out there reading (including my buddy Ted that I played Madden against my whole life): no one likes a play watcher.

    Lastly, you'll probably notice that this post does not have comments enabled. We as designers and producers have been going out of our way this year to really strengthen our relationship with the community and create an open forum for the community to be heard and to provide direct-line feedback, but as you may have noticed, the comments have been spiraling out of control on these blogs which makes it hard for us to stay motivated to share information, as well as even filter through and find good feedback. We are currently investigating ways to keep actively posting to the blogs without getting trolled and flamed, while still allowing the intelligent posts (whether negative or positive) to come through. We'll keep you posted.

    IC


  • 08.06.07 Current Gen Exclusive Game Modes: Part II

    Hey all!  Yuri Bialoskursky here with the follow up to D-Cas's blog about our two new modes for Madden 08 current-gen...or last-gen...or gen-2...or whatever the heck it's being called now.  Anyways, since we've never met before, here's my story.  I was born, went to school, briefly joined the working ranks of "normal" society and then saw the light (which strangely enough turned out to be coming from the flashlight that clocked me on the back of my head).  The next day I found myself chained to a desk, wearing a QA Tester t-shirt with a PS2 controller in my hand and some guy shouting at me to mash the buttons faster.  Eventually I escaped and became a producer.

    So I'm sure that after reading about our new Skill Drills, you've all been wondering what this other new mode could possibly be.  I present to you...Fantasy Challenge!  No, this isn't a new mini-game about coming up with the best way to seduce Angelina Jolie...but if you're thinking more along the lines of a Franchise lite then you'd be on the right track.  Our goal with Fantasy Challenge was to create a mode that's easily accessible, doesn't bog you down with countless screens of statistics and attributes, and can be completed in a relatively short amount of time.

    Fantasy Challenge is also about bending the rules...which is admittedly the fun part and something we don't often do in Madden.  The idea is to create your ultimate dream team and then take them through three competitive leagues, all the while protecting your current players and adding new superstars on the way to the fourth and final Supreme League.  Leagues consist of eight teams in two different divisions, with each league becoming more difficult as you advance. Your goal is to advance through all four leagues and become the Fantasy Challenge Champion.

    It sounds pretty basic in principle, but believe me, there's definitely more here than you might think.  Below I'll break down the different aspects of the mode and how they relate to the overall experience.

     

    Create Your Team

    One of the key things we don't want you to have to worry about when playing this mode, is having to manage an entire 53 man roster.  In order to do that, we've pared it down to a more manageable 29 essential players.  With several different draft types, Fantasy Challenge by far has the most options available to you for creating a team of your favorite players.

    The first draft type is the Mini-Draft.

     

    The Mini-Draft is a 15 round...well, um...mini-draft!  So at this point you might be asking yourself, how can a 29 player roster only have a 15 round draft?  Well we've shortened the drafting process by allowing you to draft units of players from the same team like your Offensive Line, Defensive Line, Linebackers, Defensive Backs and Kicking squad.

    The second draft type is the Dream Draft.

     

    This is where we basically give you a roster point budget and let you loose.  Pick players from any team to fill out your roster, but make sure you stay within your allotted budget.  Finally, the last draft type simply allows you to choose your favorite team with their starting roster and jump right into the mode.

     

    Protect Your Players

    You'd think helmets and pads would be enough to protect your players once you put them out there, but not so in Fantasy Challenge.  Once you've assembled your team, you'll be asked to protect three of your most valuable players.  Protecting a player is basically like putting a franchise tag on them...they're yours and no one can negotiate them away from you.

     

    The whole point of protecting players is to shield them from other teams who are able to come around and dig through your roster looking for players that aren't being paid what they deserve.  Players who aren't protected can have negotiation offers made to them, at which point you'll need to decide if either matching the other team's offer or just letting that player go is the better choice.

     

     

    Player Transactions

    Naturally you'll have the opportunity to steal players away from other teams as well.  In between games, you can attempt to negotiate unprotected players away by making them a better offer.  You'll have to be careful what you offer them though because if your bid is too low, they'll decline and you won't be able to make another offer to that player until the next round.

     

    Trades on the other hand can be made for both protected and unprotected players of the same position.  You might however have to sweeten the pot by throwing in a few roster points in order for the other team to accept.  Trades can also be used to recover roster points by trading away expensive players.

     

     

    Player Progression

    In Fantasy Challenge you have complete control over how your players progress.  Not only that, but there's an element of strategy that you can apply as well.  After any game that you win, you'll be awarded an amount of skill points which can be applied in any way to the players on your team.  The important factor to note here is that a player's value will never increase regardless of how much you've improved them.  This basically allows you to take lesser skilled player and improve them while only paying them at their original value.  Of course these are exactly the types of players that other teams are looking for, so make sure you protect them!

     

     

    Mini-Game Challenges

    Another cool feature we have in Fantasy Challenge is that occasionally after a game, a rival team will propose a Mini-Game challenge in which both sides will risk something of value.  If you win, you can acquire anything from a better player, to more roster points or even extra skill points to improve your players.  Of course if you lose...well, you'll have to kiss whatever you risked good bye.

     

     

     

    The Supreme League!

    So this is it...the mysterious fourth league that you've been fighting to get to.  What lies ahead is a collection of some of the most fearsome teams that you'll ever come across.  In true Fantasy Challenge spirit, these teams break all the rules and never look back.  Aside from each new Supreme League team having their own fantasy stadium, they also have special traits or abilities that are unique to that team.  The best part is that once you beat a Supreme League team, you unlock both their stadium and team for use in any Play Now game!  Here's a small preview of what to expect...

     

     

    The Dummies

     

    Tired of receiving continuous punishment on the practice field, this team of renegade dummies is playing for keeps! Designed for speed, these dummies are precise and efficient when playing opponents.

     

     

    The Glaciers

    The Glaciers are an arctic team who've perfected the art of stealth and incorporated it into their game.  Keep an eye on their players...you never know when one might disappear right in front of you!

     

     

    The Tridents

    Hailing from the newly discovered continent of Atlantis, the Tridents are a giant, hard-hitting, warrior-like team. Their increased size allows them to deal punishing blows and break tackles easily.

     

     

    The Deceivers

    A team made up of scoundrels, cheats and rogues, the Deceivers will do anything they can to gain an advantage over their opponents, including influencing the refs.


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