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Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

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Old 05-04-2012, 08:57 PM   #249
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

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Originally Posted by baller7345
One point of contention. Sgibs you've said that Madden is doing a fairly good job of replicating the game in your eyes. While I can agree that it does a decent job of replicating many of the passing concepts you'd see from an NFL game. In fact that is one aspect that I really think they did a great job with, I can run Double Dino Post , Double China, Smash, Curl Flats, Strong Flood, Drive, Shallow Cross, Mesh, Z-Spot, Slot Outs, Comebacks, Corner Strike, Flanker Dig, etc. and have success with them against the defenses they are designed to beat in real life and that is where I get my satisfaction out of Madden from (trying new real world concepts).

However saying it does a good job of expressing the game as a whole is disregarding several key factors. Madden has never managed to programmed well enough in terms of simulating the game to allow higher levels players to play 15 minute quarters and not turn it into some crazy scoring game. To put it simply offense rules while the defense is the reason most of the exploits are in place. The tourney guys play with 4 minutes quarters (never will understand that) and can still manage to put up over 40 points in some games. The reason is because the game is not programmed well enough to handle to sort of plays you are throwing at it so the offense is always at the advantage.

You have to work to free rushers up to generate any type of pass rush which while yes blitzes ran in the NFL generally are designed to free people up they aren't looking to do it every play. They are able to trust their 4 man rush to get pressure. Also a defense like Cover 2/Tampa 2 is a staple of several teams however sticking to a tampa 2 for an entire 60 minute game is going to result in you giving up close to 100-150 points unless you heavily modify it on the fly till you are occasionally not even running a tampa 2 anymore.

Give you typical Madden player 60 plays a game and they'll put up at least 40 points a game where as only the best offenses in the league can barely approach 35 points a game. Put a good offensive player in control of a team with the typical 60 plays a game and you can see how the poor representation of the defensive side of the ball coupled with the offense generally having the advantage makes playing the game however you want no more sim than the fact the Big FN Deal not scheming at all.
i think that if you put the game in front of people that have never played before and have them play 60 mins of football - you would have pretty life like representation. I have done this before with a few buddies and well lets just say it look like the 2000 Ravens vs 2000 Ravens. The game didnt even finish bc it was just taking to long.

I attribute that to the fact at how good we actually all are. I will very rarely get sacked in Madden bc the focal point of my offense is getting the ball out quickly. I havent actually sat with a stop watch in practice to see what the consistent pass rush time is. but anything around 4 seconds should be about right. I would imagine we would see this if we tested it out.

That fact that we all play it so much and perfect the game so well is why we notice a lot of the nuisances and issues with the game. That comes with anything though - be around something long enough and it will lose its shiny gloss it once had
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Old 05-04-2012, 09:02 PM   #250
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

Ok, this discussion is taking a turn for the ridiculous, then again maybe it always has been but I am just now realizing it. lol

I never said the play was unstoppable, I don't even know if it is. I said I spent about 10 minutes in Practice mode one day trying to see if a particular goal line fade could be stopped, I couldn't believe how easy it was to successfully utilize that play.

To this notion of me not gameplanning and preparing for Madden tactics, it's not necessary to stop most things because Madden is not that NFL deep. I am definitely not about to "lab" or do a youtube search to find an exploit to counter another exploit. lol

I think you guys think because I want to play the game as NFL realistic as possible, that must mean I have a problem winning when my opponent doesn't but that's not rue. Feel free to look up my online record on 360, not that I care but I win far more than I lose.

What I enjoy is discussing NFL gaming and Madden on OS since I can not find long term enjoyment in playing it. However, this discussion is going all over the place and things are started to get taking completely out of context, imo.
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Old 05-04-2012, 09:03 PM   #251
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

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Originally Posted by sgibs7
How many offensive plays a game should I be calling to emulate a NFL game?
Good question ... or maybe Madden should just do away with the playcall screen and just have one big "random play picker" button instead? -Just be random for the sake of randomness! --Strategy? ... What's that? ...


I swear actual football coaches would laugh at some of the "sim for sim's sake" posts seen here. This is football, not synchronized swimming!
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Old 05-04-2012, 09:06 PM   #252
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

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Originally Posted by KOACHK
Good question ... or maybe Madden should just do away with the playcall screen and just have one big "random play picker" button instead? -Just be random for the sake of randomness! --Strategy? ... What's that? ...


I swear actual football coaches would laugh at some of the "sim for sim's sake" posts seen here. This is football, not synchronized swimming!
saw a tweet by chris from Smart Football that read...

"Just cut up coaches film of 2006 Manning-Indy Colts. They literally had like 15 plays. Expect 40 mins of vid/breakdown on site soon"

"Video will be organized by pass/run play. They had games where Colts used like 4 pass plays and 2 runs entire game. It's crazy (but great)"

thought that was interesting to see. this is the kind of stuff im talking about when I think people take the NFL realism card to far. How many of us even knew this? I for sure didnt. Hell that sounds similar to the amount of plays I call all game. I have about 15 plays that I call on a very regular basis.
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Old 05-04-2012, 09:09 PM   #253
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

"Yeah I only have two runs on here, Pin-and-pull OZ and inside zone. Pass concepts are levels, deep cross off PA, 3 verticals"

"They have a few route conversions built in (will diagram) but super simplistic. Obviously QB putting them in right play helps."

"Just further evidence that most NFL teams really overdo it though."

"If a college QB came out of the Colts system I just got done cutting up, would say played in "predetermined read" "simplistic" O."

"Yep. About 90% of success of Colts very basic stuff, 10% total WOW execution RT @ andrewdstanley football is all about execution"

"Yes, but you agree that most teams overdo it with playbooks. Getting into right play and executing it, not have 1,000 looks"

"
Also, watch my work next couple of months. With no-huddle in CFB/NFL, not a/b play-calling anymore, packaged/combo plays now"

"I'd say that play-design is more important than having a lot of plays. No geniuses in football; everything is old."

What are your thoughts on this everyone?
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Old 05-04-2012, 09:12 PM   #254
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

gibs hit the nail right on the head the first week the game is out a game of 2000 ravens vs 2000 ravens even with tourney guys.

After the dust settles and players get a handle on the game. How does this coverage work, which alignments benefit me, who are the best players for me to put on the field, how do I throw this route, etc is when the points go up....

and thats even more of a testament to the work put in by players... If one is slacking it could be a 70-17 game (5 min q's)

If both players put in the necessary work game scores can be all over the place...but the score will be close.

Could be 35-42 or 10-17

in the virgin gaming tournament a player named Zan won 13-10

=============
and idk where the 4 min quarters came from in the tourney community but this is just my guess that that is long enough to get a game where you have time to adjust to an opponent and play a fulfilling game yet short enough to not be there all day playing 1 game.

remember tourneys can have 5,6,7,8,10 rounds and the difference between 4 min Q's and 5 mins may seem stupid but it adds up.
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Old 05-04-2012, 09:14 PM   #255
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

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That is a VERY bold flavors assumption. I know that Im not going for it EVER if i dont think I can convert and that has so much to do with the game situation and my opponent. Are there bad apples that will just randomley go for no matter the situation, i imagine so. If its 4th and 35 you should honestly be happy they are going for it - lock up and get the ball back.
See this is what I am talking about with things getting out of context, please explain what this reply was to do with what I posted?

I was replying to WF's post "As far as going for it on 4th, or calling plays over and over again, etc...That is a gamers right to do so." and I stated I couldn't care less about people going for every 4th down, as long as their 4th down play is not some unrealistic "tactic" for success, which it likely is, referring to people that go for every 4th down likely utilizing an unrealistic tactic. If that doesn't apply to you, cool.
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Old 05-04-2012, 09:14 PM   #256
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Re: Madden NFL 13 Video Interview - EA Tiburon Breaks Down Some of the New Changes

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I wanted to address this point directly

If madden wants to simulate only the NFL than madden will always be three years behind in EVERYTHING.
Gibs posted earlier about TE @ HB...That was considered crazy just a calender year ago in the NFL. But guess what this next season you will see at least two more teams do it. Book it

And NE's 2 TE offense that they really got into 2 yrs ago was a complete throwback to the NFL. And where is the NFL shifting towards this upcoming season 2 TE offenses.

And lets not forget that NOTHING is invented in the nfl...EVERYTHING originated in high school and college and then made its way to the nfl. Which further leads to the point that by NOT trying to replicate football and only replicate the NFL you will always be three years behind.

But if madden doenst implement 2 TE packages like NE has than I can do it myself....I could have done it this yr, the yr before, and the yr before.

Im not saying madden needs to implement the option just because ________ gets drafted. Something like that needs to be seen in the nfl first. But to restrict a playstyle just because it isnt prevalent in the NFL is ridiculousness

Sim players were against (not sure if sim guys are still against) no huddling every play on a drive. Well ATL is at its best when they no huddle. In fact they would no huddle entire drives. Now is it acceptable to be done in sim games?

if not than the sim rules really arent sim

and if so what happens when EVENTUALLY there is a NFL coach that goes for it on 4th down at a crazy rate? What happens to your rules?

You cant govern a playstyle
Yall are clearly missing the point...

The fact of the matter is that I DO NOT CARE ABOUT PACKAGES like the ones you keep bringing up. The issue arises when players like Finley are very hard to defend like he is when he is at wideout or in the slot and you make him Rocket Catch everything every single time!!!

Delanie walker was Fb for the 9ers and so have several other TE's or Linemen for the matter. I dont care if Finley is the best TE in the world but for the mere fact the same undefendable animation is triggered every single time so that he cant be defended is the issue. I dont need to post a video from youtube or anything like that for you guys to know what im talking about.

None of you can go out there on the field and Rocket catch every single pass in a no huddle situation running streaks the entire time. Fatigue should truly kick in to counter the repetitiveness of such a thing and auto sub or a severe injury should occur for careless gameplay.

If my WR has a step or 2 on a defender while running a streak route, whats the point in having an extra boost when you switch to manual control him when he was already clearly at full sprint when you noticed he was open?

I wish WF that you quit playing devils advocate for a second and get real, you know whats up and its been like this for years. My first Madden Challenge EA allowed the use of the Juke Glitch that year, I was quickly turned off from that with a WTF look on many faces in the event when we all that was unacceptable.

Its the gimmicks your fellow TGL members come to use when they fail to learn how to adequately play defense, so they shake glitch or find some nano or a way to get in unrealistic pressure on the QB when you know clearly well the the oline isnt programmed to do what linemen do in real life.

But my focal point is I DONT CARE HOW U PLAY< JUST LEAVE THE PUB LOBBY AND PLAY NOW GAMERS ALONE!!!

If you want to play this way, then create you an unranked lobby to play in, obviously leaderboards and stuff arent that important to you and for damn sure is not gonna run across too many people who are going to attend an event catered to that crazy style of gameplay.

Like I said man, I have really no problems playing against you guys, I can hold my own playing football. Its when these things rear there heads and start working when they shouldnt. I use purple Buzz zones to try and contain those post corner routes with the TE or the slot, I presses the slot wr to slow him down long enough so that my safety or whoever can have a better chance at swatting the pass down. But as I am doing all this systematically game after game, it always seems to work or when it doesnt my opponent just seems so persistent and keeps doing it until it works. When it does, there is no stopping it really after that.

But if this style is the case and most of you guys run the same stuff, then how fun is it playing someone who is not gonna run the ball unless its out of close I or some weird formation that the blocking scheme is so screwed up that it helps the person running it more than it should.

But I guess playing circus ball out of an NFL SIMULATION GAME is where its at. I just dont understand it really, EA has that locked down with BLITZ, MADDEN ARCADE, and MADDEN.
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