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Vision Is Everything
In this blog you will find insights into game design decisions, concepts, mechanics and execution from a hard core long time gamer with an extensive gaming collection (over 600 titles) that spans every console ever created from the Pong paddle to the PS3.
Monday, November 16, 2009
Posted on November 16, 2009 at 09:27 AM.
If you have played Madden 10 at all, then you are probably familiar with the little overlay popup Ad that is displayed during a game. If not, take a look at the picture below.



Since acquiring the NFL license back in 2005, EA has been seen in a negative light by many gamers. Many believe the NFL exclusive license was obtained through back room dealings. This view was only buffeted when the deals with the NFLPA were made public and it was clear that EA was given 'special' pricing saving them possibly millions of dollars that would have otherwise gone to retired NFL players who made very little money in the early days of the NFL.

Madden had really gone down hill with sales declining overall nearly every year since the exclusive licensing deal and with many gamers feeling that the game failed to simulate a real game of football.

Last year, there was a change in direction with new leadership and a new direction for the game. In addition there was an unprecedented interaction with the community and the Tiburon developers. This was a good thing for both the company and the gamers, who felt as if they had been cheated out of a good football game in ESPN NFL 2K5 and who found previous Madden versions wanting. Together with the new direction and community interaction the game ultimately proved to be what everyone hoped it would be - better. It wasn't a perfect game by any measure, but it was clear that the game made strides, and that it was once again focused on the game of football rather than gimmicks and graphics alone. Gamers were grateful, and perhaps the sins of the past could potentially be forgotten, yet that was not to be.

In their zest to obtain new revenue streams, someone at EA decided it would be a good idea to add overlay Ads to the gameplay in Madden 10. To the gameplay! What in the world were they thinking??? The overlay Ads that were added completely ruin the game. It's clear that whoever decided to put the Ads in the game has no clue about online advertising or game design. I've worked with google, DoubleClick, MSN, Yahoo, and other smaller Ad Networks, built SEM/SEO applications, so I speak from real world experience. If you search the web you'll see that gamers are in an uproar over the overlay Ads.

What's really sad is that impression Ads don't pay jack. These are called 'impression' based Ads since there can be no action taken by the viewer, in fact, not a single Ad I have seen even has a call to action which means the Ads probably weren't even designed for their given venue. Nice right? Impression Ads make little to nothing. This means EA is willing to ruin thousand upon thousand of gamers games (their gaming experience) in order to make one single dollar.

Everyone loses with the overlay ads:
  • The gaming experience is ruined for gamers.
  • Advertisers are going to see a negative impact for their advertising dollars instead of positive.
  • EA angers their customers who will be less likely to buy their product the next year. In addition, EA destroys all good will it spent the last year attempting to obtain via developer interaction with the community.

Is EA Listening to Gamers / Consumers?


I believe we will see our answer to this question not with Madden 11, but with Madden 10. If EA is unwilling to remove the overlay Ads in Madden 10 then it's clear that EA is not listening to the gamers at all. If the overlay Ads are not removed in Madden 10, then I strongly urge gamers to not buy Madden 11. I can assure readers of this blog that I won't even buy Madden 11 used next year if the overlay Ads are still in it.

Overlay Ads during Gameplay HAVE to go!

Wednesday, November 11, 2009
Posted on November 11, 2009 at 05:25 PM.
Madden 10 is a step in the right direction for the series, but problems with passing, coverage, physics, momentum, and footwork continue to plague the game wreaking havoc on the outcome of plays. For this reason many people do not find Madden Challenging are unable to reproduce realistic statistics in their offline Franchise games.

The best way to make the game challenging is to use a set of sliders. If you enjoy Slow or Very Slow Speed, then I suggest using the NFL Simulation Sliders which are tuned for 15 minute games using a 25 second runoff, or if they are not your cup of tea to try out other sliders that gamers have worked on available in the Madden 10 Sliders Forum with a nice list to all available sliders being maintained in the Madden 10 Sliders Guide which is organized by Game Speed making it easy to determine which slider you'll be interested in trying.

Once you find a slider that plays the way you think the game should play, either by representing the game better (proper blocking, running, turn overs, number of plays in a game) you will more than likely need to make the game more challenging, especially the longer you play the game as you become more proficient with your stick skills and your play calling.

In order to make the game more challenging, I have put together a set of ways to play the game that make it more, and more challenging. Try out the Challenges below and tailor the game until you find a point that provides a challenge for you when you play.


The Power Player Rules are can be applied to any of the Challenges below. Think of the Challenges as 'modes' to play the game in and the Power Player Rules as configurations for the modes. Use none, some, or all of the Power Player Rules to make the game more challenging. Remember, the goal is to make the game fun/challenging for you, not frustrating, but fun and challenging.

When playing the game, try the following:

Limit Punt/Kick Return TDs
It's too easy to run back kick returns and punt returns for TDs or really big yardage plays. In order to limit the effectiveness of returns, try the following:
  • Do Not Use the Turbo Button (makes it nigh impossible to run one back)
  • Allow the CPU to run it back for you (should only get about 1 or 2 kick returns per season, which is about average)
Remove Money Plays
Lets face it, there are problems with the AI that we simply can't fix with sliders. When you find a play that the AI can't cover, then take it out of the playbook. Do not call the play. Money plays ruin any semblance of realism. You can't have realistic games using plays that AI can't defend.

Running plays that you may find overpowering on offense include:
  • Toss Play
  • Power O Play
  • Sweeps
Passing plays that you may find overpowering on offense include:
  • Floods
  • Throws to the Flats
  • Screens
Limit Offensive Adjustments
  • No Hot Routes
  • No Line Adjustments
  • No Movement
  • No Audibles
  • No Throws to Flats
  • No Screens
Limit Defensive Adjustments
  • No Hot Man Assignments
  • No Hot Blitz Assignments
  • No Hot Zone Assignments
  • No Audibles
  • No Defensive Line Adjustments
  • No LB Adjustments
  • No CB/Safeties Adjustments
Please sound off if there are any other items I have left off that could be applied to make the game more challenging.


The Rookie Challenge is fairly straight forward. The Rookie Challenge implies that you are doing the following:
  • Using a Challenging Slider Set
  • Calling your Own Plays



The Madden Challenge makes things a little more complicated by using the 'Ask Madden' feature of the game. The Madden Challenge implies that you are doing the following:
  • Using 'Ask Madden' for all offensive and defensive plays
  • Picking any play provided by the 'Ask Madden' feature



The All Madden Challenge makes things even more complicated by using the 'Ask Madden' feature of the game and limiting players to only one button choice (X, A, or Y). The All Madden Challenge implies that you are doing the following:
  • Using 'Ask Madden' for all offensive defensive plays
  • Selecting a button choice at the start of the game (X, A, or Y) and only use that button choice to select from the first set of plays offered by the 'Ask Madden' feature.



The Legendary Challenge is the hardest way to play the game. How is this accomplished? By changing the Play Call Style available in Settings > Game Options > Play Call Style to 'Beginner'.

One would think that Beginner would be the easiest way to play the game right? Wrong. Beginner only gives players one play to play from at the play call screen. In addition, once you are to the line it's impossible to make any audibles, hot rots, or changes in coverage. Pretty much all you can do is select a player and control this player. The Legendary Challenge implies that you are doing the following:
  • Using the 'Beginner' setting in the Settings > Game Options > Play Call Style menu.

Summary

Remember the goal is to make the game game more challenging in order for gamers to have more fun while playing it. The Challenge you need to use and the Power Player Rules options are completely up to you. Play the game how you want to in order to enjoy it!


Credits

Many of the ideas provided in this guide were obtained from reading a multitude of threads on the forums. Unfortunately I gained this knowledge over time and did not track who or where I obtained the information provided. Please recognize this writing as an accumulation of the OS community knowledge.
Saturday, October 31, 2009
After trying out various sets of sliders on the forums and finding problems with them in one area or another, I decided to put together a set that was tuned for the hardcore football strategist whose looking for a realistic yet challenging game in Madden.

If you plan on using these sliders, then there are a couple of things you should keep in mind.

1. Play 15 minute Quarters, accelerated quarters with 25 second runoff.

This results in roughly 105 to 125 plays per game. Teams that pass more than run will see higher numbers. If you run roughly 50/50 pass/run, then you are going to see roughly 110 on average. If you need more time to make hot routes and line adjustments, then reduce the runoff time. This shouldn't affect the number of plays as long as you let the clock run down to 5 to 8 seconds each play when you are on offense.

However, if you run a pass heavy team, don't be afraid to cut your 15 minute Quarters down to 14, 13, or 12, basically whatever you need to hit around 110 to 120 plays per game.

2. Remove Money Plays

Lets face it, there are problems with the AI that we simply can't fix with sliders. When you find a play that the AI can't cover, then take it out of the playbook. Do not call the play. Money plays ruin any semblance of realism. You can't have realistic games using plays that AI can't defend.

3. Tuned for Manual Play on Defense


The sliders are tuned for manual play. Players who typically play online, are going to find these sliders challenging and highly realistic (as long as they follow step #2).

On defense, this means players who play a Safety, CornerBack, or LineBacker are going to find the play very realistic from a tackle, coverage, and sack perspective.

4. Players Must Secure the Ball
(RB on XBox 360)

On offense, as the halfback or receiver, when you are running with the ball and tackled, you must use the RB button to cover up the football to help reduce the number of tackles. If you don't want to use the RB button, then bump the human Fumble slider up to 50.

5. Realistic Time in Pocket


The sliders provide a realistic time in the pocket, typically around 3 to 5 seconds with a normal rush, and less when there is a blitz. Be prepared to throw the ball away (right click on analog stick on XBox 360), or dump it off to the flats / hot route.

6. Players Drop Passes in Traffic

If you have a player who is a little scared in traffic (Crayton for Cowboys for example) then they are going to drop the ball most of the time. When passing, be aware of how close the coverage is on these guys whose hands are quite as sure, as well as other players that may be able to make the hit.

7. Realistic Number of Sacks

This is a big one, and something that can't quite be solved with sliders due to the QB always throwing while in the grasp. The sliders definitely limit the problem, but until the Madden team addresses the number of passes thrown while in the grasp, this can't truly be 100% realistic. With the slider settings, you'll see 1 to 6 sacks per game. So far, with the Cowboys I have averaged about 2 per game, with Ware almost always getting 1, which is fairly realistic.

8. Halfbacks Make Realistic Runs


There will be few breakaway runs (if you follow step #2 again) with these settings on both sides of the ball. They will still occur, but they will be few and far between. In addition, players will tackle, on both sides of the ball (your team and the AIs). Halfbacks will have more realistic YPC, fumbls, and big runs.

9. Realistic Interceptions


These settings are going to provide more realistic interceptions. There will be far fewer interceptions and a lot more balls that are simply knocked down, which is more in line with what you see on Sunday. Passing will not be more easy, but it will be fairly rare to see a defensive player making that wildly outlandish acceleration to make an unrealistic play on the ball AND make the interception. Now, you only get the ball knocked down. Unfortunately there's nothing we can do about the laws of physics being broken. That's a gameplay bug that EA Sports and the Madden team must address.

10. More Accurate Penalties


You'll see penalties called a bit more often, and in more realistic situations, espcially on kick and punt returns. If players dislike penalties, then feel free to leave them at their current settings. The default settings typically only result in 1 to 3 penalties a game. The NFL Simulation Sliders are going to result in 2 to 10 penalties a game (depending on teams / situation).

Manual / Simulation Gameplay Rules

1. Let the CPU return Kicks/Punts
2. Punt / FG in all realistic situations (never go for it just because you 'can'. I punted from 32 earlier today as Folk can't make a 50 in this game for some reason)
3. Found Money Plays? Good! DO NOT USE THEM!!! They are money because the AI can't cover them properly. Forget the plays and never use them again. That's the only way the game will be challenging. The only way.
4. Do Not Play Lineman on defense (you can do to many funky things with them). Instead play LBs, Safeties, or CBs on defense
5. Manually switch on all pass plays and attempt to make the catch. Don't let the AI play for you.
6. Manually switch on all pass defense plays and attempt to knock the ball down and/or make the interception, again, don't let the AI play for you.
7. Do Not Throw Fade Routes (deep straight passes) unless in Hail Mary type of situations.

The Madden Challenge


For a game that is based off his name, Madden sure does a good job of making John Madden look like one of the worst play callers ever to play the game. If you want a real challenge, then use 'Ask Madden' on every play, every down, no matter what the situation. John is sure to give you some pretty poor play choices in some very key situations. If you want to make it even harder, then select a button to choose on each and every situation such as 'A', for example. This limits you to only one play, instead of a choice from six. If you want to make it harder still, then don't make any adjustments on offense or defense. No press / off coverage, DLine / LB adjustments, hot routes, motioning to catch defense off balance, or keeping the HB to the flats back for an extra blocker in long yardage situations.



'Ask Madden' is the real 'All Madden' difficulty settings. Try it out. You'll have an extremely realistic / challenging game, though it won't be the most strategic for the strategy enthusiasts.




NFL SIMULATION SLIDERS 1.0


Game Options

Quarter Length: 15 Minutes
Accelerated Clock: On
Runnoff Time: 25 Seconds
Fatigue: 55
Game Speed: Slow
Player Min Speed Threshold: 50
Fight for the Fumble: Off
NOTE: Special Team Sliders can only be modified from main menu > My Madden > Settings > Special Teams. Changes here are applied to ALL games, even franchises that are currently in progress.

Special Team Sliders

FG Power: 50
FG Accuracy: 15
Punt Power: 55
PUnt Accuracy: 70
Kickoff Power: 50

Penalties Slider Settings
Offside: 100
Fall Start: 100
Holding: 50
Facemask: 50
Defensive Pass Interference: 90
Offensive Pass Interference: 90
KR/PR Interference: 72
Clipping: 75
Int Grounding: 75
Roughing the Passer: 80
Roughing the Kicker: 80

Human Slider Settings

PASSING
QB Accuracy: 25
Pass Blocking: 5
WR Catching: 35

RUSHING
Broken Tackles: 30 (35 if not using R Analog stick for power moves)
Run Blocking: 30
Fumbles: 65

PASS DEFENSE
Reaction Time: 50
Interceptions: 0
Pass Rushing: 75

RUSH DEFENSE
Reaction Time: 0
Block Shedding: 0
Tackling: 50

CPU Slider Settings
PASSING
QB Accuracy: 70
Pass Blocking: 5
WR Catching: 30

RUSHING
Broken Tackles: 50
Run Blocking: 70
Fumbles: 65 (60 if you do not use Hit Stick)

PASS DEFENSE
Reaction Time: 65
Interceptions: 0
Pass Rushing: 85

RUSH DEFENSE
Reaction Time: 65
Block Shedding: 18
Tackling: 75


LAST GAME STATISTICS


Dallas Cowboys vs. Washington Redskins

GAME STATS
Score: 27 / 20
Total Offense: 261 / 366
Rushing: 106 / 96
Passing: 155 / 270
Turnovers: 2 / 0 (INTs on Cowboys)
3rd Down Conversions: 5-11(45%) / 7-16(43%)
Possession Time: 25:50 / 34:10

QUARTERBACK
Campbell - 18/34(52%) for 289 yards 1 INT and 4 Sacks
Romo - 17/28(60%) for 163 yards1 INT and 1 Sack

RUSHING
Portis - 25 attempts for 104 yards and 0 TDs
Barber - 24 attempts for 106 yards and 0 TDs
Jones - 2 attempts for 2 yards and 0 TDs
Betts - 1 attempt for 1 yard and 1 TD
Campbell - 1 attempt for -9 yards
Romo - 1 attempt for 02 yards

RECEIVING
Redskins threw to 8 receivers with TE (Cooley) getting highest receptions at 5
Cowboys threw to 7 receivers with WR (Austin) getting highest receptions at 7

DEFENSE
Redskins Highest solo Tackles was 5
Cowboys Highest solo Tackles was 6
Demarcus Ware recorded 2 Sacks (making it 4 for the season)

NOTE: Special Team Sliders can only be modified from main menu > My Madden > Settings > Special Teams. Changes here are applied to ALL games, even franchises that are currently in progress.


About Valdarez

I'm a hardcore gamer who typically played RTS games until APF2K8 came out. The strategy element of APF2K8 drew me into Football, so much that I created www.2kfootballstrategy.com website where we ran many tournaments for cash and prizes and I ran a NFL Simulation league for several seasons (actually had a 32 team league, which was VERY hard to run. heh). I've contributed several good ideas prior to Madden 10's release (see my Problem with Madden's Running Animation Blog which thanks to Ian's participation on this site resulted in new running animation) and more recently provided new control suggestion for Fight for the Fumble (read my blog Better Fight for Fumble Controls for Madden 10).
Wednesday, October 28, 2009
Posted on October 28, 2009 at 09:45 AM.
I have been seeing quite a few Fight for the Fumbles in Madden 10. I'm not sure if it's my tv settings, or the randomness of the camera, but usually it's a close up view that's above the pile, so you can't really see what's going on. Are others experiencing this camera view?

It happens so fast that you usually have very little time to respond. Worse, hitting the buttons (A, B, X, or Y) just doesn't seem to fit the frantic action that's going on as the guys scramble / fight for the ball.

I was thinking of another EA game (Godfather I & II) that utilizes what has to be one of the best controller mechanics ever in a game. When you are choking someone, you pull both triggers and click down on the right / left analog sticks. It really feels like you are choking someone. With that in mind, I was thinking of what's going on at the bottom of the pile. Basically guys are trying obtain and/or secure the ball.

I held the controller in my hands, and thought about it what it must be like at the bottom of the pile, basically trying to move everyone out of the way, this seemed to translate in frantic movements with the Right / Left Analog stick. Then once I had the ball, I would clamp down on it, perhaps by clicking the Right/Left Trigger, or even the Right/Left Trigger + Right/Left Analog stick.

So basically as the Fight for the fumble is triggered, you are told to move your analog sticks up down, left or right. At the center of the screen is the football with a color bar to the right/left of it. The color closest to the ball is green, then yellow, then red. Based on your proximity to the ball, the bar will start out at one of the colors. As you move the analog sticks the bar will either get greener and closer to the football, or further away and turn red. Once it gets down to the football, you have a limited time to secure the ball by clicking a combination of the LT/RT & Left/Right Analog sticks indicating that you have control of the ball and have effectively secured it.

Personally I like the idea of Fight for the Fumble, problem is it just doesn't feel like I'm fighting for the ball. Here's a set of mockups to illustrate the idea.

Step 1 - Use Analog Sticks To Fight For the Fumble

This is a mock up of how players would move the right and left analog stick up and down to simulate fighting for the ball in the pile. As they move the sticks up/down the red color would fade, then the yellow would fade, and finally the green would fade, at which point the user has the opportunity to secure the ball.



Step 2 - Click Right/Left Analog Stick and Press LT/RT to Secure Ball

After a player has moved the Right/Left Analog Sticks up and down fast enough to try and secure the ball, they have an opportunity to click the Right/Left Analog sticks while simultaneously pressing the LT/RT buttons to simulate grasping the football.



Step 3 - Hold On to the Ball
Another thing they could do is have the black bar turn all white, or all green, or all orange (whatever color they choose) and have it shrink quickly towards the football (basically disappearing) to indicate how much time you have to secure the ball (this would be before the click).

Alternatively, they could also have it worked out such that just securing it isn't enough. After the lick, you have to have it secured for say 1 to 3 seconds, or some limited amount of time all the while the controller is rumbling (kind of like guys are hammering at you to get the ball). Only after the necessary time elapses is the ball actually secured and the possession yours. Kind of like how you have to hold onto it until they pull everyone off the pile, while others are still trying to take it away from you.

Step 4 - Provide Feedback on Ball Possession

If a player effectively clicks the Right/Left Analog Sticks and presses the LT/RT buttons in time then they will have effectively secured the ball and gained possession.



Problem with Hiding of Feedback Results
For some reason they decided not to show you whether you were winning possession of the ball or not in order for there to be a surprise as to 'who' has the ball which is what typically occurs from a spectators perspective. I believe this to be a tactical mistake. As the gamer, you are the player, not the spectator. As the football player, you will know if you have the ball if you secure it. It will not be a surprise.

Instead of this route, they should synchronize the timing of the players being removed from the pile with the movements of the analog sticks and the securing of the ball such that the refs are actively removing players by the time the player is attempting to hold on to the ball. Or, if the player is unable to secure the ball, have a ref quickly show the other team has possession.

In addition, the camera needs to be pulled back so you can get a better view of the action. As it stands it's too close up and you don't really get the feel of a pile up. Usually when it happens, I'm trying to adjust to what's going on, which means there needs to be more of an interval between when the ball is loose and the player actively begins fighting for it, or a generic way of fighting for it from the onset such as moving the analog sticks up and down (i.e. something that doesn't require a visual queue from the game that requires the gamer to react, such as hitting a specific button A, B, X, or Y).
Sunday, May 24, 2009
Posted on May 24, 2009 at 03:24 PM.
In anticipation of upcoming games, or when new ideas of a game yet to be made arise, gamers will ofttimes harness their artistic skills and create custom game covers based on their own imaginations. When the Wii was first released, I thought it made the perfect platform for a sword based game set in the world of Highlander, you can read about it in my blog on GameSpot. Here are a couple of the custom covers I did based on that idea.



Perhaps not the greatest in the world, but they were original, and they were mine.

With the release of Madden '10 only months away and with fans frothing at the idea of the up coming game play changes, there are a slew of Madden '10 customized covers coming forth. A gamer by the name of funnygunny hit me up recently and offered to make a custom cover of Madden '10 for me based on two of my favorite players. So, in the spirit of my favorite team, the Cowboys, and as a tip to the Madden development team, I chose Ian Cummings (aka Tony Romo) and Phil Frazier (aka Jason Witten) as the muse for funnygunny's 360 master piece. Needless to say, funnygunny did not dissapoint. Check it out.



If you enjoy this custom cover, then be sure to check out the other custom covers created by funnygunny and other Maddenite fans on the Madden NFL 10 Custom Cover and Template thread.
Monday, April 27, 2009
Posted on April 27, 2009 at 03:25 PM.
Thought I'd summarize and repost the findings from the running animations thread before they got buried:



Like I said earlier, here is what I noticed:

1. Legs - The legs come up to a complete horizontal with the body (think hard right angle here). That's not how people run, unless they are running in place exercising, hitting their hands to knees. I tried to freeze frame it on a couple of examples to show how high the knees are coming up on the Madden portion of the video.

2. Shoulders - APF2K8 has both chest and shoulder movements (the chest is subtle, but there). Madden only has shoulders. APF2K8's pivot point in the center of the stomach gives more as well than Maddens.

3. Canned Animation - APF2K8 has varying length of stride when they run. In Madden, once they hit full stride, it's like a looped animation over, and over again. Add some randomness to the strides (random, not just 2 variations).

4. Camera Angle - APF2K8's camera angle is closer to the player so you get the opportunity to better appreciate the graphics. Simply put, it makes it look better.

5. Speed - Madden is playing too fast, giving the appearance of missing frames, and making a natural running motion look unnatural.

6. Bobbing Up & Down - This can be seen best from the rear view, not sure if I have that for both videos on there, didn't think it was important at the time, but now do. It appears that the Madden runners bob up and down, and the APF2K8 players bob from right to left. The right to left seems more natural. The up and down just looks weird (this is even more noticeable in the NCAA titles). You can kind of see this from the front view as well.

7. Lack of Different Running Styles - Madden doesn't support different running styles. This isn't on display in the video either unfortunately, but APF2K8 actually supports different running styles. If you ever want to see the difference, play a game with Freeman Mcneil (Bronze HB) and then Tony Nathan (Bronze HB). Tony Nathan has this funky head jut forward animation when he runs, like he's trying to get every last bit out of the run.

Here's a nice screen capture that shows how high the leg is going up. The thing is literally parallel with the ground.

Check the comparison between a real run capture and the Madden capture. Please note that the capture of the Green Bay runner is at the apex (highest point) of the leg lift/motion.





Bringing Players to Life
I was thinking the APF2K8 video looked like they were speed walking with as much as the waist / shoulders were moving. The APF2K8 video is definitely not 100% realistic, it's a little exaggerated, but the net result is that it makes the players appear more alive, and IMHO that is key to bringing the game itself to life. It doesn't have to be over the top likes Blitz the League (love both I & II of those games by the way), but it does need just a little extra to make the players feel less stiff and more alive.

Here's a couple more examples where things aren't exactly realistic, but definitely add entertainment value.

APF2K8 has crazy tip animations. Those are definitely NOT realistic, but they are ever so much fun and exciting to behold. Madden has tipped animations this year, but the ball still feels like a dead weight. Madden's implementation is probably closer to the real thing, but again, it makes the game feel dead, and there's no excitement when it's tipped because it's over pretty much as soon as it happens. Part of that is due to the game speed, and the rest is due to how little the ball is tipped. Once again, this is where a little exaggeration can add a lot of excitement and a lot of 'wow' moments to the game.

I can't say enough about the Game Speed. APF2K8 is slow. In fact, it's too slow. You can play it on fast speed, but the fast speed is too fast. The actual speed we need is somewhere in the middle of those two. Madden is just way too fast (I believe I timed Barber running a 4.3 in the game, that was after he was at full speed though to be fair). While there's a lot to be said to playing the game in real time, you lose a LOT of emotion and it reduces the opportunity for gamers to appreciate the graphics and game play. Madden will play and look a lot better just by slowing it down (this has me worried, as the videos I have seen look like they are the same speed). Again, you may have to suspend accuracy to increase enjoyment for the gamer. Personally, I don't care if it's not 100% accurate with regards to the speed, it should be played at a speed that allows gamers to enjoy the game, everything else is secondary.

Still hoping Ian will clarify the missing frames issue during game play.

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