Official Madden NFL 12 Thread

First Look: Dynamic Player Performance

Hey Madden fans! EA SPORTS Game Changer Jake Stein here again and in this blog I'm going to be touching on a brand new addition to the Madden franchise, Dynamic Player Performance (DPP). Now at first glance when you hear the term "Dynamic Player Performance" you might be led to believe that is just a fancy marketing term that does not serve much of a purpose in Madden NFL 12. Well you would be wrong about that in every sense of the word. Let me explain...

DPP brings something that has been lacking in every Madden title up until this year: an identity—an identity to both your team and the AI you will face each and every time you play a game of Madden NFL 12. And just as the focus has been clear this year, authenticity is paramount. Here's how it breaks down:

First off, almost every player on the field is affected by Dynamic Player Performance. It affects how players play in the game based on a number of ratings and tendencies. For instance, everyone knows about the great Minnesota Vikings running back Adrian Peterson. Although he was much more efficient last year, Peterson is still known as a fumbler. Well in Madden NFL 12, if you can force an early fumble on AP, he will instinctively switch his running style to protect the ball and thus, break fewer tackles.

That was just one example but let me really explain what goes into making these ratings go up and down. Consistency and confidence are the big ingredients in determining DPP. Read closely here: consistency defines how MUCH a player’s ratings are affected, while confidence describes the DIRECTION (positive or negative) of the change to the base ratings.

So for another example, Peyton Manning is known for being one of the most consistent QB's in the league. He may have a subpar performance one week, but that won't carry over to the next week as bad as it would for Jay Cutler, a very inconsistent QB.

Now let's take a look at some of the different trait or tendency categories. This is what allows players to play like you are accustomed to seeing on Sundays. These will vary based on position but today I'm going to focus solely on quarterbacks, specifically the captain of my favorite team, Josh Freeman.

js_dpp1.jpg


The QB trait categories are as follows: Tucks and Runs, Senses Pressure, Forces Passes, Throws Balls Away, Throws Tight Spiral, Clutch, and just as each player has, Confidence and Consistency. Now although Freeman just completed his second year in the league, he is viewed as an up-and-coming prospect with huge upside. He has already established that he is clutch late in games. In just a year and a half of starting, Josh already has seven 4th quarter comebacks. Clutch is what it's all about in the NFL, and it's no different in Madden. QB's that are clutch will make not just himself, but everyone on the team step up and play at a higher level.

Well that's just a taste of what Dynamic Player Performance brings to Madden NFL 12. Be sure to check out the official DPP blog and post me your thoughts or questions to Twitter at www.twitter.com/Jstein2469. Stay tuned for more information including the online feature set in the weeks to come!

 
Dynamic Player Performance Features

Welcome back fellow Maddenites!

Wes Reinhart here, designer and engineer, overseeing the Dynamic Player Performance feature for Madden NFL 12. I have been at Tiburon since '07 working on various Maddens as well as Head Coach 09. Like you, I am a huge NFL fan and I love any feature that blurs the line between the NFL and Madden, which is why this is one of the most exciting features I have ever worked on. It adds a whole new level of intrigue and strategy to each and every game mode.

Believe me, I already know what you're thinking; "...just another gimmick..." or "Haven't they tried this before (weapons of Madden NFL 08)?" Let me set your mind at ease; this is NOT a marketing ploy and this is like nothing we have ever done before. Dynamic Player Performance is an in-depth, yet subtle, new system that will capture the real essence of NFL players, resulting in the most realistic Madden ever. With this new technology we are able to manipulate many different aspects of gameplay, ranging from player specific AI to consistency or even being able to dynamically affect player performance throughout the course of a game.

Each and every player in Madden NFL 12 will have a genuine and noticeable gameplay style, resulting in more divergent AI and skill sets. Mike Vick will no longer just stand in the pocket waiting for a receiver to get open as you continuously rush three and drop eight. Ed Reed and Ray Lewis will no longer react to a pass in the same way. Ed Reed will seek every opportunity to cut in front of the receiver and pull down that big interception, while Ray Lewis will look to punish those receivers who dare run routes over the middle.

Overall, across all positions, there are a total of 18 new traits that will define each player's style of play. Let's go over each one and I'll explain how they work.

I'll start with the universal traits that affect all the players on the field. Most of these traits were designed to capture the intangibles of the game. These are the traits that will attract the attention of perennial winners like the Patriots, Colts, or Steelers on draft day, in addition to raw talent.

Consistency/Confidence

Confidence and Consistency are two traits that work together to produce a single result. Consistency defines how MUCH players are affected, while confidence describes the DIRECTION (positive or negative) of the change in comparison to his base ratings.

We will ship Madden NFL 12 with every player having a confidence level of 3 out of 5 stars. This means the consistent players will play right at their expected level, while inconsistent guys will have random variance. An inconsistent player will have a noticeably different skill level from game to game, even when he is at an average confidence, and the variance will only increase as his confidence reaches the extremes.

As the NFL season goes on, Donny Moore's weekly roster updates will adjust the confidence level of all the players in the league based on real life performance. Similarly, Franchise mode will have dynamic confidence adjustments after each game based on the stats of the game. Players with a 1 or 2 star confidence rating will play at a lower level and those with a 4 or 5 star rating will play above their expected level. Since the affect confidence has is drastically lower for consistent players, you might choose to focus on building a consistent team rather than having to roll the dice that your 85 overall rated QB isn't playing more like a 75 for week 17 when you need a win to get into the playoffs.

Clutch

The Clutch trait will be a coveted attribute for a player. This rare trait is reserved for the likes of Peyton Manning and Troy Polamalu, who are known to step their game up when the game is on the line.

High Motor

The High Motor trait determines how hard the player will work throughout the play, even when they seem to be out of it.

Example – Dwight Freeney vs. Albert Haynesworth: Freeney will continue to chase and attack on every play sometimes making tackles 10 yards downfield, while Haynesworth was seen watching a play from the ground after being knocked down by an offensive lineman. And did I mention that was during a Monday night game against the division rival Eagles?

Next I'll go over the QB traits that will help define the different styles around the league.

Throws a Tight Spiral

The Throws Tight Spiral trait determines if the QB throws a tight spiral and will help separate out the guys like Aaron Rodgers, who are known for throwing tight, accurate passes, compared to Tim Tebow, who has thrown some of the ugliest passes you'll ever see.

Senses Pressure

The Senses Pressure trait allows us to fine tune a quarterback's internal clock. There are five different levels for this trait: Paranoid (Alex Smith), Trigger Happy (Tony Romo), Ideal (Tom Brady), Average (David Garrard), and Oblivious (Ben Roethlisberger).
  • Paranoid & Trigger Happy will feel pressure early. Blitzing these guys may not result in a lot of sacks, but it could force some bad throws.
  • Average & Oblivious are for those guys who hold on to the ball too long as they wait for the perfect pass to present itself. Blitzing these guys could lead to some big sacks.
Tuck & Run

The Tuck & Run trait defines how often the QB will scramble for yards when the receivers are covered or the defense leaves running lanes open. You will notice a difference between playing against Mike Vick versus Peyton Manning. Peyton will almost always stay in the pocket and let his receivers find holes in the zone, while Vick will take advantage of a cover 4 defense by using his legs.

Throw Ball Away

This Throw Ball Away trait determines whether or not the QB will be more likely to throw the ball away or hold on to it. Players like Brady or Manning are all about self preservation and ball security, so they would much rather lose a down instead of taking a hit or risking a throw into coverage. Other guys like Cutler or Big Ben will rarely waste a pass.

Forces Passes

The Forces Passes trait has three levels and is very much a risk/reward type of trait. The more conservative quarterbacks, like Alex Smith, will shy away from longer throws, even if their receiver has an advantage. Aggressive QBs, like Jay Cutler, won't hesitate to throw that deep post route even if there is safety help over the top.

wr_dpp1.jpg


Your defense will now need to adjust to each quarterback's strengths and weaknesses. Let's go over the rest of the offensive traits.

Covers the Ball

The Covers the Ball trait defines what decision a ball carrier will make when coming head to head against a defender. Some guys will try to truck or evade all but those really hard hitting linebackers, while other guys will make ball security a priority, even if it is a skinny cornerback waiting to be run over.

Fights for Extra Yards

The Fights for Extra Yards trait will define how a ball carrier reacts to an attempted tackle. Does he accept his fate and get on the ground to avoid that costly fumble, or does he try anything he has in his arsenal to break it for a big play?

Makes Sideline Catches

The Makes Sideline Catches trait determines if a player has the skill to make those tough sideline catches. While most veteran receivers have mastered the art of making that catch and getting both feet down, some running backs or less experienced receivers will be susceptible to dropping those passes. It will be pivotal to know what type of players you have when throwing to the sidelines late in the game.

Drops Open Passes

We could have just called the Drops Open Passes trait the Terrell Owens or Braylon Edwards trait. Receivers who have this trait will have an increased chance to drop those wide open passes. It's been enough of a reason for plenty of teams to pass on guys like this in the draft or free-agency; will it be enough for you to spend a little extra time scouting receivers to make sure they don't end up on your team?

wr_dpp2.jpg


That wraps up the traits for the offensive side of the ball, but we also have some traits that will differentiate players on the defensive side as well.

Pass Rush Moves (Swim, Spin, & Bull Rush)

The Swim, Spin & Bull Rush traits are for special pass rush moves that DL or LB use to beat the offensive line and get pressure on the QB. Some players, like Dwight Freeney, will have the ability to perform all three of these moves, while others aren't as well rounded and will only attempt the moves they know.

Big Hitter

The Big Hitter trait is for those players who love to put those bone jarring hits on unsuspecting receivers. Players with this trait will use hit stick tackles much more often. This could lead to more fumbles and dropped passes, but deciding not to perform a safe wrap tackle could spring the ball carrier, resulting in a huge play.

Plays Ball in Air

The Plays Ball in Air trait has three levels and defines how the defender will react to a pass that is thrown in his direction. Conservative defenders that aren't really known for getting lots of interceptions will take a route that sets them up to lay a big hit on the receiver, potentially knocking the ball loose. On the other end of the spectrum are the ball-hawking DBs who love to jump routes and cut in front of the receiver to get that momentum changing interception. Neither of those approaches come without risk, however, as an over aggressive CB can get burned and give up a big play while a conservative LB could get his zone picked apart by an accurate passer.

wr_dpp3.jpg


And with that, you have the complete list of the 18 new player traits that will be in Madden NFL 12. But traits aren't the only thing that makes up Dynamic Player Performance! NFL players are not robots, and Madden NFL 12 will mimic both the conscious and subconscious adjustments they make over the course of a game. We all remember that infamous dropped ball by Bills WR Steve Johnson in OT against the Steelers. (see it again here). But how many of you remember the hit Troy Polamalu laid on him with under a minute to go in the 4th quarter? Do you think he might have been hearing footsteps as the 55 yard pass sailed through the air? The Steelers are known for their bruising hits and receivers throughout the league are known to have more drops against them. Those drops are a direct repercussion of the enormous amount of big hitters on the Steelers' defense.

wr_dpp5.jpg


Even NFL players are susceptible to getting rattled and thinking a little too much. QBs react to consistent pressure. Some scramble more. Others might force more passes, or just throw the ball into the third row instead of waiting for a receiver to get open. How does a running back adjust to a fumble? All of that and more will be a factor in adjusting players' traits on the fly during the game. Aggressive DBs might need to tone it down a notch after getting burned trying to jump a route. Big Hitting LBs might need to do the same after a broken hit stick leads to a big play for the offense. Oh, and one more helpful tip, you might want to consider getting those receivers known for mental lapses, like Terrell Owens, involved in the gameplan early or you might find out that they won't be there for you late.

wr_dpp6.jpg


All of these things combine to create a whole new level of strategy in Madden NFL 12. There might be games where you will need to adjust your play calling because your inconsistent QB just didn't to show up for that game. Franchise mode will feel more authentic than ever when you when you have to adjust your game plan each week based on your opponent's personnel. That win in your online ranked match will be more rewarding when that hit stick you laid on Garcon in the first quarter causes a key drop in the forth. It's all here - from the ball hawking, sometimes too aggressive, Troy Polamalu, to the wild and radical Jay Cutler.

 
Dynamic Player Performance Examined

“In the NFL, no player performs the same in the fourth quarter, as he does in the first.
 
Superstar Mode in Madden 12

Hey Madden fans, I’m Patrick Bellanca, Assistant Designer here at Tiburon, and I’m really excited to talk about Superstar mode in Madden NFL 12.  There’s a lot of really cool stuff to cover so let’s get at it.

The instant you get into Superstar mode, you’ll notice the entire interface has been redesigned to match the visual style of the rest of the game.  The main hub has the same menu style as Franchise mode and Online and should already feel familiar.  From the hub, you can always see your superstar, dressed however you set him up, as well as his key stats and attributes.  From here you can navigate to the depth chart and monitor your progress toward the starting job.  You can still choose to play as an NFL rookie from the 2011 NFL Draft, or import your NCAA Football Road to Glory player.  I’ve always preferred to create myself to live out those football dreams.  Every year we add new equipment to the player creation process and this year is no different.  Quarterbacks look more realistic that ever this year because we’ve added flak jackets and back plates which are available to you.  The side by side before and after comparison photo of Eli Manning is stunning, which I think Mike Young published in another blog on Presentation and Graphics.

Also new to the creation process are Player Traits. Traits are the behaviors and tendencies that set players apart beyond their physical or mental makeup. Will a player fight for that extra yard, or head out of bounds to protect the football? Will a player make the safe, wrap up tackle, or look to bring the lumber every chance he gets? 

ss1.jpg


Another key addition to Madden 12’s Superstar Mode is the skill point system.  You will begin as a 60 overall player, and receive an allotment of points to get your player started. Points will be earned through practice and game as your career progresses.

Each of your player’s attributes has a cost that varies based on his position.  Also, the cost of that attribute’s rating will increase as you progress.  Player’s can choose to spend their skill points differently and combined with player traits, you can re-create a Michael Vick just as easily as you can re-create a Peyton Manning.  Throughout your Superstar career, you will be continually earning these valuable skill points for every action in practice sessions, training camp sessions, and all NFL games that you participate in. Your bank of skill points is visible on the Superstar hub, too.

ss2.jpg


If your Superstar is a custom creation, or an imported NCAA player, you are going to need to join an NFL Franchise before you can get to work.  Players in the 2011 NFL rookie draft class already have a team for obvious reasons.  You can elect to enter the NFL Draft or choose to Walk On to the team of your choice, if they have room for you.  Either way, you are immediately greeted by your new team with a message and a look at their current depth chart at your position.

There are many options available on the Superstar hub, categorized logically in the same manner as Franchise mode.  The next available event on your calendar is the top item, and the fastest way to proceed to whatever’s next.  The Individual Stats screen, Career Stats screen, and Team Standings screen, are all conveniently located on the hub for fast reference.  Later in your career as you approach existing NFL records, we’ve redesigned all our visual graphics banners to alert you as you near and then break legendary NFL records.  There’s a Manage Superstar hub option that allows you to edit the appearance and equipment anytime, but you can also Request a Trade anytime before the trade deadline.  The ability to be traded in Superstar mode was a big request on the forums so we knew we had to get that in there.

ss3.jpg


ss4.jpg


Training camp sessions in the pre-season and practice sessions in the regular season got a considerable amount of attention this year.  Most importantly, practice sessions are now a set of 10 play drills that run consecutively, tracking what your superstar is responsible for on each play and how they perform.  After each play, an on-screen counter of plays remaining is decremented and a recap of the previous play is displayed with the number of yards gained.  This is important because it’s all being used to determine how many skill points to award to you at the end.  After practice, there’s a screen the details the skill points earned on each play.  Being sacked or throwing an interception can deduct some skill points, but throwing long passes, consecutive passes, even running plays for positive yards will score you skill points as a quarterback.

ss5.jpg


ss6.jpg


In regular season and post season games, we have brand new offensive and defensive coordinator audio to your assignment is for the upcoming play.  We recorded hundreds of lines for each position so that no matter what position you choose to play as, there’s somebody explaining what you have to do to succeed.  Everything that you do well in games is also accumulating skill points to be spent later on ratings. 

Skill points and ratings progression are really the keys to the new Superstar mode.  The way you choose to design your Superstar’s tendencies and the ratings that you choose to increase will give you an incredibly robust way to play Superstar mode.  Every position will be a new experience and no two Superstars will be alike.  Have fun and enjoy Madden NFL 12, available August 30[sup]th[/sup] from EA Sports.  Keep on telling us what you think over on the forums too, we love to read your comments.
 
Superstar Mode in Madden 12

Hey Madden fans, I’m Patrick Bellanca, Assistant Designer here at Tiburon, and I’m really excited to talk about Superstar mode in Madden NFL 12.  There’s a lot of really cool stuff to cover so let’s get at it.

The instant you get into Superstar mode, you’ll notice the entire interface has been redesigned to match the visual style of the rest of the game.  The main hub has the same menu style as Franchise mode and Online and should already feel familiar.  From the hub, you can always see your superstar, dressed however you set him up, as well as his key stats and attributes.  From here you can navigate to the depth chart and monitor your progress toward the starting job.  You can still choose to play as an NFL rookie from the 2011 NFL Draft, or import your NCAA Football Road to Glory player.  I’ve always preferred to create myself to live out those football dreams.  Every year we add new equipment to the player creation process and this year is no different.  Quarterbacks look more realistic that ever this year because we’ve added flak jackets and back plates which are available to you.  The side by side before and after comparison photo of Eli Manning is stunning, which I think Mike Young published in another blog on Presentation and Graphics.

Also new to the creation process are Player Traits. Traits are the behaviors and tendencies that set players apart beyond their physical or mental makeup. Will a player fight for that extra yard, or head out of bounds to protect the football? Will a player make the safe, wrap up tackle, or look to bring the lumber every chance he gets? 

ss1.jpg


Another key addition to Madden 12’s Superstar Mode is the skill point system.  You will begin as a 60 overall player, and receive an allotment of points to get your player started. Points will be earned through practice and game as your career progresses.

Each of your player’s attributes has a cost that varies based on his position.  Also, the cost of that attribute’s rating will increase as you progress.  Player’s can choose to spend their skill points differently and combined with player traits, you can re-create a Michael Vick just as easily as you can re-create a Peyton Manning.  Throughout your Superstar career, you will be continually earning these valuable skill points for every action in practice sessions, training camp sessions, and all NFL games that you participate in. Your bank of skill points is visible on the Superstar hub, too.

ss2.jpg


If your Superstar is a custom creation, or an imported NCAA player, you are going to need to join an NFL Franchise before you can get to work.  Players in the 2011 NFL rookie draft class already have a team for obvious reasons.  You can elect to enter the NFL Draft or choose to Walk On to the team of your choice, if they have room for you.  Either way, you are immediately greeted by your new team with a message and a look at their current depth chart at your position.

There are many options available on the Superstar hub, categorized logically in the same manner as Franchise mode.  The next available event on your calendar is the top item, and the fastest way to proceed to whatever’s next.  The Individual Stats screen, Career Stats screen, and Team Standings screen, are all conveniently located on the hub for fast reference.  Later in your career as you approach existing NFL records, we’ve redesigned all our visual graphics banners to alert you as you near and then break legendary NFL records.  There’s a Manage Superstar hub option that allows you to edit the appearance and equipment anytime, but you can also Request a Trade anytime before the trade deadline.  The ability to be traded in Superstar mode was a big request on the forums so we knew we had to get that in there.

ss3.jpg


ss4.jpg


Training camp sessions in the pre-season and practice sessions in the regular season got a considerable amount of attention this year.  Most importantly, practice sessions are now a set of 10 play drills that run consecutively, tracking what your superstar is responsible for on each play and how they perform.  After each play, an on-screen counter of plays remaining is decremented and a recap of the previous play is displayed with the number of yards gained.  This is important because it’s all being used to determine how many skill points to award to you at the end.  After practice, there’s a screen the details the skill points earned on each play.  Being sacked or throwing an interception can deduct some skill points, but throwing long passes, consecutive passes, even running plays for positive yards will score you skill points as a quarterback.

ss5.jpg


ss6.jpg


In regular season and post season games, we have brand new offensive and defensive coordinator audio to your assignment is for the upcoming play.  We recorded hundreds of lines for each position so that no matter what position you choose to play as, there’s somebody explaining what you have to do to succeed.  Everything that you do well in games is also accumulating skill points to be spent later on ratings. 

Skill points and ratings progression are really the keys to the new Superstar mode.  The way you choose to design your Superstar’s tendencies and the ratings that you choose to increase will give you an incredibly robust way to play Superstar mode.  Every position will be a new experience and no two Superstars will be alike.  Have fun and enjoy Madden NFL 12, available August 30[sup]th[/sup] from EA Sports.  Keep on telling us what you think over on the forums too, we love to read your comments.
 
Franchise Mode in Madden NFL12

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!
[h1] [/h1]
 Franchise Mode Dynamic Player Performance

“The biggest thing to happen to Franchise mode since you started playing it
 
Franchise Mode in Madden NFL12

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!
[h1] [/h1]
 Franchise Mode Dynamic Player Performance

“The biggest thing to happen to Franchise mode since you started playing it
 
Very excited for this game. Hopefully the new A.I. system they're talking about doing actually works. 
Madden is a good game.... I feel that people hold it to too high of standards. The last few games were actually pretty good. The hate this game gets is ridiculous sometimes. 
 
Very excited for this game. Hopefully the new A.I. system they're talking about doing actually works. 
Madden is a good game.... I feel that people hold it to too high of standards. The last few games were actually pretty good. The hate this game gets is ridiculous sometimes. 
 
Originally Posted by CertifiedSW

Very excited for this game. Hopefully the new A.I. system they're talking about doing actually works. 
Madden is a good game.... I feel that people hold it to too high of standards. The last few games were actually pretty good. The hate this game gets is ridiculous sometimes. 


I feel you to agree.

A lot people are still pissed that EA took the exclusive NFL license and also feel that NFL 2k5 is the holy grail of NFL games.

Madden 11 was an okay game but seemed to be geared more to casual gamers.

Out the box the offenses were too overpowered in comparison to the defenses in Madden 11.

I played games that resembled the Packers/Cardinals playoff game from a few years ago where defense was nonexistant.

I am looking forward to Madden 12 though.
 
Originally Posted by CertifiedSW

Very excited for this game. Hopefully the new A.I. system they're talking about doing actually works. 
Madden is a good game.... I feel that people hold it to too high of standards. The last few games were actually pretty good. The hate this game gets is ridiculous sometimes. 


I feel you to agree.

A lot people are still pissed that EA took the exclusive NFL license and also feel that NFL 2k5 is the holy grail of NFL games.

Madden 11 was an okay game but seemed to be geared more to casual gamers.

Out the box the offenses were too overpowered in comparison to the defenses in Madden 11.

I played games that resembled the Packers/Cardinals playoff game from a few years ago where defense was nonexistant.

I am looking forward to Madden 12 though.
 
Originally Posted by toine2983

Originally Posted by CertifiedSW

Very excited for this game. Hopefully the new A.I. system they're talking about doing actually works. 
Madden is a good game.... I feel that people hold it to too high of standards. The last few games were actually pretty good. The hate this game gets is ridiculous sometimes. 


I feel you to agree.

A lot people are still pissed that EA took the exclusive NFL license and also feel that NFL 2k5 is the holy grail of NFL games.

Madden 11 was an okay game but seemed to be geared more to casual gamers.

Out the box the offenses were too overpowered in comparison to the defenses in Madden 11.

I played games that resembled the Packers/Cardinals playoff game from a few years ago where defense was nonexistant.

I am looking forward to Madden 12 though.
Yeah I definitely agree with you on the casual gamer part. The defense in Madden 11 was terrible so I'm praying that they actually make the A.I. somewhat existent this year. Whenever I played online dudes only run like 2 damn plays. The flats and quick slants and they would just find ways to exploit zones, etc. 
Anyways, I'm praying that the online will be better this year. Last year it just seemed nonexistent when the lobbies didn't even matter anymore. I mean it's cool that they took out that you can't cheese wins off of your friends but still. 
 
Originally Posted by toine2983

Originally Posted by CertifiedSW

Very excited for this game. Hopefully the new A.I. system they're talking about doing actually works. 
Madden is a good game.... I feel that people hold it to too high of standards. The last few games were actually pretty good. The hate this game gets is ridiculous sometimes. 


I feel you to agree.

A lot people are still pissed that EA took the exclusive NFL license and also feel that NFL 2k5 is the holy grail of NFL games.

Madden 11 was an okay game but seemed to be geared more to casual gamers.

Out the box the offenses were too overpowered in comparison to the defenses in Madden 11.

I played games that resembled the Packers/Cardinals playoff game from a few years ago where defense was nonexistant.

I am looking forward to Madden 12 though.
Yeah I definitely agree with you on the casual gamer part. The defense in Madden 11 was terrible so I'm praying that they actually make the A.I. somewhat existent this year. Whenever I played online dudes only run like 2 damn plays. The flats and quick slants and they would just find ways to exploit zones, etc. 
Anyways, I'm praying that the online will be better this year. Last year it just seemed nonexistent when the lobbies didn't even matter anymore. I mean it's cool that they took out that you can't cheese wins off of your friends but still. 
 
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