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Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Old 02-09-2009, 07:53 PM   #1 (permalink)
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Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era



Hey guys, we thought it would be a perfect time to share something that I am personally very excited about for Madden NFL 10. We took each and every rating in the game (over 50+ player ratings) and scaled them up/down in a way that is now using much more of the scale. I like to describe it around the office like this…”We basically stretched out the ratings.” We want to use more of the numbers so we get a bigger, more noticeable affect in the game.

Let me give you guys an example….in Madden NFL 09 all of the WR’s Route Running ratings ranged from 62-99. In the current Madden NFL 10 build, WR’s now check in from 35-99. To counter this on the defensive side, all CB’s in Madden NFL 09 had a Man Coverage rating which ranged from 64-99. Now in Madden NFL 10, CB’s Man Coverage range is currently 40-99.

Every position and every rating has been re-scaled to expand the range of numbers we are dealing with. The Overall Rating for your average NFL player has dropped. Your Joe Average linebacker who was 80 OVR is now dropped down to 70. The players who were before right on the cusp of 90 in a rating category are now down around 85-88…Meaning, there are fewer superstar players out there. Before, where you could maybe get by throwing to your slot WR who had 93 SPD, with 74 ROUTES, and 77 Catching…now in Madden NFL 10, that guy is going to have like 91 SPD, 60-65 ROUTES and anywhere from 65-70 Catching. Let me tell you, these rating drops make a big difference when that slot rookie WR with 90+ speed now drops every 3rd pass or so, or just simply cannot get open.
The superstars have not been affected however, this is intentional. Peyton is still 99 OVR, Patrick Willis a 99, Larry Fitz is 99, etc. The elite players at rating categories have not been affected either (JaMarcus Russell still has a 98 Throw Power and Chris Johnson still rated 99 Speed). [Side note: One of my personal goals is to have the actual NFL players in Madden NFL 10 look like their real-life counterparts and play to their strengths and weaknesses like never before in a football video game.]

Speaking of the Speed, which is always a hot topic, we made some major changes with the infamous SPD rating as well. To give you a great example, I will again go back to WR and CB. In Madden NFL 09, the WR SPD range was 85-100…CB was 87-99.

In Madden NFL 10, WR SPD range is currently 70-100…CB is currently 75-99. So as you may or may not tell, the SPD range has been pushed down, in our opinions, to better reflect the “sim-gameplay” style that Ian and Phil have been telling you about all winter long. This SPD change has been updated for each position, so it makes a huge game play affect.

Ian and I had a game the other day where Earnest Graham broke one up the middle for a 55 yard touchdown run… and he could not be caught!…E-Grahams’ Madden NFL 10 current SPD rating….80 SPD. That should give you a good sense of what is possible with the new ratings. It’s not all about having the 90+ SPD anymore. On this particular run, Ian’s CB’s got hung up against some blockers and all I had to do was beat one safety and Graham was gone! He had Brandon Jacobs and his 85 SPD breaking some long runs as well. On the flip side of bigger/slower backs, Chris Johnson is absolutely lethal right now. You can actually get him outside with sweeps now and he is a beast to stop. But again, we are constantly tuning the gameplay, we have an entire team dedicated to that and they are some of the best people we have in the building.

So there you have it, player ratings are in for a major overhaul this year and I am really excited already with the impact they are having on the early builds of the game. And rest assured, we are well aware of the outside impacts this will have….Rookies will now come into the league based on the new ranges, NCAA Import guys are being tuned as well…Progression has been accounted for as well to better reflect breakout stars and burned-out former stars. Meaning, we want to have bigger jumps in OVR this year, both positive and negative. That’s all for now, probably gave away too much already!

Would love to hear any feedback about this big new change in the way we do player ratings. I’d be happy to answer any questions regarding the new rating ranges….please no individual ratings questions, not answering those! Stay tuned for more Madden player rating related blogs in the future!


- Donny Moore – Madden NFL 10 Designer
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Old 02-09-2009, 07:54 PM   #2 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

damn nice post Ian... i think this is a really good change. give us your opinion it this!
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Old 02-09-2009, 07:56 PM   #3 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

IMO this has been one of the most drastic changes in a long while when it comes to core gameplay. There is a lot of tuning to do (as Donny says), but holy crap does it really make fatigue, injuries, and the depth of your team really MATTER again.

As an example, if Peyton goes down and Sorgi comes in...oh boy. You better get that run game going.
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Old 02-09-2009, 07:56 PM   #4 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

Good job Donny...I am excited to see the results of the hard work and attention to detail that is being put in.
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Old 02-09-2009, 07:59 PM   #5 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

Quote:
Originally Posted by Ian_Cummings_EA
IMO this has been one of the most drastic changes in a long while when it comes to core gameplay. There is a lot of tuning to do (as Donny says), but holy crap does it really make fatigue, injuries, and the depth of your team really MATTER again.

As an example, if Peyton goes down and Sorgi comes in...oh boy. You better get that run game going.
That's really great to hear because that is the core of running a franchise in Madden..managing depth makes the salary cap more important and drafting right on down the line. Hearing about fatigue make backups matter that is important to Madden because it important in the real NFL.

Last edited by thudias; 02-09-2009 at 08:06 PM.
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Old 02-09-2009, 08:04 PM   #6 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I love it. Ian I have a feeling the Best madden players( the best Cheesers) are going to hate Madden 10 ! Thank you for re-introducing strategy.
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Old 02-09-2009, 08:07 PM   #7 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I love the thought of now being able to rip off a big run for a TD with a guy that isn't 90+ speed. Makes almost everyback lethal to a certain degree.
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Old 02-09-2009, 08:09 PM   #8 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

Quote:
Originally Posted by Ian_Cummings_EA
IMO this has been one of the most drastic changes in a long while when it comes to core gameplay. There is a lot of tuning to do (as Donny says), but holy crap does it really make fatigue, injuries, and the depth of your team really MATTER again.

As an example, if Peyton goes down and Sorgi comes in...oh boy. You better get that run game going.
That's great to hear. This, procedural awareness, franchise mode getting head coach treatment, and super bowl getting better presentation makes madden 2010 better than 09 but the fact that there's soooo much more stuff to announce including the heavy-hitter back-of-the-box features makes me even more excited for the game and leads me to believe that Madden 2010 will finally be when Madden is AMAZING on all fronts this gen.
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Old 02-09-2009, 08:11 PM   #9 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

Wonderful. A wider range of ratings is awesome, and making the ratings lower across the board is great.
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Old 02-09-2009, 08:13 PM   #10 (permalink)
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I'm going to enjoy turning my boy Percy into an all-pro.
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