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Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Madden NFL 19

Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Ben Haumiller sat down with our Matt Llewellyn to talk about this year’s football release from EA, Madden NFL 19. The following is an excerpt from the full interview:

With all of the new gameplay mechanics like Real Player Motion, tackling, and the new Cover 4 Match and Palm, how do you balance between the different playstyles? And will there be a more distinct difference between them this year?

Ben Haumiller: That’s always an interesting thing for us. How do we satisfy everyone who wants to play this game? We see this all the time in places like the OS forums where all the time you’ll have a situation where one guy is feeling strongly about something, and then someone else comes right behind him and says the exact opposite — and he feels just as passionately about that.

For us, it’s how do we provide that balance? How do you find things that we can build that satisfy both sides. Playstyles are one way where we can put things that are tuned a certain way for competitive style — and the same goes for Simulation or Arcade. How you want to play the game is something we’ve worked on so that the game will play a little bit more to your style or preference than previously.

When we look into building features, you have to build it with the core of what’s true to football first. Then you go from there and say, “Okay you got the core piece in, now how do we have this for the competitive guy? What is the difference between that and how does the Simulation guy want this to play out?” Clint [Oldenberg], our lead gameplay designer, is always going to try to figure out how to build these things out the right way so we can satisfy all three playstyles because we can’t build it for just one. You’ve got to build it so that everybody can enjoy it in the way they want to play it.

For the new schemes in franchise mode, are they merely a new means of progressing players or will there be a tangible on-field effect for being as close to a perfect scheme fit as possible?

Ben Haumiller: So we’ve had schemes in the game for a few years now but they never truly had an effect on everything you were doing, so we took the opportunity to make schemes truly matter for you. But also the overall progression system along the way matters, and we have that feed into one larger feature of this game with progression. With the progression this year, you’re no longer upgrading individual ratings one at a time. You’re now choosing between four different archetypes per position group for how you want to improve your player.

You’re not locking him in to just one type of player like “Deshaun Watson’s always going to be this type of quarterback.” Another example is Jimmy Garoppolo: How do you want him to develop over the course of his career? Our way of looking at quarterbacks is you have four different styles that are in the game. We’re looking at a Scrambler, a Field General, a West Coast and a Strong Arm. So how do you want to progress him along the way, and how is Garoppolo going to fit with what the 49ers are trying to do? What is Kyle Shanahan trying to do there? Is he trying to change his scheme to fit the players he has, or is he going to have to find the players that fit his scheme and what’s that look like along the way. You might need to change schemes in between weeks and it will adjust how players progress throughout the season.

For each player that comes in, being a scheme fit will give a plus to their weekly XP that will effect how they progress. The true benefit of having a scheme fit is, for example, free agency. Say you were going to sign one of two players that you need, a free safety at 75 overall and one that is 80 overall. The traditional Madden logic is you’re going to choose the 80 overall every time. It was an overall game. Now with scheme fits, that 75 overall that fits your scheme will progress faster than the 80, and has much better potential to end up a better player overall because he fits what your scheme is for your team. So now you have the concept of “okay do I need to win right now with the 80, or can I do a little longer play with a 75 and eventually make him better?”

So there’s no actual thing where having a hundred percent scheme fit will give your players plus-five attributes across the board, but rather because your players are progressing faster in the archetype that fits your scheme [you’ll see bigger gains in the long run]. So if you’re building your team around a particular scheme, those players — based on their ratings — are going to be best at running the plays that you want to run in game. And our play-call logic and the AI have been improved so that they’re going to call the plays that make the most sense based on what the team is schemed to do.

So it has a secondary use in that your scheme guys will be better on the field, but that’s because they’re progressing faster and also they are better suited to run things — like more agile linemen being better on a stretch run than the big mauler. It really changes how fast you can move players up, and it gives you a reason other than just overall to figure out why you should want to sign a certain guy to your team versus another guy.

Can you tell me how the new regression system works? Having been in 32-user leagues, a player like Antonio Brown would be released after a couple of years because once he reached a certain age, his speed would drop far and fast. How has this been addressed?

Ben Haumiller: A lot of work went into regression and, actually, into player generation too because there are two sides of the coin there. Because of those scheme fits and those archetypes, we had to re-create how we create every draft prospect because you want to have a nice balance of guys that are at each position. At quarterback, for example, you don’t want to have a league that was all Strong Arm guys seven years down the line because the random roll of how guys are created ended up being all Strong Arms coming into the league. We want to have a nice balance between different archetypes at every position.

So then you have to think about the regression side of things, and the progression as well, so that you know when a guy hits a certain age, yeah his speed is not going to go up anymore but it doesn’t automatically mean he’s hit that wall. So a player [isn’t automatically] going to be like Felix Jones that came out of the combine running like a 4.3 40 and then three or four years later he’s at that veteran combine running a 4.6. He hit a wall really early and guys are going to be different. Some guys are going to prolong their careers like an Adrian Peterson-type guy who seems to just keep going and going forever — or looking at Tom Brady now or Drew Brees, guys like that who are getting up there in years but are continuing to excel at an older age.

We’ll still have guys like that in the game that are rarities in the league that will do that. But you also want regression to happen naturally, so you are able to use your scheme fit upgrades to try to fight some of the effects of aging over time because of the different type of archetypes.

Any change to relocation cities and uniforms? Can we pick a different team name if we relocate to Vegas?

Ben Haumiller: No changes to relocation or any of those fictitious uniforms. We do have all of the new authentic uniforms coming in. We work with the NFL very closely and they tell us what can or can’t be in the game, and in regards to choosing Vegas nicknames they wanted us to just leave it as it is until the Raiders are actually there.

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  1. " Clint , our lead gameplay designer, is always going to try to figure out how to build these things out the right way so we can satisfy all three playstyles because we can’t build it for just one. You’ve got to build it so that everybody can enjoy it in the way they want to play it."
    I may be misinterpreting this quote, but I see what he's trying to say and I don't agree with it 100%. I think they should be adding things to the game that are exclusive to each mode. Botched/fumbled snaps are something that should be added to the game, but are something that is clearly going to be added to simulation mode only. Those types of little details are what are lacking in Madden and add up to make it feel lackluster compared to other sports games.
    The only gripe o have with this is the information on relocation. Like why even introduce a feature if the NFL isn't going to let you to implement it properly or not improve on it? Nhl 18 just introduced relocation/expansion this year and it is light years ahead of madden which implemented it a couple of years ago.
    If your not going to improve on the relocation feature just take it out of the game. The team names are stupid, the uniforms are lame, and the stadiums look like some generic stadium. Completely kills immersion for relocation franchises.
    On another note I do not know why the NFL is so sensitive of its intellectual property when it comes to video games. Like do they really think it's going to drive down the value of a team if I choose to relocate the chiefs to bum fudge Egypt and change their uniforms and stadium to look like whatever I want. Get real! It's a video game roger relax.
    Honestly relocation just sucks in madden and I haven't even used it other than the first year it came out. Literally hasn't improved in two years.
    The NFL needs to wise up because this newer generation of kids play more video games then any generation beforehand, and a lot of this new generation is being introduced to different sports through these games. NBA 2k lets us do whatever we want in our league let us do the same
    The true benefit of having a scheme fit is, for example, free agency. Say you were going to sign one of two players that you need, a free safety at 75 overall and one that is 80 overall. The traditional Madden logic is you’re going to choose the 80 overall every time. It was an overall game.

    This statement irks me, because anyone who plays Madden at any decent level never looks at overall rating in the first place. It is already about what individual ratings fit what you want.
    XtremeDunkz
    This statement irks me, because anyone who plays Madden at any decent level never looks at overall rating in the first place. It is already about what individual ratings fit what you want.

    Agreed , and my understanding of the archetypes system ( and it's predecessor player types for that matter ) is that the game calculates different OVR based on scheme fit anyway so the 75 and 80 OVR players should have 4 different OVR based on the 4 different archetypes,
    Why would you be comparing apples to oranges ,if you could be comparing apples to apples , even just using OVR?
    briz1046
    Agreed , and my understanding of the archetypes system ( and it's predecessor player types for that matter ) is that the game calculates different OVR based on scheme fit anyway so the 75 and 80 OVR players should have 4 different OVR based on the 4 different archetypes,
    Why would you be comparing apples to oranges ,if you could be comparing apples to apples , even just using OVR?

    The more they talk about this stuff the more it is obvious they are just making it another feature to make the game simpler for newcomers and people that are "overwhelmed" about how to manage a football team. Where is the depth!?
    Therebelyell626
    The only gripe o have with this is the information on relocation. Like why even introduce a feature if the NFL isn't going to let you to implement it properly or not improve on it? Nhl 18 just introduced relocation/expansion this year and it is light years ahead of madden which implemented it a couple of years ago.
    If your not going to improve on the relocation feature just take it out of the game. The team names are stupid, the uniforms are lame, and the stadiums look like some generic stadium. Completely kills immersion for relocation franchises.
    On another note I do not know why the NFL is so sensitive of its intellectual property when it comes to video games. Like do they really think it's going to drive down the value of a team if I choose to relocate the chiefs to bum fudge Egypt and change their uniforms and stadium to look like whatever I want. Get real! It's a video game roger relax.
    Honestly relocation just sucks in madden and I haven't even used it other than the first year it came out. Literally hasn't improved in two years.
    The NFL needs to wise up because this newer generation of kids play more video games then any generation beforehand, and a lot of this new generation is being introduced to different sports through these games. NBA 2k lets us do whatever we want in our league let us do the same

    Agreed. Even the old NCAA games of last-gen had Team Builder. And 2K's relocation and league customization needs to be the goal. They can put it in MUT too.
    I don't think the scheme fits is really something that will make a difference for the way most of OS builds their teams. It is a feature that will benefit those fans who are more casual and do tend to just go after the OVR ratings. I'm sure most of us know people like that. I've got a buddy who is from Bosnia so he is soccer soccer soccer, but he has gotten into other sports the more he has lived here. When he plays NHL or Madden he just goes by OVR. This is the type of feature that may help him understand different player types in the game of football more. To him, he knows Julio Jones and Steve Smith were both good receivers, but he doesn't know what makes them different or what makes each player at every position different.
    I also think it's biggest benefit will be for CPU teams in CFM. We've had schemes and player types in the game before, but this seems to take it the furthest and the AI will really value scheme fit more than they ever did previously. Now it seems teams are going to actually build around their schemes which will likely be tied to a playbook that fits it for the AI as they won't be gaming the system like users might. That should benefit the mode since all acquisitions should be moves that make their system more effective. Of course, if play calling is still horrendous it'll nullify most of that, but it does seem to be a step in the right direction in theory.
    As far as the way the system ties into progression. For how the system is setup with XP I don't hate what they changed, but I do hate the XP system and the way progression is now. Honestly, I feel like everywhere I go everyone hates the XP system. Here or at other sites that aren't as sim, it seems no one likes the XP system and everyone sees how backwards it is. What they don't all agree on is what should be the system instead.
    So after reading about the part of upgrading being different to players, the only thing im confused about is that if we upgrade our RB to be more elusive does that mean his speed etc. will go up also?
    You might need to change schemes in between weeks and it will adjust how players progress throughout the season

    This exact topic came up in one of the franchise threads. Just about everyone agreed that changing schemes and/or playbooks every week to manipulate the XP system would be completely unrealistic and shouldn't be allowed in online leagues.
    It's a little concerning to see one of the devs advocating this. Doesn't this defeat the purpose of finding players who fit your scheme in the first place?
    The last few sentences said a lot. They work closely with the NFL and are quite restricted on what elements they can provide.
    1. Cannot add new teams or change names.
    2. Had to drop slow progression.
    3. Cannot include suspensions for players.
    4. Very little celebration allowed until this year after the NFL rules changed.
    I am sure there are many other features or customizations that i cannot think of that the NFL simply will not allow. I almost think it would be better (for me at least) if EA just took the cuffs off by dropping the license and make a great game with full customization and not have big brother looking over your shoulder applying pressure.
    Sent from my SM-G960U using Tapatalk
    Other Guy
    This exact topic came up in one of the franchise threads. Just about everyone agreed that changing schemes and/or playbooks every week to manipulate the XP system would be completely unrealistic and shouldn't be allowed in online leagues.
    It's a little concerning to see one of the devs advocating this. Doesn't this defeat the purpose of finding players who fit your scheme in the first place?

    I missed that in the interview LOL smh. This is exactly what leagues dont want.....
    Jagsfan24
    So after reading about the part of upgrading being different to players, the only thing im confused about is that if we upgrade our RB to be more elusive does that mean his speed etc. will go up also?

    Every attribute for each archetype is weighted differently. Not every attribute is going to raise by 1 when you upgrade that archetype. All it means is you will select to upgrade your RB in whatever the elusive archetype is called and then it'll be randomly generated with the influence of the weightings what attributes are raised until your RB goes up 1 overall point in that archetype. It may just be that he gets +1 Juke +2 Spin +1 agility and that is all it took to get his OVR up 1. It may be that for someone else he got a +1 SPD +1 Juke +1 Spin +1 Agility +1 Ball Carrier Vision +1 Carrying.
    Does that make it any clearer?
    briz1046
    Agreed , and my understanding of the archetypes system ( and it's predecessor player types for that matter ) is that the game calculates different OVR based on scheme fit anyway so the 75 and 80 OVR players should have 4 different OVR based on the 4 different archetypes,
    Why would you be comparing apples to oranges ,if you could be comparing apples to apples , even just using OVR?

    Not quite.
    The archetype isn't "how good is the player at this thing." That's what attributes are for. It's "how good will a player be in this scheme."
    An example could be Carlos Hyde vs. LeSean McCoy... power back vs. Elusive back. Hyde is a power runner, and his STR, TRK etc. will reflect that, but even if you prefer a power guy, you're gonna start McCoy because he's simply a better back regardless of the scheme.
    This is what archetypes are. They incorporate all of the skills necessary for a position, and emphasize the scheme relevant parts- not exclude the others.
    Other Guy
    This exact topic came up in one of the franchise threads. Just about everyone agreed that changing schemes and/or playbooks every week to manipulate the XP system would be completely unrealistic and shouldn't be allowed in online leagues.
    It's a little concerning to see one of the devs advocating this. Doesn't this defeat the purpose of finding players who fit your scheme in the first place?

    It's one of those things you read and go "huh?" I liked Ben from NCAA, but a quote like that just brings doubt that they are wanting to give us at OS what we envision in a franchise mode. Most of us just want to see Head Coach 08 with Madden's gameplay. Unfortunately I hit a point back in 2015 when I stopped buying Madden where I realized if they truly wanted to give us sim gamers what we wanted out of the game and franchise they'd have done it already. There really isn't much of a good reason as to why the franchise mode doesn't include everything Head Coach had plus more unless they simply don't want that to be how franchise mode is.
    At times it does seem like they want to give us what we ask for here, but I feel like at least 50% of that is them just leaving big enough nuggets out there for us to fall for and buy each year hoping they'll really get us where we want next year. Then you repeat the cycle.
    If they really wanted schemes to be a huge part of the game then why did they not include a need to learn the playbook? Why not introduce coaching profiles where each coach is unique and it fits their scheme.
    Coach X runs to the right and inside the tackles 45% of the time out of this formation at this down and distance.
    Coach X plays bump 'n run coverage 76% of the time.
    Coach X when going to a zone defense plays cover 3 54% of the time.
    Instead we're just getting a step in the right direction to make us feel like they understand what we want and they'll expand on it, but history shows that isn't the case with this franchise.
    Because of those scheme fits and those archetypes, we had to re-create how we create every draft prospect because you want to have a nice balance of guys that are at each position. At quarterback, for example, you don’t want to have a league that was all Strong Arm guys seven years down the line because the random roll of how guys are created ended up being all Strong Arms coming into the league. We want to have a nice balance between different archetypes at every position.

    I dont like how he said they made every draft class balanced so theres players available in each archetype. he also said they wouldnt want your league to become all strong arm QBs just because of random draft generation. but why? thats how it is in real life. not every draft has a perfect allotment of 3-4 linebackers as 4-3, scrambling QBs to pocket passers etc. and that can have a big effect on your league. by making it so every draft is balanced by archetype it makes franchise seem less organic. I rather an 'anything can happen' draft rather then one that feels like prospects are hand picked by the devs so that all the teams running different schemes are guaranteed to find a prospect that fits.
    jsteele14
    The last few sentences said a lot. They work closely with the NFL and are quite restricted on what elements they can provide.
    1. Cannot add new teams or change names.
    2. Had to drop slow progression.
    3. Cannot include suspensions for players.
    4. Very little celebration allowed until this year after the NFL rules changed.
    I am sure there are many other features or customizations that i cannot think of that the NFL simply will not allow. I almost think it would be better (for me at least) if EA just took the cuffs off by dropping the license and make a great game with full customization and not have big brother looking over your shoulder applying pressure.
    Sent from my SM-G960U using Tapatalk

    Exactly. What I took away from this is that the NFL is the biggest thing holding CFM back and maybe it's not EA. If this is the case then drop license and do the license with the NFLPA. Then we could have real players and be able to customize, upload, download teams and logos similar to Pro evolution soccer. The days of the "NFL license" having purchasing power are over. The NFL has already made it obvious they are clueless to what it's fan base wants in nearly every aspect anyways
    BleedGreen710
    I dont like how he said they made every draft class balanced so theres players available in each archetype. he also said they wouldnt want your league to become all strong arm QBs just because of random draft generation. but why? thats how it is in real life. not every draft has a perfect allotment of 3-4 linebackers as 4-3, scrambling QBs to pocket passers etc. and that can have a big effect on your league. by making it so every draft is balanced by archetype it makes franchise seem less organic. I rather an 'anything can happen' draft rather then one that feels like prospects are hand picked by the devs so that all the teams running different schemes are guaranteed to find a prospect that fits.

    Exactly not everything is balanced in every aspect of the game in real life. Just program percentages or whatever and let the engine handle it. Sometimes those things happen and that is part of the fun and immersion
    BleedGreen710
    I dont like how he said they made every draft class balanced so theres players available in each archetype. he also said they wouldnt want your league to become all strong arm QBs just because of random draft generation. but why? thats how it is in real life. not every draft has a perfect allotment of 3-4 linebackers as 4-3, scrambling QBs to pocket passers etc. and that can have a big effect on your league. by making it so every draft is balanced by archetype it makes franchise seem less organic. I rather an 'anything can happen' draft rather then one that feels like prospects are hand picked by the devs so that all the teams running different schemes are guaranteed to find a prospect that fits.

    In another interview I heard him say that some drafts will have more of one type of player than others, but that you won't have a draft where there are little to no players of a certain archetype. In 18 there would be drafts where there were literally zero 3-4 tackling LBs available, or two blocking TEs.
    In real life teams can pick a a college player who is totally off the radar of the other teams, because they feel like he is a perfect fit for what they want to do. Since the game is limited to something like 450 players in every draft, IMO it is fine that they manipulate the player types to allow for a fair number of every archetype because the game has probably less than 20% of the actual number of players that teams could draw from.
    Therebelyell626
    Exactly. What I took away from this is that the NFL is the biggest thing holding CFM back and maybe it's not EA. If this is the case then drop license and do the license with the NFLPA. Then we could have real players and be able to customize, upload, download teams and logos similar to Pro evolution soccer. The days of the "NFL license" having purchasing power are over. The NFL has already made it obvious they are clueless to what it's fan base wants in nearly every aspect anyways

    The NFL doesn't tell Madden to use garbage XP or have poor AI team building logic. It is definitely a restriction but they could still be lightyears ahead of where they are now.
    triplechin
    The NFL doesn't tell Madden to use garbage XP or have poor AI team building logic. It is definitely a restriction but they could still be lightyears ahead of where they are now.

    Granted. But every sports game has cpu management flaws, and I could live with the XP if we actually had a deeper less restrictive franchise
    jfsolo
    In another interview I heard him say that some drafts will have more of one type of player than others, but that you won't have a draft where there are little to no players of a certain archetype. In 18 there would be drafts where there were literally zero 3-4 tackling LBs available, or two blocking TEs.
    In real life teams can pick a a college player who is totally off the radar of the other teams, because they feel like he is a perfect fit for what they want to do. Since the game is limited to something like 450 players in every draft, IMO it is fine that they manipulate the player types to allow for a fair number of every archetype because the game has probably less than 20% of the actual number of players that teams could draw from.

    It isn't like that couldn't be done with this system, though. If there are no listed players of a particular archetype then you could still scout that position for guys that look like they may be able to be turned into what you are looking for just like the NFL teams do.
    It's one of those things we'll have to see how it works I guess and if it is terribly executed it may be something that can at least be fixed on the PC.
    Therebelyell626
    Exactly. What I took away from this is that the NFL is the biggest thing holding CFM back and maybe it's not EA. If this is the case then drop license and do the license with the NFLPA. Then we could have real players and be able to customize, upload, download teams and logos similar to Pro evolution soccer. The days of the "NFL license" having purchasing power are over. The NFL has already made it obvious they are clueless to what it's fan base wants in nearly every aspect anyways

    This is so utterly false. If they dropped the NFL license I bet they'd lose 50% of sales, easily. MUT is only interesting because it has real players and while they might be able to cut a deal with legends, there's probably not enough of them to keep everyone interested. Plus they'd lose a lot of those content updates that drive people to keep playing.
    Edit: Btw just saw I responded to you in two different threads. I'm not trying to pile on ya!
    Therebelyell626
    Granted. But every sports game has cpu management flaws, and I could live with the XP if we actually had a deeper less restrictive franchise
    I'll be content if they just get rid of the xp slider, and let us allocate the points for all goals reached individually. If we could tie in archetypes and individual positions to xp goals, then we could make it whatever amount seems fair and progresses all players realistically instead of the current setup. That way you can set all RB 1 & 2, wr 1 2 and 3, etc., goals and thier earnings for achieving them. We'd then have full control and have no need to worry about every player at each position having to finish at the top of their respected position group, in order to get adequate xp each season. The foundation is there, if common sense can become more common within the minds of the devs.
    Sent from my SM-G955U using Tapatalk
    Alex the Great
    This is so utterly false. If they dropped the NFL license I bet they'd lose 50% of sales, easily. MUT is only interesting because it has real players and while they might be able to cut a deal with legends, there's probably not enough of them to keep everyone interested. Plus they'd lose a lot of those content updates that drive people to keep playing.
    Edit: Btw just saw I responded to you in two different threads. I'm not trying to pile on ya!

    No worries man. I don't take it personal if someone disagrees with me. But you wouldn't have to have a licensing deal to get real players. They could do a licensing agreement directly with the NFLPA for player likeness and have every player who is a union member (pretty much every player in the league).
    Of course you wouldn't be able to use real team names or stadiums, but neither does Pro evolution soccer. What PES gives users is awesome customization tools that can be uploaded and downloaded by the community to recreate real team names, stadiums and logos. This way we wouldn't be subject to the restraints the NFL places on EA and allow us more customization to our leagues.
    On a side note. This would benefit ultimate team as well as users could create their own custom teams instead of using one of the 32 already created nfl teams
    Other Guy
    This exact topic came up in one of the franchise threads. Just about everyone agreed that changing schemes and/or playbooks every week to manipulate the XP system would be completely unrealistic and shouldn't be allowed in online leagues.
    It's a little concerning to see one of the devs advocating this. Doesn't this defeat the purpose of finding players who fit your scheme in the first place?

    Yes , this right here was one of my first concerns when hearing about the ability to change schemes. While on the one hand i get it, at times a coach may change his scheme, its not often its done mid season ( barring some major injury to a key star ). As an online commish, i tend to have a radar for "potential issues" with their new stuff and this one really had me trying to think " how are we going to be able to combat this possible abuse of the system."
    Id love to see( but prob wont happen until 2025) a tool for commish to choose how often people can change schemes ( kinda of like progression for cpu, you can set when they use xp). Start of season only , start and mid season, anytime........ That way at least the commish would have some control over that . Outside of that , guess only way to know is to check players attributes and see if guys are being " well rounded" and not just for the scheme they are currently in ( alot of work ). Sometimes the things they overlook makes me :brickwall
    canes21

    Instead we're just getting a step in the right direction to make us feel like they understand what we want and they'll expand on it, but history shows that isn't the case with this franchise.

    This is what bothers me the most. Still waiting 3 years later for gameplanning to be more in depth than just based on playcalls from last weeks first down play calls by your opponent. Still waiting for more functionality from the companion app , etc. If you add something , that you know needs more depth to it, why not finish it out the next year, or two. Set some people aside and say " here you work on fully fledging this out ." Instead of adding something else that was half done.
    BleedGreen710
    I dont like how he said they made every draft class balanced so theres players available in each archetype. he also said they wouldnt want your league to become all strong arm QBs just because of random draft generation. but why? thats how it is in real life. not every draft has a perfect allotment of 3-4 linebackers as 4-3, scrambling QBs to pocket passers etc. and that can have a big effect on your league. by making it so every draft is balanced by archetype it makes franchise seem less organic. I rather an 'anything can happen' draft rather then one that feels like prospects are hand picked by the devs so that all the teams running different schemes are guaranteed to find a prospect that fits.

    Another thing i was wondering about upon first news . I posted in another thread. Now i didnt notice he said that there will be 2-4 players per archetype that will come out of the draft really good. But at the same time, by him implying they didnt want the league full of one type , most likely that dont matter if half are riding the bench. So that makes me feel like there will be 2-4 good players per archetype and thus making draft classes a bit better than they should be. Of course, this is not known yet until someone gets their hands on it and tests it out.So i hope my gut feeling on this is wrong, but time will tell.
    Therebelyell626
    No worries man. I don't take it personal if someone disagrees with me. But you wouldn't have to have a licensing deal to get real players. They could do a licensing agreement directly with the NFLPA for player likeness and have every player who is a union member (pretty much every player in the league).
    Of course you wouldn't be able to use real team names or stadiums, but neither does Pro evolution soccer. What PES gives users is awesome customization tools that can be uploaded and downloaded by the community to recreate real team names, stadiums and logos. This way we wouldn't be subject to the restraints the NFL places on EA and allow us more customization to our leagues.
    On a side note. This would benefit ultimate team as well as users could create their own custom teams instead of using one of the 32 already created nfl teams

    If anybody genuinely thought a football game without an NFL license would sell it would be on the market already ( 2k? ) , previous attempts have failed financially why would EA be any different ? And why would they even risk a major cash cow by even thinking about it ......
    Alex the Great
    This is so utterly false. If they dropped the NFL license I bet they'd lose 50% of sales, easily. MUT is only interesting because it has real players and while they might be able to cut a deal with legends, there's probably not enough of them to keep everyone interested. Plus they'd lose a lot of those content updates that drive people to keep playing.
    Edit: Btw just saw I responded to you in two different threads. I'm not trying to pile on ya!

    Cosign... and the only reason it'd *only* be 50% is the Madden brand has weight.
    The FIFA/PES comparison isn't really a fair one. PES won its supporter base when FIFA was utterly awful. Plus when you're dealing with a sport that has on the order 20x the number of fans as the NFL, you can afford to be a distant 2nd. But make no mistake; FIFA was well ahead of PES even when the quality gulf was massive (PS2 era).
    Madden without the NFL would fail. And that's npt even considering that someone else would pick up that license. League licencing for a sports game is like a voiced protagonist in an RPG now. It's just expected, it's a core, baseline feature you just seem like a cheap wanna-be without.
    briz1046
    If anybody genuinely thought a football game without an NFL license would sell it would be on the market already ( 2k? ) , previous attempts have failed financially why would EA be any different ? And why would they even risk a major cash cow by even thinking about it ......

    You guys are missing my point. None of those games had real life current NFL players. If they did a license with the NFLPA they could have real players in the game. Just not real teams.
    None of those examples you have given have ever had real current nfl players so it does not apply to my suggestion
    adembroski
    Cosign... and the only reason it'd *only* be 50% is the Madden brand has weight.
    The FIFA/PES comparison isn't really a fair one. PES won its supporter base when FIFA was utterly awful. Plus when you're dealing with a sport that has on the order 20x the number of fans as the NFL, you can afford to be a distant 2nd. But make no mistake; FIFA was well ahead of PES even when the quality gulf was massive (PS2 era).
    Madden without the NFL would fail. And that's npt even considering that someone else would pick up that license. League licencing for a sports game is like a voiced protagonist in an RPG now. It's just expected, it's a core, baseline feature you just seem like a cheap wanna-be without.

    You make some good points. THe game would still be madden though. I am not suggesting dropping the john madden name license. You just wouldn't have the NFL license.
    Does anyone have the numbers for John Madden Football on the N64? That game only had the NFLPA, and if I recall it did not sell well compared to Madden 98 on the PS1.
    Sent from my iPhone using Operation Sports
    therealsmallville
    Does anyone have the numbers for John Madden Football on the N64? That game only had the NFLPA, and if I recall it did not sell well compared to Madden 98 on the PS1.
    Sent from my iPhone using Operation Sports

    It did about .86m. As opposed to madden '98 1.35m. But that was the first year on a new console and those games never perform well. The first madden for PS4 (Madden 25) only did .96m so only about 100,000 more and they were fully licensed
    I don't know what EA's profit margin is on Madden but I would imagine that it's pretty high and because of that it will always make sense for them to have the NFL licence. I do think a madden game without it would still sell ok simply because of the madden name. But they would lose a lot of money without the NFL brand.
    Sphinx
    I don't know what EA's profit margin is on Madden but I would imagine that it's pretty high and because of that it will always make sense for them to have the NFL licence. I do think a madden game without it would still sell ok simply because of the madden name. But they would lose a lot of money without the NFL brand.

    Fair enough. Your point is spot on. Just spitballing ideas.
    Therebelyell626
    Fair enough. Your point is spot on. Just spitballing ideas.

    I plan on getting madden for my NFL fix and also plan on buying Axis football for the reason of them not having to abide by the NFL's rules for the game.
    Sphinx
    I plan on getting madden for my NFL fix and also plan on buying Axis football for the reason of them not having to abide by the NFL's rules for the game.

    Is axis any good?
    Therebelyell626
    Is axis any good?

    I'm not sure but to continue to see madden grow there needs to be another company putting out a football game. So, I don't think it will be anywhere close to the level of graphics we are used to in madden, buying it and supporting a small developer can only help the football genre.
    Sphinx
    I'm not sure but to continue to see madden grow there needs to be another company putting out a football game. So, I don't think it will be anywhere close to the level of graphics we are used to in madden, buying it and supporting a small developer can only help the football genre.

    Agreed. This is why I wish all pro 2k8 would have gotten more support. Competition is good for every industry
    Other Guy
    This exact topic came up in one of the franchise threads. Just about everyone agreed that changing schemes and/or playbooks every week to manipulate the XP system would be completely unrealistic and shouldn't be allowed in online leagues.
    It's a little concerning to see one of the devs advocating this. Doesn't this defeat the purpose of finding players who fit your scheme in the first place?

    Some teams have been capable of doing exactly that, though. The easiest example that comes to mind right away is the New England Patriots. They can and do play any defensive front you can draw up, and the offense can vary from a pass-heavy spread to a power run first scheme from week to week.
    Pittsburgh during the Todd Haley era also deployed a variety of offensive philosophies depending on the week's opponent. They would vary between using zone and power running games depending on who they were playing.
    Sphinx
    I'm not sure but to continue to see madden grow there needs to be another company putting out a football game. So, I don't think it will be anywhere close to the level of graphics we are used to in madden, buying it and supporting a small developer can only help the football genre.

    Like you I will also be buying Axis Football - I think they have a much better idea of how to build a proper franchise game than the Madden devs, and as a small developer they need our support.
    Front Office Football 9 will also be worth supporting when it comes out.
    All this tells me is that Madden 19 is another Madden I won't buy. I heard Franchise was supposed to get a big overhaul and... meh.
    Schemes are nice, archetypes could help the CPU but reduce options for players.
    Rather than a big overhaul this just seems like a couple tiny steps forward. While ignoring all the big, interesting pieces that could be addressed.
    British Bronco
    Like you I will also be buying Axis Football - I think they have a much better idea of how to build a proper franchise game than the Madden devs, and as a small developer they need our support.
    Front Office Football 9 will also be worth supporting when it comes out.

    I'm pretty excited to see what OOTP does with Front office football. I'm also eager to see what Axis is including in their franchise. Not being held back by the NFL should allow them to open things up to all of the things the NFL doesn't want show, IE: Concussions.
    Sphinx
    I don't know what EA's profit margin is on Madden but I would imagine that it's pretty high and because of that it will always make sense for them to have the NFL licence. I do think a madden game without it would still sell ok simply because of the madden name. But they would lose a lot of money without the NFL brand.

    Madden's profit margin is among the worst in gaming. The NFL has one of the highest licence fees in the business plus the royalty is obscene. I'm pretty sure physical copies are a loss.
    adembroski
    Madden's profit margin is among the worst in gaming. The NFL has one of the highest licence fees in the business plus the royalty is obscene. I'm pretty sure physical copies are a loss.

    Where do they make up the loss then? From MUT or tournaments?
    It's got to be MUT. The mode generates buku revenue, and the item the customer actually pays for (a virtual currency which can be used to acquire souped up players) costs nothing, at the margin, to create. The profit margin on these transactions probably makes Apple green with envy.
    I can't imagine EA turned any sort of a profit off of the competitive scene they set up for this year's game. The number of views they got on the live streams of the games weren't that great. They funded a $500k prize pool for the final championship and put some effort in presentation which undoubtedly also cost money.
    Sphinx
    Where do they make up the loss then? From MUT or tournaments?

    MUT and digital sales.
    Brick and Morter retailers make about $20 a copy, the NFL and NFLPA take another $15-$20 off the top between license and royalties. Manufacturing, shipping, development costs, and overhead eat up most of the rest. Digital eliminates some of that.
    I doubt Madden sees much of anything from tournaments. They probably break even at best.
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