Yesterday, Modus Games released its first actual announcement trailer for its upcoming revival of the Maximum Football series. The trailer was mostly heavily-edited, short clips of action from replays, but there was some gameplay mixed in as well. This gives us an actual indication of how the new football sim might play. The other 2 important tidbits from the trailer are the game's release window, and its price. No specific release date was given, except for a "fall 2023" window. Hopefully it is early fall: August or early September. We don't want the game showing up in the middle of October, when the NFL season is already half over, and the excitement for the new season has already died down a bit.

Modus Games has released the announcement trailer for Maximum Football, due out this fall.

The most interesting piece of information, however, is the game's price. The trailer revealed that Maximum Football will be a "free-to-play" game. Maximum Football's director, Micah Brown, has stated that being free-to-play allows Modus "to build on the game over time, alongside the community." Presumably, this means that there will not be a new, annual release of Maximum Football either. It will likely be a single game that will be updated with new features over the years. Similar to how a game like Fortnite has its different "seasons". According to Micah Brown:

"We want to create a football platform where users can play with tons of different rule sets, field configurations, severe weather changes and more without having to relaunch the game every year. Users shouldn’t have to rebuild their franchises from scratch every year when they purchase a new sports title."

The free-to-play model also means that we won't necessarily have to restart out career campaigns from scratch every year when a new game launches. We can presumably keep playing the same Franchise or Dynasty and develop the same team for years. That sounds awesome! I've been asking Axis Football's devs to implement save file transfers from year to year as well, as it's a great idea for a non-licensed game.

Being able to carry a Franchise save from one game release to another is one item on my Axis Football wishlist.

On the one hand, this is all good news. Free is good. This ensures that anybody who wants to play the game will be able to. No concerns about "wasting money" on a potentially lackluster product.

But on the other hand, Modus has to include some monetization scheme. They have to make money. They have to pay their developers for ongoing maintenance and development. They have to maintain servers for online play. And so forth. This has me a bit concerned, considering the game is un-licensed and will emphasize customization. How much of that customization will the users have to pay for? Again, from Micah Brown:

"In addition to the robust customization options that exist for players, we will be offering a selection of premium goods and licensed equipment that can be purchased to further expand the customization options."
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Whether you agree with my assertion in the previous essay that NCAA 13's recruiting was better than NCAA 14's, I hope I've at least made a compelling case that NCAA 14's recruiting system left a lot of room for Tiburon to improve in its upcoming EA Sports College Football game in 2023. Now I want to provide some constructive feedback and pitch some ideas I have for how Tiburon could improve the recruiting mechanic going forward, by hopefully taking the best of what both NCAA 13 and 14 had to offer.

This essay is also available in video format on YouTube.

Lessons from NCAA 14

The previous essay included a lot of criticism of NCAA 14, so I want to start off this second part by acknowledging a feature in NCAA 14 that I feel is a strict upgrade over 13, and which I would like to see preserved in EA's future college football games.

I think my single favorite upgrade in NCAA 14 is the idea of having "complimentary" and "competitive campus visits". If you schedule players from complimentary positions to visit campus on the same week, you'll get bonus points. For example, bringing in a running back along with the linemen who will be blocking for him will provide bonus points.

But you also have to be wary of scheduling multiple players of the same position. If you schedule 2 or 3 running backs on the same week, they'll see each other as competition, and will lose interest out of fear that your backfield will be crowded, and they'll loose out on playing time to another back in the same class. This is one of the few elements of 14's recruiting design which I feel retains the more humanistic, character-driven ethos from 13, and I like it a lot.

Users should avoid scheduling multiple recruits at the same position to visit in the same week.

14 also makes it much more clear how your performance on the field will impact the interest level of the visiting prospects. In NCAA 13, I was never clear about whether scheduling a visit during a bye week would make a difference, or if it mattered whether or not I won the game (if I played one that week). I always assumed that the prospect was there to watch the football game, so scheduling the visit during a bye week would impose a penalty, and I also always assumed that winning the game improved the prospect's interest, and I assumed that the prospect would also get more interest if the players at his position performed well during the game. But the U.I. for NCAA 13 was never clear about whether any of that was actually the way the game worked, or if the prospect only cared about the 3 recruiting pitches that I try to sell him on during the visit. NCAA 14 makes all this blatantly clear when you schedule the visit by showing exactly how many points the prospect will get if certain criteria are met.

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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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