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Madden 20-10: Number of Animations

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Old 11-20-2008, 01:56 PM   #71 (permalink)
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Re: Madden 20-10: Number of Animations

Quote:
Originally Posted by StonesRunIt
yea, i think it was the result of me attempting a low hitstick on some TE



other rare animations ive seen were a body slam of sorts while trying to hurdle and stumbling backwards then falling catch and the catch where u tip it to yourself.
Yeah, there are some decent animations in 09 and some we'vebeen requesting do occasionally showup. If I understand Ian correctly, the problem is they were overshadowed by something; preventing a better variety. In any case, they still were behind, but it's nice to see what's important to us seems to have Ian's attention.
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Old 11-20-2008, 09:14 PM   #72 (permalink)
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Re: Madden 20-10: Number of Animations

Route Running. Stutters, Slips, Sharp Cuts, Rounded Cuts. Head Tracking. If pass thrown too early, receiver nor defender makes a play b/c they cant see the ball. Etc.
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Old 11-21-2008, 09:38 AM   #73 (permalink)
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Re: Madden 20-10: Number of Animations

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Originally Posted by phant030
Route Running. Stutters, Slips, Sharp Cuts, Rounded Cuts. Head Tracking. If pass thrown too early, receiver nor defender makes a play b/c they cant see the ball. Etc.

co-sign

But i dont think it should be a matter of 'cant' as in u get no result we attempting to do so, but that your momentum is so very committed to the route/defending the route that trying to break out would result in slipping or an elongated gather to change directions.


As i suggested to Ian before, the best solution to satisfy the current Madden crowd and the sim gamers that are depending on madden 20-10 is to only allow receivers to make a play on the ball after the last cut of a route or on a lame duck that has too much air under it.

So with that said, i would say there needs to be an emphasis on transition animations, (at least) a doubling of the animations for all the skill positions.

Last edited by StonesRunIt; 11-21-2008 at 09:41 AM.
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Old 11-21-2008, 01:27 PM   #74 (permalink)
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Re: Madden 20-10: Number of Animations

Quote:
Originally Posted by SoxFan01605
Yeah, there are some decent animations in 09 and some we'vebeen requesting do occasionally showup. If I understand Ian correctly, the problem is they were overshadowed by something; preventing a better variety. In any case, they still were behind, but it's nice to see what's important to us seems to have Ian's attention.
Mostly, (not all but I have seen new ones) they are overshadowed by the ratings system and how players behave. I edited a ton of athletes and have found many new animations that have been pretty phenominal.
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Old 11-22-2008, 01:13 AM   #75 (permalink)
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Re: Madden 20-10: Number of Animations

Many of the pictures are great examples, but some of the pics you posted are currently in the game.
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Old 11-22-2008, 04:55 AM   #76 (permalink)
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Re: Madden 20-10: Number of Animations

Head-tracking is extremely important. Many throws are hugely dependant on the DB not looking.
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Old 11-22-2008, 10:16 PM   #77 (permalink)
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Re: Madden 20-10: Number of Animations

Quote:
Originally Posted by wookie48
Mostly, (not all but I have seen new ones) they are overshadowed by the ratings system and how players behave. I edited a ton of athletes and have found many new animations that have been pretty phenominal.
Interestingly enough, I've alway felt that the animations were too independent of the ratings/skill sets.

The outcome of a play was decided on in advance, and an a sequence of animations triggered that were totally incongruous with the ratings of the players involved.
  • Rocket Catches by scrub receivers
  • 180lb CB's planting 230lb RB's into the turf while taking them on up high.
  • Finesse DE's steamrolling 315 pound tackles to the ground
  • RB's running out of bounds losing 5 yards on passes into the flat.
  • QB's and all their spin-o-ramas and various supernatural displays of agility behind the line of scrimmage.
  • The myriad of teleportation/warping plays that occur.

I could go on, but the point is that all things and much more occur every play despite the ratings saying they shouldn't happen.

I feel like too few animations are crippling the ratings and A.I.
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Old 11-23-2008, 02:30 PM   #78 (permalink)
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Re: Madden 20-10: Number of Animations

Here is another thing that would enhance the realism of the game...

Problem #1: You ever notice how when players are running/jogging to get back to the huddle, they all have the exact same animation?

Problem #2: Since Madden 08, you'll notice that because players are always running and jogging in situations where they should be walking, you get a lot of guys running into each other and when it happens multiple times in the same post-play sequence and then every post-play sequence, it starts to look robotic.

The following three ideas should shake things up:

1. It would be hot if there were different walking and jogging animations that randomly show up for different players per sequence. One of the things you notice while watching a football game is that even the same player doesn't run or jog back the same way all the time.

2. Another hot thing would be to have these animations more specific to the position. For instance, a big d-lineman is not going to come back to the huddle as nimbly as a WR or a QB. Different animations specific to the position for the walking/jogging/running post play would add a lot of realism.

3. I said this before, but to reiterate there needs to be some concrete walking animations. If a player is 3-5 yards away from the huddle point, he isn't going to jog there, especially when the huddle isn't even set up yet. Players in Madden however are jogging and running to points that are very close to them and it looks awkward because they are running to these short points and then suddenly slowing down and standing straight up (looking robotic). In real life they'd just simply walk to those points. So we need a slow kinda walk based on distance, a more hurried walk which should be based on distance to the huddle (or sideline if the series is ending or the player is subbing out), a jogging animation based on distance, and a running animation based on distance. With that, we should see much less running and jogging to close points, and a lot more walking like we see in real life.

The randomness and unpredictable nature of this (even something this small) would make the picture appear to be more real.
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Old 11-23-2008, 11:27 PM   #79 (permalink)
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Re: Madden 20-10: Number of Animations

1. Head tracking, like in APF2K8. The WR's actually look for the ball in the air and go to make a play.

2. Throwing animation needs to be re-done.

3. Sacks need to be re-done. There should be more strips and better looking animation sacks.

4. Face-Mask/Holding animations.

5. Everything else in the thread.

ADD INJURY REAL TIME ANIMATIONS LIKE THIS:
http://www.youtube.com/watch?v=YrnwlRUHUzY

http://www.youtube.com/watch?v=LODw6gJgqtk

Last edited by DaBears2; 11-23-2008 at 11:43 PM.
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Old 11-26-2008, 01:02 AM   #80 (permalink)
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Re: Madden 20-10: Number of Animations

I think the game needs to have animations increased ten-fold, but more importantly the animations need to apply to the right player, situation, and follow the laws of physics.

Player
I don't think we necessarily need more player specific animations to feel like players are unique. What I would love to see is that certain animations are either available or unavailable for a specific player depending on their position, body type, playing style, and rating set.

I should see Larry Fitzgerald going up and taking a ball away in a jump ball against 2 defenders every once in a blue moon, but I should not see Brandon Stokley doing the same thing because he doesn't have the jumping, catching, or spectacular catching ability.

I should see Brandon Jacobs or Mike Sellers truck through a defender and lift them off of their feet, but should never see Warrick Dunn even try that animation. This is because of their weight, strength, break tackle, etc.

Situation
Another area I don't feel gets enough attention is how players react in critical situations. Players do not react the same in low pressure situations and high pressure situations in real life.

On a 3rd and 10, I need to see WR's with high awareness reaching out for the first down marker when they catch a 8 or 9 yard pass.

On a 3rd and 1, the defender should not be riding a runner up field with the running tackle.

On 4th down situations, receivers should be going all out for balls in their direction which means diving, jumping, etc.

Physics
This one is pretty self explanatory. Don't have 160lb players running over 300lb players if they are coming at the same speed. Don't have QB's throwing 60 yards off of their back foot. Don't have 350lb players getting pancaked by 270lb linemen with low strength ratings.


I guess my main gripe overall is that we have all of these ratings in EA games and they rarely mean anything in the actual gameplay engine. Every single rating should matter in the game and each rating should have numerous animations attached to them. When you get past some of the flashy animations, player models, and graphics, the logic and AI behind the game seem very outdated to me and many other football gamers. The logic needs to be there to support new animations otherwise we're just going to get bored in 3 months instead of within the first month.
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