Madden NFL - title

Earlier this month, I posted a suggestion for hiding player ratings until the player has played enough games to reveal them. Afterwards, I posted a list of my suggestions for offense, defense, and special teams for Madden 18. That still leaves some other outstanding areas of improvement such as Franchise mode, and I'd like to spend this post focusing there.

Let's start out by going over some of the things that are left over from last year's wishlist:

A lot of these items are related to Franchise, and so keep them in mind as you read through this post. But before I jump into franchise suggestions, let's first look at the issue of the Accelerated clock as it has been implemented in Madden for years:

Accelerated clock, two-minute drill, and CPU timeouts

I've brought this up before, but clock management really needs to be addressed. The accelerated clock should never be disabled! Not in the two-minute drill; not ever. The two minute drill is when it is most important to enforce the accelerated clock because otherwise it completely breaks the two-minute drill. The CPU is particularly bad at exploiting this. I regularly see the CPU go into a huddle and break it within 5 seconds of game clock, which is faster than if they had tried a hurry-up, and which spares them from using a timeout. Human users can exploit this same tactic as well in order to avoid the time it takes to run up to the line. All you have to do is quickly select any pass play then audible or hot route your receivers.

Madden 17 - clock exploits
Breaking a 2-minute drill huddle with 35 seconds on the play clock while
the game clock is running completely breaks the 2-minute drill.

And speaking of CPU timeouts: the CPU should actually use them. There should be some logic in place where if a CPU QB either can't figure out the pre-snap coverage, or he doesn't like the pre-snap coverage, then he should call a timeout to mulligan the play. This should happen if the defense puts eight men in the box when an inside run was called, or if the CPU QB reads press coverage on a wide receiver screen, or other such situations in which the the CPU determines that the player's play is likely to trump their play call. This should be tied to a QB's Awareness and/or Play Recognition rating, and there could maybe also be a small chance that if the QB doesn't make the right read, then the coach can call a timeout instead. CPU defenses should similarly be able to burn a timeout if they read a particularly unfavorable personnel match-up.

Another improvement that could be made to the accelerated clock is to add some variability to it...


Madden NFL - title

Well, here we are at the end of the NFL season already. Seventeen weeks are in the books, and the 2016/2017 playoffs are in full swing. As we prepare to say goodbye to the 2016 NFL season, it's also time to start looking ahead to the future of the Madden video game series.

I was really happy to see that the practice squad and weekly training added to this year's game. I feel that this allows for more realistic development of players over the long term, and it makes the draft feel more worthwhile since you no longer have to cut your late-round draft picks. Despite being a good thing to have, the practice squad feature has some problems.

Madden 17 - practice squad player ratings
Being able to see all of a player's ratings make it trivially easy to poach other team's practice squad players.

For one thing, determining who to start and who to throw on your practice squad is a pretty trivial process of comparing numbers in a spreadsheet. Heck, you can usually get away with just comparing a single number: their overall ratings. Practice squad poaching is another problem. Any player with a rating above 70 is likely to get poached off of your practice squad by another user (even by CPU teams). The reason for both these problems is that it's trivially easy to know how good any given player is - the game shows all their ratings right there in the menu. You don't need to put either of them head-to-head in practice or put them on the field to see how they perform. The ratings dictate performance, and the ratings are publicly available.

Uncover rookie ratings during training camp

How can we resolve this problem of practice squad poaching? Well, we can hide rookie ratings until you actually practice with them and play them in games. Much like how the true ratings of players in the college draft are hidden until you scout and/or draft them, the game could also hide the true ratings of incoming rookies.

This opens the possibility of a training camp feature being a valuable tool for player assessment. I've already proposed a training camp feature in my previous wishlist, but this idea could supplement that. As you put players through your training camp, you'd slowly uncover their true ratings by performing various Skill Trainer drills or other practice activities and scrimmages. Then, once the season begins, you would reveal further ratings through weekly training and by playing the players in actual games. This would also have the effect of adding further value to preseason games, as you'd use those as a proving ground to hopefully uncover any remaining key ratings for your young players. You'd actually have a genuine reason to play them in games because you honestly wouldn't know how well they'd perform.

Madden 17: hidden ratings in player card
Perhaps the ratings of incoming rookies should remain hidden, even after they are drafted?

Any ratings that you unlock would remain hidden to all other teams, so that they won't be able to simply compare overall ratings with their own players. Each team could then maybe have the ability to spend some of their college scouting points on scouting other teams' practice squads looking for players that they could poach. Doing so would gradually unlock some practice squad player ratings.

There could also be a set of publicly-known ratings for each player that would be known to all teams in the league. These would be unlocked as the given player plays in games, and playing in nationally-televised games (such as Monday night) could maybe even accelerate the unlocking of ratings. So players who have been in the league for a long time, and who have lots of public game film would be more of a known quantity. We would all know how good Tom Brady is, but we wouldn't necessarily know how good Jacoby Brissett is until he actually plays some games.

The entire NFL knows that Tom Brady is a superstar, but not as many people know just how good Jacoby Brissett is.

In the meantime, the game could provide some more "fuzzy" ratings for players whose true ratings are unknown. Either keeping the grades that are used from college scouting (A, B, C, D, etc.), or by providing ranges for unknown ratings (e.g. a player's catch rating is between 75 and 85)...


Madden NFL 17 - title


I've been having miserable experiences with Madden 17 since publishing this review. I suspect that either patch #2 or tuner #2 are the culprit. CPU QBs have become robots that have 80% completion percentages every game. Running the ball has become impossible (for both human and CPU teams). Man coverage simply doesn't work at all, making corner routes, in routes, out routes, and slant routes unstoppable. The throw out of sack mechanic has been tuned down to the point of being irrelevant. And the list goes on...

Sliders don't seem to improve the experience at all. In fact, certain sliders (like CPU QB Accuracy and CPU Pass Blocking) don't seem to have any effect at all anymore. I am tempted to rewrite this review with a much lower score (Somewhere in the range of a D or D-), but I'm hoping that EA will fix the problem - or at the very least, that deleting the most recent Tuner data will resolve some of the issues. Sadly, I don't think it's possible for me to re-download the first tuner data. This is a shame, since that one actually did fix some genuine problems the game had at launch.


Electronic Arts has supposedly spent the last three years or so rebuilding Madden from the ground up. Because of that, the past few years' games have felt very incremental, and somewhat incomplete. It was obvious that there were still major holes in many facets of gameplay. Personally, I would have preferred that EA just take a two or three year hiatus in order to hold off on releasing a game until it was actually complete. I'm happy that it seems like we're finally getting a "finished" version of EA's vision of a "next gen" Madden game, and I was curious to see if it would live up to expectations.

By their own admission, EA has finally rebuilt the final few phases of gameplay that still used predominantly legacy code (e.g. special teams and the football itself). For the first time in a long time, it feels like Madden can be approached and reviewed as a complete retail product rather than one step in a long-term incremental beta process. Is it worth the wait?

We'll, first impressions let it down a bit. Much like last year's game, the introduction and tutorial for Madden 17 seemed like a pointless waste of time that misrepresents the actual content of the game with its frequent cutscenes and dialogue from players and coaches. I'm not sure who these scripted gameplay intros are intended for. I would expect that new players would likely be confused and unsure what to do, resulting in failing the intro without any clue what they did wrong or what they were supposed to do. Experienced players, on the other hand, are probably just annoyed with the lack of control in this sequence. The inability to skip the cutscenes only makes repeat playthroughs (if you care enough to try to actually beat the scenario) feel tedious, as you'll have to sit through more cringe-worthy dialogue. EA Sports / Tiburon isn't Naughty Dog, and so writing dialogue and directing voice actors are not the studio's strong suits. About the only thing that this intro sequence does is highlight the new commentary team, which is actually pretty good.

Slowly becoming a complete football game

Despite the blocked field goal in the intro being an un-playable cutscene, special teams was one of the primary areas of focus this year. It's an area that's been mostly neglected since the analog kick meter was introduced back around 2007. And what was the innovation that EA decided was necessary to bring their kicking game into the next generation? Well, actually, they decided to bring back a kicking meter that works almost identically to the older PS1 / PS2 era games. You start the meter charging by pressing X, then press X again to set the kick strength as the meter fills, then press X again to set the kick accuracy as the meter returns to the bottom. Nothing new here.

Madden NFL 17 - kick meter
The "new" kick meter is basically a return to the older kick meter.

However, you now have to hold the analog stick to aim the kick prior to starting the kick meter. If you let go, the kick trajectory will snap back to the default. This does require a bit more dexterity than either of the previous kick meter systems ever needed, but it's still fairly easy once you get used to it. Though, EA could maybe loosen up the accuracy window for online games because any amount of lag makes the kicking game virtually impossible. You also have to be more careful with timing your kicks, as the game and play clocks both continue to tick while the kick meter is charging. Not sure if this is a bug or a feature... So be careful that you don't wait too long and give yourself a delay of game (or let the game clock expire before) you get the kick off.

On the other side of the ball, defenders can now actually block kicks by jumping the snap...


A few months ago, I wrote a blog piece about suggestions to expand Madden 16's feature set to make the game a deeper, more realistic depiction of the management of an NFL team. This year's Madden game has proven to be a much better game than the previous few years, and I actually have found myself playing it well into the new year. As such, I've also been coming across new, nagging annoyances, and new ideas for features and enhancements. Most notably, I finally got to play through a complete off-season, and I have several ideas for how offseason can be improved in future years of Madden.

So I've decided to write a follow-up piece with more suggestions for future games. This article will focus on off-season activities. In order to keep things clean and concise, I've also made a few changes to the original post as well. I wanted to keep specific topics grouped together. There's also less to talk about in this new post, so I've moved the "Little Things" section from the original post into this article in order to shorten the original post and pad this one out to about the same length. I've also made some small revisions and clarifications in the original post, so I highly recommend re-visiting that post to see the changes.

Table of Contents


I've been really dismayed by the focus that EA has placed on its Ultimate Team feature in the past couple years of Madden releases. I've made my distaste known in my reviews of both 16 and 15. With the NCAA football series dead due to the revocation of the license, Madden is all we have. I feel like the best thing for me to do at this point is to just give up, since it seems that EA has no interest in appealing to the small demographic of simulation die-hards to which I belong. Instead, they want to keep their model of annual releases that force people to have to give up their established decks of Ultimate Team cards so that they can spend more money on micro-DLC to buy the credits necessary to rebuild their collection.

But as cynical as my reviews can be, I don't want to give up on football gaming. I love football, and I love gaming, and I want to continue to be able to enjoy the union of the two. And right now, Madden is the only way that I can do that.

So I'm going to take some time to write up a wishlist of the kind of features that I want - no expect - a modern football game to include. Some of them are new features that football games have never attempted. Others are ones that previous games just never got right. And still others might be things that were present in earlier games, worked just fine, but have been inexplicably removed to make room for less worthwhile features.

Table of Contents

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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