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Full Details on Madden NFL 18 Game Styles - Arcade, Simulation & Competitive

Madden NFL 18

Full Details on Madden NFL 18 Game Styles - Arcade, Simulation & Competitive

EA Sports has just posted full details on the 3 Madden NFL 18 game styles: Arcade, Simulation and Competitive.

Game Styles give the Madden devs the ability to tailor the game to specific communities after launch, via Tuner Updates. This gives devs the flexibility to tune each game style individually throughout the Madden cycle, so that the preferences of one community aren’t impacted by another. You can easily see what game style you are playing in any mode. It will be shown on the scoreboard in the upper left corner of the screen during gameplay. Plus, each game style can be played on each difficulty level (Rookie, Pro, All-Pro, All-Madden), to add yet another level of variety when engaging with Madden the way you want.

We’ve listed some of the key details on the Madden NFL 18 game styles below, but check out the full blog here.

ARCADE

High-octane version of Madden. This game style delivers a fast-paced, exciting style of play where high scores and spectacular catches are the norm and penalties are very limited. The user-controlled player is the “boss” and will feel like the most powerful player on the field. This mode is perfect for the gamer trying to get in a quick, casual, and action-filled game.

  • User-controlled pass rushers frequently beat their blocks
  • User Hit Sticks and Strip-ball attempts will be highly successful
  • Spectacular catches occur frequently, especially by elite players
  • Broken tackles and ball carrier fake-outs are commonplace
  • Chance of throwing interceptions as a user is lower
  • Can kick longer field goals and there’s higher chance to block kicks when on defense.

SIMULATION

The authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. This game style includes all supported penalties, injuries, and other random outcomes you see every Sunday.  The players on your roster and the schemes you employ will be critical to success when playing Simulation. This is the game mode for players that are fans of football and want to play a game that’s true to that form. Simulation is the default style for connected franchise mode.

  • Expect the unexpected – even highly-rated players have a slim chance of failure on occasion
  • Injuries and penalties occur at a rate on par with real-world NFL statistics and data
  • Players with elite ratings will be successful far more often than those with ratings below the elite level
  • New pass inaccuracy system allows more realistic performances from lower-rated quarterbacks
  • Fatigue and stamina have bigger impacts on gameplay.

COMPETITIVE

All about head-to-head competition and tournament play. This is where user stick-skills are king and certain outcomes will be heavily weighted based on game situations and ratings thresholds.  Penalties are limited, there are no injuries, and random outcomes are rare.  Executing gameplay mechanics and making the right reads dictate success when playing Competitive. EA competitive gaming events and ranked online game modes will be set to this style by default.  Be ready for some trash talk, for this is where the Madden hardcore reside.

  • Going for an interception with a wide open defensive player who has a good catch rating leads to a significantly-lower chance of them dropping the ball
  • Throwing from a clean pocket with the QB’s feet set reduces the chance of an inaccurate pass, providing they have a good pass accuracy rating based on the throw type and that you’re not using any passing mechanics
  • There’s a significantly lower chance of a dropped catch when a receiver is considered wide open and has a good catch rating
  • There’s a decreased chance of offensive wins in multiplayer catch outcomes, such as throwing to covered receiver
  • Only AI players with the big hitter trait can hit stick.

 

 

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  1. Really lame that those of us that play strictly head to head are yet again relegated like a step child to a CFM to play a more simulation oriented game. Now to make matters worse they even turned injuries off for ranked - yuck.
    4thQtrStre5S
    Competitive has reduced Hit Sticks to only those players who have the trait; I hope this is the same for Sim.

    Only for AI players. Users is all fair game
    I'll be playing simulation style exclusively.
    The 3 styles at the moment don't excite me much, what excites me is the possibilities moving forward. If one vocal minority complains about something, EA can adjust it without forcing everyone to adhere to it. Example would be if user jukes are too effective and the online crowd complains, they could theoretically have different values for each style.
    It bothers me when they describe penalties being "random". They should be directly related to what is happening on the field. Not just because the stats say it's time for a holding penalty. A holding penalty should be because there's a hold on the field so when I look back at the replay I can actually see it. FIFA has interactions between players were a shirt is tugged or a player shoved and you can see it for yourself.
    RogerDodger
    It bothers me when they describe penalties being "random". They should be directly related to what is happening on the field. Not just because the stats say it's time for a holding penalty. A holding penalty should be because there's a hold on the field so when I look back at the replay I can actually see it. FIFA has interactions between players were a shirt is tugged or a player shoved and you can see it for yourself.

    In Madden 17 penalties have animations that you can replay and see but its still random.
    so here is my problem
    tuner updates have been viable for the last few maddens, but i dont remember ever getting one. fixes have been across the board because it affected everything despite their thoughts it wouldnt
    RogerDodger
    It bothers me when they describe penalties being "random". They should be directly related to what is happening on the field. Not just because the stats say it's time for a holding penalty. A holding penalty should be because there's a hold on the field so when I look back at the replay I can actually see it. FIFA has interactions between players were a shirt is tugged or a player shoved and you can see it for yourself.

    I remember there was another football game that came out around 2k5 where you could do exactly that...
    Absolutely love the idea of different modes, this way, hopefully we won't have to worry about the QB accuracy changing for the worse after the first couple of patches.
    Kudos Tiburon, you guys are slowly making jpdavis look like the prophet of OS!
    Americas Team
    In Madden 17 penalties have animations that you can replay and see but its still random.

    Really? I've had holding penalties called on a player and when I looked on the replay I couldn't see any holding whatsoever.
    Can someone get them to explain the game difficulty levels (Rookie, Pro, All-Pro, All-Madden)? How do they affect the game styles? Those are my million dollar questions.
    ggsimmonds
    I'll be playing simulation style exclusively.
    The 3 styles at the moment don't excite me much, what excites me is the possibilities moving forward. If one vocal minority complains about something, EA can adjust it without forcing everyone to adhere to it. Example would be if user jukes are too effective and the online crowd complains, they could theoretically have different values for each style.

    Exactly. I am so tired of my playing experience being screwed up, because online only whiners do not want to play actual football(most of them anyway).
    Sent from my iPhone using Operation Sports
    DeuceDouglas
    EA Sports has just posted full details on the 3 Madden NFL 18 game styles: Arcade, Simulation and Competitive.
    Game Styles give the Madden devs the ability to tailor the game to specific communities after launch, via Tuner Updates. This gives devs the flexibility to tune each game style individually throughout the Madden cycle, so that the preferences of one community aren’t impacted by another. You can easily see what game style you are playing in any mode. It will be shown on the scoreboard in the upper left corner of the screen during gameplay. Plus, each game style can be played on each difficulty level (Rookie, Pro, All-Pro, All-Madden), to add yet another level of variety when engaging with Madden the way you want.
    We've listed some of the key details on the Madden NFL 18 game styles below, but check out the full blog here.

    ARCADE
    High-octane version of Madden. This game style delivers a fast-paced, exciting style of play where high scores and spectacular catches are the norm and penalties are very limited. The user-controlled player is the “boss” and will feel like the most powerful player on the field. This mode is perfect for the gamer trying to get in a quick, casual, and action-filled game.

    • User-controlled pass rushers frequently beat their blocks
    • User Hit Sticks and Strip-ball attempts will be highly successful
    • Spectacular catches occur frequently, especially by elite players
    • Broken tackles and ball carrier fake-outs are commonplace
    • Chance of throwing interceptions as a user is lower
    • Can kick longer field goals and there’s higher chance to block kicks when on defense.

    SIMULATION
    The authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. This game style includes all supported penalties, injuries, and other random outcomes you see every Sunday. The players on your roster and the schemes you employ will be critical to success when playing Simulation. This is the game mode for players that are fans of football and want to play a game that’s true to that form. Simulation is the default style for connected franchise mode.

    • Expect the unexpected – even highly-rated players have a slim chance of failure on occasion
    • Injuries and penalties occur at a rate on par with real-world NFL statistics and data
    • Players with elite ratings will be successful far more often than those with ratings below the elite level
    • New pass inaccuracy system allows more realistic performances from lower-rated quarterbacks
    • Fatigue and stamina have bigger impacts on gameplay.

    COMPETITIVE
    All about head-to-head competition and tournament play. This is where user stick-skills are king and certain outcomes will be heavily weighted based on game situations and ratings thresholds. Penalties are limited, there are no injuries, and random outcomes are rare. Executing gameplay mechanics and making the right reads dictate success when playing Competitive. EA competitive gaming events and ranked online game modes will be set to this style by default. Be ready for some trash talk, for this is where the Madden hardcore reside.

    • Going for an interception with a wide open defensive player who has a good catch rating leads to a significantly-lower chance of them dropping the ball
    • Throwing from a clean pocket with the QB’s feet set reduces the chance of an inaccurate pass, providing they have a good pass accuracy rating based on the throw type and that you’re not using any passing mechanics
    • There’s a significantly lower chance of a dropped catch when a receiver is considered wide open and has a good catch rating
    • There’s a decreased chance of offensive wins in multiplayer catch outcomes, such as throwing to covered receiver
    • Only AI players with the big hitter trait can hit stick.


    Click here to view the article.

    Shouldn't all of the bullet points listed here in the Competitive section apply to Simulation as well?
    Sent from my iPhone using Operation Sports
    This addition opens a ton of doors for the Sim guy and some of the things that have been wanted for years. Things like bad snaps over QB in Shotgun, Punter or holder for XPT or FG.
    Obviously, doesn't sound like this year but now that there is separation for each mode it allows for the Devs to add those random outcome Sim guys want but competitive guys don't want to see.
    Sent from my iPhone using Operation Sports
    Aggies7
    This addition opens a ton of doors for the Sim guy and some of the things that have been wanted for years. Things like bad snaps over QB in Shotgun, Punter or holder for XPT or FG.
    Obviously, doesn't sound like this year but now that there is separation for each mode it allows for the Devs to add those random outcome Sim guys want but competitive guys don't want to see.
    Sent from my iPhone using Operation Sports

    According to Clint on twitter, don't expect bad snaps in the near (and maybe distant) future.
    RogerDodger
    It bothers me when they describe penalties being "random". They should be directly related to what is happening on the field. Not just because the stats say it's time for a holding penalty. A holding penalty should be because there's a hold on the field so when I look back at the replay I can actually see it. FIFA has interactions between players were a shirt is tugged or a player shoved and you can see it for yourself.

    I'm confused when they say random. Do ratings matter ? Like discipline, fatigue, stamina and other ratings should factor in somewhat as to when and who gets a penalty. So my low discipline tired OL guy would more likely commit a holding penalty. I don't know what they mean by random.
    Sent from my VS985 4G using Tapatalk
    Really don't like that it will display in the score bug what mode we are playing in.
    Just seems like unnecessary clutter to me. I assume they are doing it so that when someone posts a video saying "look at what I did" it's clear what mode they are playing in.
    TheBleedingRed21
    According to Clint on twitter, don't expect bad snaps in the near (and maybe distant) future.

    I know not near future but this opens the door to allow it without competitive guys getting mad.
    Sent from my iPhone using Operation Sports
    kehlis
    Really don't like that it will display in the score bug what mode we are playing in.
    Just seems like unnecessary clutter to me. I assume they are doing it so that when someone posts a video saying "look at what I did" it's clear what mode they are playing in.

    Agreed. It seems like more and more things keep getting added onto the screen that take away from the immersion factor. Hopefully there will be an option to not see it as there were for other visual cues in the past....
    To say something positive: I'm definitely happy that there are finally separate modes being added for sim/competitive. Really hoping for the difference between players with high and low ratings to be more apparent now, as they claim.
    I'm not jumping to any conclusions over the word "random" to describe penalties, but I really hope that penalties aren't completely random and actually allow ratings and traits to play a role, too.
    I truly don't understand why people would want to play anything g but simulation. But then again, I'm on a sports game forum making a claim like that, so obviously I'm a hardcore sports gamer.
    Sent from my iPhone using Operation Sports
    TDKing
    I'm confused when they say random. Do ratings matter ? Like discipline, fatigue, stamina and other ratings should factor in somewhat as to when and who gets a penalty. So my low discipline tired OL guy would more likely commit a holding penalty. I don't know what they mean by random.
    Sent from my VS985 4G using Tapatalk

    Those things definitely should matter but there should be an animation that shows the hold. I don't think I've ever seen something like this in Madden when I've checked the replay.
    I hope the score overlay is a lot smaller this year. Too big across the top of the screen last year. Should be in the top right of the screen and much smaller . Also I'd like to see it disappear as the play unfolds and then reappear after the play.
    Sent from my iPhone using Operation Sports
    Gagnon39
    I truly don't understand why people would want to play anything g but simulation. But then again, I'm on a sports game forum making a claim like that, so obviously I'm a hardcore sports gamer.
    Sent from my iPhone using Operation Sports

    I mean it's different styles. When I'm playing my franchise by myself I want sim. But when I'm playing my boy? Hell yeah I wanna hit stick everyone and make crazy catches so I can talk ****.
    Sent from my SM-G386W using Operation Sports mobile app
    TDKing
    I'm confused when they say random. Do ratings matter ? Like discipline, fatigue, stamina and other ratings should factor in somewhat as to when and who gets a penalty. So my low discipline tired OL guy would more likely commit a holding penalty. I don't know what they mean by random.
    Sent from my VS985 4G using Tapatalk

    I can't say for sure, 100%, but I do believe it's a mix. From what I recall Rex and others saying the past few years, I do believe that ratings certainly matter here. I think there's a 'disciplined' trait, too. I believe my rookie RG was undisciplined the whole year. He was the player constantly flagged for holding (by constant, I just mean all season long, 0-3 times per game, maybe). So, I do believe ratings matter. But, Rex has also definitely mentioned they have sort of a 'cap' system (my word, not theirs) that sort of caps penalties to make sure u don't see 10 holdings in a row by the same player or something. From a sim POV, this does seem artificial, maybe. But, I think that in terms of how the game plays and penalties play out, this does generate a 'realistic' amount of penalties. So, it's sort of a programming trick to 'guarantee' things don't get out of hand.
    I do believe ratings still matter. I don't think I've ever had my quality LT ever called for a holding, that I can recall. But, the penalties as a whole are sort of capped.
    Sent from my iPhone using Tapatalk
    vertman
    I hope the score overlay is a lot smaller this year. Too big across the top of the screen last year. Should be in the top right of the screen and much smaller . Also I'd like to see it disappear as the play unfolds and then reappear after the play.
    Sent from my iPhone using Operation Sports

    Maybe that should be a presentation option for choices other than broadcast presentation?
    kehlis
    Really don't like that it will display in the score bug what mode we are playing in.
    Just seems like unnecessary clutter to me. I assume they are doing it so that when someone posts a video saying "look at what I did" it's clear what mode they are playing in.

    I agree with your point (and with the possible logic of why they did this).
    Personally, I would love the option of turning off ALL UI in-game (no passing icons...nothing at all). I play with a "clean screen" approach on MLB The Show and it adds so much more to the immersion factor.
    JoshC1977
    I agree with your point (and with the possible logic of why they did this).
    Personally, I would love the option of turning off ALL UI in-game (no passing icons...nothing at all). I play with a "clean screen" approach on MLB The Show and it adds so much more to the immersion factor.

    Exactly. That's really what I was trying to say but you said it much better
    Sent from my iPhone using Operation Sports
    Wide open defenders with good hands catching interceptions on competitive... why not simulation? If they are wide open, and have good hands, wouldnt they catch it in a true to form setting?
    kehlis
    Really don't like that it will display in the score bug what mode we are playing in.
    Just seems like unnecessary clutter to me. I assume they are doing it so that when someone posts a video saying "look at what I did" it's clear what mode they are playing in.

    Agree with your take on the logic of it (personally I don't mind the extra information). It's good information for the devs whenever someone posts some crazy video complaining that the game is broken, only to find out they were playing on arcade. :y11:
    With the different styles it's going to be more important than ever for people to make clear what style they're playing before the calls for sweeping tuning changes to the game go out.
    SamDezzy43
    Wide open defenders with good hands catching interceptions on competitive... why not simulation? If they are wide open, and have good hands, wouldnt they catch it in a true to form setting?

    Unless that defender's catch rating is 99, I feel like there should always be a possibility of failure. Otherwise what good is a rating scale?
    They're cornerbacks and not WR's for a reason.
    bcruise
    Unless that defender's catch rating is 99, I feel like there should always be a possibility of failure. Otherwise what good is a rating scale?
    They're cornerbacks and not WR's for a reason.

    Yup. I've seen some CBs miss wide open ints several times in real life. And, it's this exactly, 'they're cbs, not WRs for a reason'. I think I've seen trufant do this for atl the last few years. That dude has absolute stone hands, actually. He's a quality CB, and has solid coverage skills, but honestly, if I saw him drop a wide open INT in madden, I'd simply say, 'yep. That looks like Tru, alright.'
    Sent from my iPhone using Tapatalk
    I will definitely be playing on sim mode but what would be even more awesome is that if you play MUT you could also have sim mode with injuries & penalties and stamina issues for solo missions like I play
    huskerfan4life
    I will definitely be playing on sim mode but what would be even more awesome is that if you play MUT you could also have sim mode with injuries & penalties and stamina issues for solo missions like I play

    I could be wrong, but I think that if they made a Sim mode MUT, with a very tough Salary cap, i.e., one where each team could only have like three 90+ players, they might get some more simheads to play MUT.
    Being a sim fanatic myself, the only mode I'm looking for is a sim mode.
    That being said, I fully expect to see people on the slider forum swearing on their mom's name that an arcade mode on rookie and sliders on 51 is the "best sim experience".
    Sent from my iPhone using Operation Sports
    Let's hope you are not referring to the slider makers themselves at OS. They put in a ton of time and effort for you to make your own tweaks.
    RogerDodger
    Those things definitely should matter but there should be an animation that shows the hold. I don't think I've ever seen something like this in Madden when I've checked the replay.

    I want to see that as well, but lets not get confused on the subject; the penalties would still be as random as they are now, they would just trigger an animation along with the yellow hanky
    A thought I had this morning:
    I expect simulation mode to be the most used game style by a pretty good margin.
    What occurred to me this morning, is that this may not be a good thing. Like many here my head was filled with sim fantasies about future possibilities. But if simulation style is something like the default style that the majority of users play on as I expect, we still find ourselves in the same boat as before. EA still has to walk the line between casuals and sim heads.
    I'n thinking the end result will be that the online crowd gets a game setting tailor made for them, while the sim setting serves as the normal/baseline setting.
    DeuceDouglas
    Here's a tweet from Clint regarding Simulation style:

    Unless I'm reading this wrong, that is quite disappointing. Would have thought for sure simulation mode would be an improvement over what we've had, not just the same thing. Ugh
    sir psycho
    Unless I'm reading this wrong, that is....disappointing. Would have thought for sure simulation mode would be an improvement over what we've had, not just the same thing. Ugh

    But what improvements were you looking for? I'm not being a jerk here, I'm genuinely wondering?
    I guess maybe more realistic penalties. But it's not like the penalties were bad last year. In fact, they were the best they've been since I can remember.
    Defensive holding and offensive PI were fantastic additions.
    I think improvements to gameplay may help make the game more sim in general. So I think that will be a factor.
    sir psycho
    Unless I'm reading this wrong, that is quite disappointing. Would have thought for sure simulation mode would be an improvement over what we've had, not just the same thing. Ugh

    That's how I read it, they've literally added a separate tuning set for the alternatives to sim but left sim alone. I can think of numerous things that a sim mode should improve on what we had last year.
    PVarck31

    I think improvements to gameplay may help make the game more sim in general. So I think that will be a factor.

    The 1st thing I noticed at EA Play, was that the spacing between the off and def player was reduced significantly.
    For the most part, defenders are right there on top of the offensive player.
    It really looks like the offensive player is covered and the interaction starts immediately.
    Unlike in the past were there was this gap between the players that had to be reduced 1st (i.e. warping/sliding/gliding) before leading into player interaction.
    It's really fluid and animations that are triggered make sense.
    - DPI will finally look the part with players spacing so close.
    PVarck31
    But what improvements were you looking for? I'm not being a jerk here, I'm genuinely wondering?
    I guess maybe more realistic penalties. But it's not like the penalties were bad last year. In fact, they were the best they've been since I can remember.
    Defensive holding and offensive PI were fantastic additions.
    I think improvements to gameplay may help make the game more sim in general. So I think that will be a factor.

    We were led to believe, or at least I was, that Sim was going to have a larger focus on player ratings than previous games did. If it doesn't then the feature is dead to me.
    edit: That being said I'm not convinced that is the case based on that one tweet.
    ggsimmonds
    A thought I had this morning:
    I expect simulation mode to be the most used game style by a pretty good margin.
    What occurred to me this morning, is that this may not be a good thing. Like many here my head was filled with sim fantasies about future possibilities. But if simulation style is something like the default style that the majority of users play on as I expect, we still find ourselves in the same boat as before. EA still has to walk the line between casuals and sim heads.
    I'n thinking the end result will be that the online crowd gets a game setting tailor made for them, while the sim setting serves as the normal/baseline setting.

    Yeah, hopefully they stick to their guns. I'm already seeing debates from people who are frustrated that they can't play CFM on Competitive with injuries. So more than likely you're going to get a bunch of people with the Competitive mindset likely giving feedback on how Simulation should be. As it stands now it seems more like these settings are trying to make you choose a mode (CFM=Sim, Online=Comp), rather than a respective setting which is a backwards IMO.
    It will be interesting to see how it turns out though and if the new pass inaccuracy system really is something that will make it feel different. If I can play on simulation without having to drop QB accuracy below 10 just to see 1 or 2 a game then I'll be a really happy camper but we'll see. Hopefully moving forward it gets more penalties and things added that are exclusive to it.
    PVarck31
    But what improvements were you looking for? I'm not being a jerk here, I'm genuinely wondering?
    I guess maybe more realistic penalties. But it's not like the penalties were bad last year. In fact, they were the best they've been since I can remember.
    Defensive holding and offensive PI were fantastic additions.
    I think improvements to gameplay may help make the game more sim in general. So I think that will be a factor.

    I think the main one most sim guys were hoping for was more QB inaccuracies. More over and under thrown balls as incompletes. That's not to say this won't be the case, but I think this would be the #1 thing sim guys want to see. So, it'll be interesting to see how the game starts out and if they have to patch more inaccuracy into sim if guys complain or their telemetry shows too high completion %.
    Sent from my iPhone using Tapatalk
    DeuceDouglas
    Yeah, hopefully they stick to their guns. I'm already seeing debates from people who are frustrated that they can't play CFM on Competitive with injuries. So more than likely you're going to get a bunch of people with the Competitive mindset likely giving feedback on how Simulation should be. As it stands now it seems more like these settings are trying to make you choose a mode (CFM=Sim, Online=Comp), rather than a respective setting which is a backwards IMO.
    It will be interesting to see how it turns out though and if the new pass inaccuracy system really is something that will make it feel different. If I can play on simulation without having to drop QB accuracy below 10 just to see 1 or 2 a game then I'll be a really happy camper but we'll see. Hopefully moving forward it gets more penalties and things added that are exclusive to it.

    Pass accuracy in particular is what I am thinking of.
    The Madden players that I know personally will be playing on simulation, even though they tend to not spend much time with CFM. They are casual play now types, most of them don't even keep up with the development cycle. They don't know about new additions until they either buy the game and read the back of the box on the way home, or they hear about it from people like us. But some of them do use twitter to give "feedback" to the devs. I say it like that because even though their football and Madden knowledge is relatively limited they still think they should almost always win, and so when they don't it is because the game has issues.
    That describes a sizable portion of the Madden gamerbase. That is who EA has to keep in mind when making style tunings.
    PVarck31
    But what improvements were you looking for? I'm not being a jerk here, I'm genuinely wondering?
    I guess maybe more realistic penalties. But it's not like the penalties were bad last year. In fact, they were the best they've been since I can remember.
    Defensive holding and offensive PI were fantastic additions.
    I think improvements to gameplay may help make the game more sim in general. So I think that will be a factor.

    My answer to that would be that for now, it should be tuned to give the closest approximation to real football. No new features or anything, just under the hood adjustments.
    In fairness to Clint that may have been what he was alluding to (nothing was removed he said).
    They won't have different roster sets for each style, but the effect of ratings should differ, e.g. the difference between a 90 in SPC is larger on sim but smaller than competitive. Perhaps arcade would have the biggest difference. Aside from ratings, penalties, fatigue, and injuries should also be tuned for realism first.
    I hope EA/Tiburon sticks to their guns. I know they have the data from the NFL, and the ability, it appears, to gather statistics from games played by the consumers, so I hope that any tuning will be done more to align any elements of the game statistics that are falling outside the box at an extreme level.
    The highest number of dropped passes by a receiver in 2016 was 9. These are the little things I hope EA/Tiburon considers heavily when listening to criticisms.
    https://www.sportingcharts.com/nfl/stats/drops/2016/
    4thQtrStre5S
    I hope EA/Tiburon sticks to their guns. I know they have the data from the NFL, and the ability, it appears, to gather statistics from games played by the consumers, so I hope that any tuning will be done more to align any elements of the game statistics that are falling outside the box at an extreme level.
    The highest number of dropped passes by a receiver in 2016 was 9. These are the little things I hope EA/Tiburon considers heavily when listening to criticisms.
    https://www.sportingcharts.com/nfl/stats/drops/2016/

    Since you brought it up, I am obligated to point out that the dropped pass statistic is flawed in the sense that it is ambiguous and subjective.
    In the NFL if a receiver is hit or otherwise interfered with (legally) while attempting a catch it is not typically considered a drop.
    That differs from the usage in Madden.
    ggsimmonds
    Since you brought it up, I am obligated to point out that the dropped pass statistic is flawed in the sense that it is ambiguous and subjective.
    In the NFL if a receiver is hit or otherwise interfered with (legally) while attempting a catch it is not typically considered a drop.
    That differs from the usage in Madden.

    Agree on your points about the NFL statistics; though with that knowledge, the translation into Madden could be made at a reasonable level of acceptability, yes?
    bcruise
    The blog previously noted that QB accuracy had been re-tuned for the Sim style, so I don't think Clint's tweet there should be taken directly at face value.
    Sent from my SM-G930P using Operation Sports mobile app

    I was just gonna say that I've seen this mentioned multiple times as well.
    And I also thought I saw something about ratings meaning more.
    4thQtrStre5S
    Agree on your points about the NFL statistics; though with that knowledge, the translation into Madden could be made at a reasonable level of acceptability, yes?

    Yes, and I think it is already at that level.
    PVarck31
    I was just gonna say that I've seen this mentioned multiple times as well.
    And I also thought I saw something about ratings meaning more.

    So the question is do ratings mean more compared to Madden 17, or more compared to the other game modes? If it's the latter then this whole thing is meaningless to sim players. If it's the former then it should be good.
    fballturkey
    So the question is do ratings mean more compared to Madden 17, or more compared to the other game modes? If it's the latter then this whole thing is meaningless to sim players. If it's the former then it should be good.

    Seems to me sim mode is basically the same tuning we've had the past 5 iterations. The devs always claimed the game was built to be sim.
    I don't think it's crazy to assume they added competitive and arcade modes while sim is what we've had by default.
    SolidSquid
    Seems to me sim mode is basically the same tuning we've had the past 5 iterations. The devs always claimed the game was built to be sim.
    I don't think it's crazy to assume they added competitive and arcade modes while sim is what we've had by default.

    Agreed, and then the question becomes what happens moving forward. After launch does simulation style get tuned to be more in line with what we as a community want or is this setting the one that has to have compromise on?
    Posted by Khaliib on June 12th.
    Khaliib is a poster on OS and knows the insides of Madden probably better than anyone I've seen. I've seen his frustrations with Madden over the years to the point of finding formulas or ways to play the game more sim.
    Khaliib attended EA Play and he is not a GCer or attended on OS, he went on his own accord.
    Now, folks can still question if the game will play out this way based on the past history of Madden and opinion of the game, but at the moment, I feel it's a good sign and good look on his part.
    Immediately after playing the game at EA Play, I remarked to Rex that folks are going to have to shut out the negative noise until they put some play time in for themselves.
    There is such a huge leap this year with "Gameplay" that you can easily get caught up in the what is/isn't, should/shouldn't, that your mindset makes you miss the improved M18 Gameplay.
    The Gameplay is totally different from past releases.
    This alone will add freshness to the current Franchise mechanisms because gameplay/player differentiation was not there to justify investing time in those areas.
    Gameplay has been greatly advanced, which means Player Ratings now allow Player Differentiation, which now impact the other Franchise Mode mechanisms and so on and so forth.
    M18 is going to be a breath of fresh air for a lot of Offline players.
    Can't wait until my digital copy is unlocked!!!
    roadman
    Posted by Khaliib on June 12th.
    Khaliib is a poster on OS and knows the insides of Madden probably better than anyone I've seen. I've seen his frustrations with Madden over the years to the point of finding formulas or ways to play the game more sim.
    Khaliib attended EA Play and he is not a GCer or attended on OS, he went on his own accord.
    Now, folks can still question if the game will play out this way based on the past history of Madden and opinion of the game, but at the moment, I feel it's a good sign and good look on his part.
    Immediately after playing the game at EA Play, I remarked to Rex that folks are going to have to shut out the negative noise until they put some play time in for themselves.
    There is such a huge leap this year with "Gameplay" that you can easily get caught up in the what is/isn't, should/shouldn't, that your mindset makes you miss the improved M18 Gameplay.
    The Gameplay is totally different from past releases.
    This alone will add freshness to the current Franchise mechanisms because gameplay/player differentiation was not there to justify investing time in those areas.
    Gameplay has been greatly advanced, which means Player Ratings now allow Player Differentiation, which now impact the other Franchise Mode mechanisms and so on and so forth.
    M18 is going to be a breath of fresh air for a lot of Offline players.
    Can't wait until my digital copy is unlocked!!!

    Something like that irks me, I respect khaliib's and anyone else's right to an opinion, everyone should do likewise. Saying until people have played the game their critical opinions based an Madden history is "negative noise", is insulting and condescending. It's also presumptuous and egotistical to suggest that because anyone has a certain opinion about M18 after playing, others will also. Don't get me wrong I hope he's right and there is a noticeable difference in the way M18 plays out but what was posted has undertones of if you don't see it like I see it there's something wrong with you, not the game, which I disagree with.
    I had a different take on that then you did, Big, and you are certainly entitled to think that is what they meant.
    1) There are some people on Twitter that will complain to the highest degree that there is something lacking with the gameplay, etc... but the majority don't feel that way.
    2) There are people on Twitter and here at OS that don't buy the game, don't own the game and don't play the game that will just eyeball Twitch, youtube etc. and make their comments known. Personally, I don't pay much attention to them at all. I would have added "personal play time."
    One thing to think about is the Legacy issue tuning. That's something that won't and shouldn't be marketed of course, but IMO it will be a major plus for simulation players.
    Legacy gameplay flaws have contributed a lot of frustration in terms of interfering with ratings playing out the way they should. Poor man coverage, poor deep safety play, players running out of bounds on the sideline, blockers having poor targeting on open field blocks, etc.
    If these things really are greatly improved, then the sim style should play much better than the default Madden has maybe ever played.
    I don't even think I'd trust my early impressions of M18, much less anyone else's because I can remember when they had demos back in the day, I'd feel optimistic about the game until I had the retail for awhile. No reasonable person goes in wanting to hate Madden or not like things about it, they go in looking for a reason to enjoy it, so I'm weary of early impressions. I still recall gamers like Bezo, LBz, PGaither, etc going down to play early builds of Madden and countless other early impressions from various events, respected gamers, I don't ever recall seeing much criticism, nor would I expect to at that point. I guess my point is the jury is still out for me on Madden at this point until the retail is released and in the hands of the masses for a while. For discussion sake I like to have all the info and game play video possible though.
    With regard to these game play styles how things play out in the mode will determine everything for me. I hope simulation setting is what so many of us have advocated for, a separate mode/factory setting to make Madden play as NFL realistic as possible according to EA Tib devs. My concern is that it ends up being an afterthought or trickle down setting, which would be better than what we've had before but not what we have advocated for.
    I won't go into this too much because again, hopefully the actual mode renders my concerns moot, I'll just say I always envisioned the simulation setting, in this alleged simulation game, being the focal point of design and development, while a mode like competitive was a custom variation of it, not the other way around. Again though, all that could be moot if simulation setting plays a solid and a different game of football as Rex and others have said.
    PVarck31
    But what improvements were you looking for? I'm not being a jerk here, I'm genuinely wondering?
    I guess maybe more realistic penalties. But it's not like the penalties were bad last year. In fact, they were the best they've been since I can remember.
    Defensive holding and offensive PI were fantastic additions.
    I think improvements to gameplay may help make the game more sim in general. So I think that will be a factor.

    Not to jump in late to conversation and harp on what's probably already been discussed. And I agree with everything you said but something's I would have like to see added for Simulation that in the past couldn't because of the competitive community is:
    1) Bad/Dropped Snap
    2) Wind effecting Passing
    3) Snow and Rain (Running and Passing Impact) Most of the passing tree shouldn't be ran with crisp route in snow.
    Those are just a few. And I get them not being added this year, but would've been nice to see one of them to highlight to the Sim guys why this addition of Styles is a huge deal. It allows those little things to be added without upset the Competitive Community with these random results.
    Sent from my iPhone using Operation Sports
    Big FN Deal
    I don't even think I'd trust my early impressions of M18, much less anyone else's because I can remember when they had demos back in the day, I'd feel optimistic about the game until I had the retail for awhile.

    With that in mind, I played my first game of Madden 17 and the QB fumbled the ball. Ok, I've seen that before a million times but the ball then rolled around (remember they touted new ball physics) for a while until it was picked up. The manner in which it was recovered felt natural and organic, even if it did take too long for another player to get their hands on it. My first impression was wow, this is amazing. After about the first patch, a similar thing happened and the ball was recovered much quicker but when i checked the replay it was just sucked right into the nearest players hands. He didn't even make a move to get it. I took videos of both, I was so impressed/annoyed. First impressions don't always last. My hope is that the SIM tuning allows for more of the former and less of the latter.
    fballturkey
    Really? Why? Then how is it an upgrade for sim players?

    Specific tuners for the Simulation game style is one immediate reason this feature benefits people who prefer that style, as opposed to M17 and previous where tuners which targeted competitive play disrupted those people's experience with the game.
    I also highly doubt that M18 Simulation mode will be tuned identically to M17 regardless, what with all the new mechanics entering into the game.
    fballturkey
    Really? Why? Then how is it an upgrade for sim players?

    Well, I said "I". If the game is good enough for me and not y'all, I can live with that lol.
    Have you played '17 OOTB? serious question
    TheShizNo1
    Well, I said "I". If the game is good enough for me and not y'all, I can live with that lol.
    Have you played '17 OOTB? serious question

    I played at launch, so besides the day one patch I did. It wasn't bad, I just am hoping for a more sim style game with regard to ratings mattering (especially with QB but across the board) more than they have in any previous recent Madden game.
    the option for simulation alone is enough for me to consider Madden this year.
    Made the mistake of buying Madden 16 and it got the least play of any Madden I've ever owned.
    Legacy issues that must be addressed in SIMULATION:
    1. QB inaccuracy. As in. QBs miss throws, over or underthrow players, but in a measured way. Maybe a great WR bails out the throw, maybe it was inaccurate and stopped a chance for YAC on a wide open throw but was still completed. There is so much nuance in what determines accuracy over just completion percentage. If this isn't factored in, this is useless.
    2. An actual pocket. Pressure needs to be pressure, not an instantly collapsing sack. I wanna see OL being pushed back without being completely beaten. A sack needs to be able to come from an engaged defender.
    3. QB movement. QBs need to be able to move fluidly in and out of a pocket, the animations are so stiff typically and make creating a passing lane almost impossible because you'll just scramble into pressure or enter running QB mode. Re-Setting QBs feet needs to be a lot more fluid and you should be able to move with correct QB footwork.
    4. WR/DB interactions. Magic DBs need to disappear, and same for WRs. I don't trust EA's marketing (I'm jaded as all hell)
    5. Menu design. Honestly. This is what stopped me from playing Madden 16. The menus were SO hideous, busy, hard to navigate, and shielded any of the semblances of depth the game had (which was little, especially in Franchise). Likewise, the soundtrack was so awful, I often played the game muted, which made the already horrible menu navigation even more unbearable.
    Prove to me these are fixed in the demo and with gameplay footage EA and you have a customer back.
    fballturkey
    I played at launch, so besides the day one patch I did. It wasn't bad, I just am hoping for a more sim style game with regard to ratings mattering (especially with QB but across the board) more than they have in any previous recent Madden game.
    If you still have the game, I'd suggest a match or two with it ootb. I think the main issue was edge defense on outside runs, but the game played so much more organic. Good DBs stuck to WRs. Couldn't kill tight coverage with bombs. Drags weren't a guarantee. Clean that version of the game up, and gameplay wise, I'm happy.
    Sent from my SM-G950U using Tapatalk
    Big FN Deal
    I don't even think I'd trust my early impressions of M18, much less anyone else's because I can remember when they had demos back in the day, I'd feel optimistic about the game until I had the retail for awhile. No reasonable person goes in wanting to hate Madden or not like things about it, they go in looking for a reason to enjoy it, so I'm weary of early impressions. I still recall gamers like Bezo, LBz, PGaither, etc going down to play early builds of Madden and countless other early impressions from various events, respected gamers, I don't ever recall seeing much criticism, nor would I expect to at that point. I guess my point is the jury is still out for me on Madden at this point until the retail is released and in the hands of the masses for a while. For discussion sake I like to have all the info and game play video possible though.
    With regard to these game play styles how things play out in the mode will determine everything for me. I hope simulation setting is what so many of us have advocated for, a separate mode/factory setting to make Madden play as NFL realistic as possible according to EA Tib devs. My concern is that it ends up being an afterthought or trickle down setting, which would be better than what we've had before but not what we have advocated for.
    I won't go into this too much because again, hopefully the actual mode renders my concerns moot, I'll just say I always envisioned the simulation setting, in this alleged simulation game, being the focal point of design and development, while a mode like competitive was a custom variation of it, not the other way around. Again though, all that could be moot if simulation setting plays a solid and a different game of football as Rex and others have said.

    I hear ya, and you have every right to feel however you do about Madden or any game. And alot of things your skeptical about are not unwarranted. You make strong points. I know you don't need me to tell you this, but still. For me personally, I really like the direction Madden is going in the last couple years. I totally enjoyed Madden 16. And even more so with 17. So naturally I love the little tidbits of info we're hearing, because it's adding onto an already good game. But this is through my perspective. Not the same as others. But the biggest thing is, we all want the same thing here. A great authentic/Sim/ realistic/ NFL video football game.
    Sent from my SM-G900V using Tapatalk
    TheShizNo1
    If you still have the game, I'd suggest a match or two with it ootb. I think the main issue was edge defense on outside runs, but the game played so much more organic. Good DBs stuck to WRs. Couldn't kill tight coverage with bombs. Drags weren't a guarantee. Clean that version of the game up, and gameplay wise, I'm happy.
    Sent from my SM-G950U using Tapatalk

    I went digital. Is there a way to roll that back?
    CM Hooe
    Specific tuners for the Simulation game style is one immediate reason this feature benefits people who prefer that style, as opposed to M17 and previous where tuners which targeted competitive play disrupted those people's experience with the game.
    I also highly doubt that M18 Simulation mode will be tuned identically to M17 regardless, what with all the new mechanics entering into the game.

    This exactly. But taking it a step farther of course.....The way Madden 17 played in the very beginning, or before any patch or tuner, was different then the way it played for most of the season. It was on its way last year. There was such a difference in player ratings. The last patch made it a more polished and challenging FB game. But as far as player ratings, the "sim" process started in 17.
    Sent from my SM-G900V using Tapatalk
    fballturkey
    I went digital. Is there a way to roll that back?
    I believe, but not sure, you have uninstall the game and then reinstall without being connected to XBL or at least have updates turned off. I'm not 100% sure though.
    Sent from my SM-G950U using Tapatalk
    Looks like Clint Oldenburg is already under siege on Twitter from guys who want to play competitive style but with injuries turned on. Injuries are turned off on competitive because of the randomness of the injuries themselves.
    RogerDodger
    Looks like Clint Oldenburg is already under siege on Twitter from guys who want to play competitive style but with injuries turned on. Injuries are turned off on competitive because of the randomness of the injuries themselves.

    Yeah I really don't get it...seems like the competitive community is contradicting themselves. "We want X to be random and ratings driven, but not Y." :nocomprende:
    RogerDodger
    Looks like Clint Oldenburg is already under siege on Twitter from guys who want to play competitive style but with injuries turned on. Injuries are turned off on competitive because of the randomness of the injuries themselves.

    Yeah, and even though the people that are complaining are ones that want to play on the competitive setting, there's a still a bunch of people calling out simulation people for being the one's that are complaining.
    I tend to agree though and it's what I said before, injuries shouldn't be a Simulation vs. Competitive thing, it should be a CFM vs. H2H thing. Same goes for fatigue. I won't touch the Competitive setting but if you wanted to play your CFM on it and have injuries, you should be able to do that. It wouldn't have to affect the H2H Competitive setting at all. Just like if I there was an option to play H2H on simulation I'd be fine with injuries being off in that situation because they're just one-off games.
    bcruise
    Yeah I really don't get it...seems like the competitive community is contradicting themselves. "We want X to be random and ratings driven, but not Y." :nocomprende:

    This is exactly why we need the separate styles of gameplay. But the competitive gamers still want to have their cake and eat it like you said, it's really getting quite tiresome.
    DeuceDouglas
    Yeah, and even though the people that are complaining are ones that want to play on the competitive setting, there's a still a bunch of people calling out simulation people for being the one's that are complaining.
    I tend to agree though and it's what I said before, injuries shouldn't be a Simulation vs. Competitive thing, it should be a CFM vs. H2H thing. Same goes for fatigue. I won't touch the Competitive setting but if you wanted to play your CFM on it and have injuries, you should be able to do that. It wouldn't have to affect the H2H Competitive setting at all. Just like if I there was an option to play H2H on simulation I'd be fine with injuries being off in that situation because they're just one-off games.

    You make some reasonable points but those who are attacking Clint are going about it the wrong way. And the competitive gamers are the loudest on Twitter from what I can see, very little CFM representation out there is how it appears at least.
    RogerDodger
    You make some reasonable points but those who are attacking Clint are going about it the wrong way. And the competitive gamers are the loudest on Twitter from what I can see, very little CFM representation out there is how it appears at least.

    Totally agree. Twitter really is a cesspool in that regard.
    But I also think judging by seeing some of Clint's tweets I'm not sure he understands the reasoning either. Someone asked him why competitive couldn't have injuries and he replied with "why not play sim if you want a sim experience." But I get why people are complaining and agree the way people go about it always needs to be better.
    I don't know how these separation of settings is going to turn out but just judging on how things have been prior to release I think it could divide the community in a huge way. Before people just identified as sim, competitive, etc. and now you've got a ton of people realizing they maybe aren't as sim as they thought and in that grey area where they want the best of both worlds and then on each side you've got the hardcore sim and hardcore competitive guys so you've got all these different people trying to pull the game in different directions, it could get really crazy.
    Well at least so far people aren't trying to have sim style changed. If some competitive peeps want to argue for toggles to try and create some hybridized sim/competitive setting, then whatever, as long as the implementation and tuning of sim style remains centered on ratings based gameplay and continuing to add more NFL authenticity as they're able to.
    TheShizNo1
    I feel like it should be an option to turn on and off.
    Sent from my SM-G950U using Tapatalk

    This I don't get how things are tuned should have any effect on other options in the game. If I want to play sim with injuries off on slow game speed with no on field icons why can't I?
    SolidSquid
    This I don't get how things are tuned should have any effect on other options in the game. If I want to play sim with injuries off on slow game speed with no on field icons why can't I?

    Lol. Yeah, I think they went a little too far with what comes with each mode. To be fair, I think they were going on a lot of data and I'll bet they really thought that comp mode tourney players don't want injuries, so we'll attach that to comp mode.
    They're going to receive a lot of new information once the game drops. Perhaps, they'll find that injuries should always be an option and/or tweak some other options as more people comment on certain aspects.
    Sent from my iPhone using Tapatalk
    Nurfing INTs to make the total number of INTs reflect the proper number in the NFL is the wrong solution.
    Make INTs happen on passes that should be INT. Player will be incentivised not to make risky throws. This will make the game play more sim overall.
    Brightline
    Nurfing INTs to make the total number of INTs reflect the proper number in the NFL is the wrong solution.
    Make INTs happen on passes that should be INT. Player will be incentivised not to make risky throws. This will make the game play more sim overall.

    I will offer a counter argument. With the threat of INTs too high, people far too often get into 'checkdown mode' instead of targeting primary receivers. With shorter passes you start getting the complaining about accuracy being too high. Then people react by lowering the QBA sliders and all of a sudden, they wonder why the game is 'broken'.
    If the game is properly tuned at default settings, then this is a huge win for all of us.
    Sent from my iPhone using Operation Sports
    So if you wish to play "sim", you can utilize sliders/settings to tailor the game to your version of "sim", including having injuries OFF, but if you wish to try competitive you can't have injuries on?
    By adjusting sliders, you can make sim play more competitive or arcade. Would seem to me that instead of creating three different game styles, maybe they should have expand on the sliders/settings and utilize those to create different or customized gameplay.
    Grey_Osprey
    So if you wish to play "sim", you can utilize sliders/settings to tailor the game to your version of "sim", including having injuries OFF, but if you wish to try competitive you can't have injuries on?
    By adjusting sliders, you can make sim play more competitive or arcade. Would seem to me that instead of creating three different game styles, maybe they should have expand on the sliders/settings and utilize those to create different or customized gameplay.

    I was hoping player ratings would be adjusted to differentiate more between players on competitive.
    Competitive mode is for competition. Just one setting for every player. No changes, no adjusts. That's official sliders for tourneys, competitions. I. Understand EA to defend this.
    What I don't understand is people trying to modify the official competitive settings instead to modify what is very open to modifications (sim).
    I really know that a injury option would be good but, if this setting don't exist maybe that mode don't is programmed to ever cause an injury in the game.
    Sent from my XT1635-02 using Operation Sports mobile app
    Americas Team
    I was hoping player ratings would be adjusted to differentiate more between players on competitive.

    According to Clint, they still make a difference in competitive:
    I guess the FAQ wasn't clear to me. So I have a Q: Do player ratings still make a difference in competitive?
    Yes. And once certain thresholds are met in certain situations, then outcomes are guaranteed.
    roadman
    According to Clint, they still make a difference in competitive:
    I guess the FAQ wasn't clear to me. So I have a Q: Do player ratings still make a difference in competitive?
    Yes. And once certain thresholds are met in certain situations, then outcomes are guaranteed.

    I'm pretty sure what he means is players with certain ratings will always have win oitcomes in certain situations. For example a db with at least an 80(?) catch will catch every int he gets his hands on.
    roadman
    According to Clint, they still make a difference in competitive:
    I guess the FAQ wasn't clear to me. So I have a Q: Do player ratings still make a difference in competitive?
    Yes. And once certain thresholds are met in certain situations, then outcomes are guaranteed.

    I believe in one of the video interviews from the EA Play a threshold value of 90+ was mentioned for competitive mode for when a player is guaranteed a positive outcome.
    Of course, if 2 players both have 90+ in their respective ratings for a situation I wonder how a guarantee can be created.
    4thQtrStre5S
    I believe in one of the video interviews from the EA Play a threshold value of 90+ was mentioned for competitive mode for when a player is guaranteed a positive outcome.
    Of course, if 2 players both have 90+ in their respective ratings for a situation I wonder how a guarantee can be created.

    I believe guarantees are only for wide open catch/Int attempts or clean pocket throws, i.e. no drops when all alone and no off target throws when in the pocket with no pressure. Contested plays still have probability "dice rolls"
    I'm starting to get concerned that the competive guys that want injuries will play on sim mode then start complaining and sim mode will get nerfed and we will be right back where we are today lol ! I'm not criticising those comp guys i understand what they want just a little concerned. I hope they understand what we want out of sim mode, and know that, if they choose to play on sim.
    Sent from my VS985 4G using Tapatalk
    TDKing
    I'm starting to get concerned that the competive guys that want injuries will play on sim mode then start complaining and sim mode will get nerfed and we will be right back where we are today lol ! I'm not criticising those comp guys i understand what they want just a little concerned. I hope they understand what we want out of sim mode, and know that, if they choose to play on sim.
    Sent from my VS985 4G using Tapatalk

    That's a distinct possibility and a very good point. I love the fact that EA went this route but have they created a whole bunch of problems in the process?
    Grey_Osprey
    So if you wish to play "sim", you can utilize sliders/settings to tailor the game to your version of "sim", including having injuries OFF, but if you wish to try competitive you can't have injuries on?
    By adjusting sliders, you can make sim play more competitive or arcade. Would seem to me that instead of creating three different game styles, maybe they should have expand on the sliders/settings and utilize those to create different or customized gameplay.

    Honestly, I think that's what they've been trying to do for the last several years without success.
    in regards to the game styles, I wonder why some people don't talk about the arcade style more. I have a couple ideas that could make people want to play it. I personally would love it to be simplified (ALA NCAA) with one button play. Push A (XBOX) or X (For PS4) for passing,tackling and auto switching closets players (like Blitz use to be for passing). Default Playbooks should be simplified to were they don't have much depth. Add in the BIG Over the top Tackles, Catches, Runs, ETC. The reason I would like for this mode to be over the top simple and fun, is so I can get my wife, daughter, Family to play. Think about it, when we try to get our significant others, they are intimidated by the amount of information processed. We should be able to play all styles Online as well. I really would wish this mode would be a TRUE arcade style.
    cheddabob7502
    in regards to the game styles, I wonder why some people don't talk about the arcade style more. I have a couple ideas that could make people want to play it. I personally would love it to be simplified (ALA NCAA) with one button play. Push A (XBOX) or X (For PS4) for passing,tackling and auto switching closets players (like Blitz use to be for passing). Default Playbooks should be simplified to were they don't have much depth. Add in the BIG Over the top Tackles, Catches, Runs, ETC. The reason I would like for this mode to be over the top simple and fun, is so I can get my wife, daughter, Family to play. Think about it, when we try to get our significant others, they are intimidated by the amount of information processed. We should be able to play all styles Online as well. I really would wish this mode would be a TRUE arcade style.

    I don't agree with the one button to do all thing, I think that might be kind of hard to implement, but simplification of some things might be interesting for arcade.
    And, as much of a sim guy as I am, I agree that playing a random game on arcade for a min would be fun, actually. When, u think back to all football games over the years, there was always some bit of arcade to any of them including any that wanted to be true sim. I mentioned in another post somewhere how much I loved the stiffarm in NFL gameday 97 and 98. That was COMPLETELY arcade like, because u basically punched the defender and he fell flat on his face. It was FANTASTIC!! Lol
    So yeah, if they do arcade mode correctly and basically overpower the effectiveness of all special moves, on offense and defense, absolutely, u could have a fun time.
    And, I do hate to say this, now, again, as much as I want sim in my offline solo CFM, I think I might actually prefer an arcade mode online to just whip wicked moves the whole time. I think a part of why I've never liked online play is the qtr length. It never feels sim when u play 5-6 min qtrs. Granted, most people don't want to play a pickup game of vid game football for 2 hours, so I get that. I've always understood that. But, suddenly, my thinking of playing a 'quick' game of madden online, I'm starting to think I'd rather have it more over the top and pull wicked jukes and big stiff arms. So, strangely, I think I actually see the arcade point of view.
    I still love playing 2 hour games offline sim getting 120-140 plays for real stats, and I don't want every juke to work, and whatnot. I'll still always want that for realism in a CFM. But, yeah, pick up and play and juke all day, I'm ok with that, too. Lol.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    I don't agree with the one button to do all thing, I think that might be kind of hard to implement, but simplification of some things might be interesting for arcade.
    And, as much of a sim guy as I am, I agree that playing a random game on arcade for a min would be fun, actually. When, u think back to all football games over the years, there was always some bit of arcade to any of them including any that wanted to be true sim. I mentioned in another post somewhere how much I loved the stiffarm in NFL gameday 97 and 98. That was COMPLETELY arcade like, because u basically punched the defender and he fell flat on his face. It was FANTASTIC!! Lol
    So yeah, if they do arcade mode correctly and basically overpower the effectiveness of all special moves, on offense and defense, absolutely, u could have a fun time.
    And, I do hate to say this, now, again, as much as I want sim in my offline solo CFM, I think I might actually prefer an arcade mode online to just whip wicked moves the whole time. I think a part of why I've never liked online play is the qtr length. It never feels sim when u play 5-6 min qtrs. Granted, most people don't want to play a pickup game of vid game football for 2 hours, so I get that. I've always understood that. But, suddenly, my thinking of playing a 'quick' game of madden online, I'm starting to think I'd rather have it more over the top and pull wicked jukes and big stiff arms. So, strangely, I think I actually see the arcade point of view.
    I still love playing 2 hour games offline sim getting 120-140 plays for real stats, and I don't want every juke to work, and whatnot. I'll still always want that for realism in a CFM. But, yeah, pick up and play and juke all day, I'm ok with that, too. Lol.
    Sent from my iPhone using Tapatalk

    First and foremost i appreciate your response and understanding. I do love playing sim offline and when in online ranking match i mix up my sim style and adapt to my opponents style of play.
    I do believe it is possible to map everything to one button. It was in NCAA 12 I think were they had that option. Reason i would like to see in madden is because I played against my younger cousin and they were able to be competitive against me. Passing and playing defense was easy for them and fun for me. That type of enjoyment I believe would go across the board.
    I would love arcade to be simplified and over the top moves, hits, jukes, etc. It would be the closest thing to a "sim" style blitz (if that makes sense). I understand the nfl is against the Blitz style gameplay but it would just be fun to have arcade style mean ARCADE style. Like those stiff arms, even in gameday when they would rip off the jerseys lol those were the days, and helmets flying off. It would give the developers a chance to show off their hard work with face scans and everything. I just see it as a win win situation.
    I mean they can tune the other styles of the game in Madden 18, so why can't they tune this style for REAL Casual audience (with little to no experience in gaming). I'm all for it because i would like to play with my daughter and wife.

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