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Breaking Down Madden: The Run Game

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Old 08-22-2012, 09:42 AM   #1
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Breaking Down Madden: The Run Game



Editors Note:
Andy McKenzie was a designer of the Backbreaker video game series. In this series he is writing, Andy is going to break down the Madden NFL Design and the implementation of features from a game developers perspective and to see exactly where Madden succeeds and where it doesn't. This should be an interesting series to say the least. Read Part One.


"Three things can happen when you throw the football, and two of them are bad" - this quote pretty much sums up my offensive philosophy when playing Madden.

I love to run the ball in football games. But, if like me, you've played a whole lot of Madden then after awhile each rushing play begins to feel the same. This is because of the very simple blocking system that governs the run game.

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Old 08-22-2012, 10:13 AM   #2
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No offense, but why go through all this trouble breaking down the ´12 version instead of waiting a couple weeks and doing it for ´13 ?
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Old 08-22-2012, 10:16 AM   #3
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I would hope now that a physics system has been introduced the next step will be to improve the blocking systems, as well as defensive line play.
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Old 08-22-2012, 10:26 AM   #4
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Very good write up. I think one of the things that needs to be brought back to defense (this seems to have been taken out at the beginning of the current generation of Madden/NCAA titles) is the sensitivity of the left analog stick. Now when I say sensitivity, I don't mean the current twitch movement that we have in game. What I'm specifically speaking about is the degrees of movement in relation to the pressure you put on the left stick and the movement of the player.

In order to play effective defense or should I say (defense that plays out correctly and retains the immersion/visuals making you feel like you're on the field) you have to have the ability to move laterally with precision. Compare the PS2 versions of Madden with current generation. Before the play, select a safety. Gently nudge the left analog stick down and you'll notice your player will actually WALK. Now place a bit more pressure and he'll start to jog. Full pressure will give you a sprint. That precision control has been totally removed from current gen Madden. There is a semblance of it still in place, but its not like it should be.

This is where all the complaints of player movement originated. Until the players are anchored back to the field as they should be, (they're taking baby steps, as you see the LBs can't jump up like they're feathery light anymore) no amount of animations added to the library is going to smooth this out. The players are too robotic at the moment, they had more "life" last generation and you could actually feel the weight. Don't get me wrong, I most definitely agree with adding more animations but the base player movement MUST be returned to its former glory before it all will make sense.
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Old 08-22-2012, 10:33 AM   #5
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Originally Posted by Whomario
No offense, but why go through all this trouble breaking down the ´12 version instead of waiting a couple weeks and doing it for ´13 ?
Does seem a little strange.
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Old 08-22-2012, 10:35 AM   #6
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Re: Breaking Down Madden: The Run Game

They seriously need to hire this guy...
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Old 08-22-2012, 10:36 AM   #7
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Re: Breaking Down Madden: The Run Game

It's about time someone did something like this.
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Old 08-22-2012, 10:45 AM   #8
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Re: Breaking Down Madden: The Run Game

Fantastic article that I completely agree with. It's why players have to blitz so often to get pressure. You have to out number the o-line or flood one side no matter what.
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Old 08-22-2012, 10:49 AM   #9
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I'm going to let you know now that everything he mentions in this article still exists in '13.
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Old 08-22-2012, 10:50 AM   #10
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Re: Breaking Down Madden: The Run Game

The biggest problem with the blocking as a whole, not just the run game is that it is always either win or lose. There's no middle ground. It's why the DT sacks are so prominent and why running on higher levels is so frustrating. It's also the same reason you can put a kicker in at guard and he can contain a 350 pound tackle with ease.

This is where the IE needs to come in huge next year and allow for more that middle ground leverage battle rather than the very black or white, animation based blocking we have now.
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