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 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. There are no "judgement calls" to be made here.

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 might be until he actually plays some games.

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

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)...

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My past two blog posts have been focused on open world gaming. These posts have been continuations of an earlier post about the narrative "limbo" that many open world games create via their quest structures. In the first post in this second series, I pointed out what I perceive to be a problem with open world games that insist on turning their sandbox worlds into little more than convoluted mission-select screens and collectible checklists. In the following post, I described some games that I think managed to make successful open worlds by including features or mechanics that made traveling through the space (or knowledge of the space) into a meaningful mechanic. This time, I want to go back to some of the games that I singled-out in the first post in this series, and brainstorm some ways that they could have made better use of the large spaces that their maps offered so that traveling around the world wouldn't become so boring later in the game.

But before I do that, I want to re-emphasize that I don't hate these games. They're just not very good at using their space, and that's what I'm criticizing. Well, the newer Assassin's Creed games have been pretty terrible. Anyway, I pick on games like Skyrim and The Witcher III a lot, but I like them just fine - I bought the DLC for both. I pick on them, not because I hate them, but because I do like them and I want them to get better (or for their sequels to get better). Rather, my objective here is to find ways for these games to make better use of the large, open spaces that they provide the player, so that exploring the map feels more mechanically relevant, more interesting, or more rewarding; and to feel less like a time-sink.

Games like Skyrim and The Witcher III have massive worlds, but do a poor job of utilizing the space.

Bethesda's Skyrim and Fallout titles, as well as CD Projeckt Red's Witcher III and Rockstar's Grand Theft Auto V, already have open worlds that transcend being simple, convoluted mission-select screens like games like Assassin's Creed and Metal Gear Solid V. They populate their worlds with little narrative world-building details that make their worlds feel alive and lived-in (even though they may feel stagnant). So what could a game like Skyrim or The Witcher III have done to improve its open world?

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Sid Meier's Civilization

Recently, I brainstormed the possibility of redesigning Beyond Earth's winstates in order to support cooperative victories. With Civilization VI having been announced last month, I want to take some time to look at some different ways to approach victories in the mainstream Civilization games. Since Civilization III, there have been five victory types that have appeared in every mainstream Civ game:

  • the military victory = kill or conquer everyone else
  • the science victory = build a space ship to Alpha Centauri
  • the culture victory = accumulate the most culture yield (usually through wonders)
  • the diplomatic victory = vote for yourself to be leader of the United Nations
  • the score victory = if no other victories are met by a certain number of turns, the civ with the highest score wins.

Earlier games had fewer victories (only military and space race), but there have been other victory types as well. Civ III and IV had a victory that simply required the player to occupy a majority of the map's land area and population (which could be achieved via military conquest and/or relatively peaceful expansion). I liked this victory type because it facilitated role-play by allowing me to grow my empire organically without having to feel like I was constantly meta-gaming for one of the other victories - just keep growing by whatever means are necessary or convenient. Civ IV also had a religious victory that required you to convert other players to your religion and then get them to elect you to be Pope or whatever. Civ: Revolution and the board game even included an economic victory in which you must accumulate a certain amount of wealth tokens. This was different than the "economic victory" of Civ V, in which you save up enough money to buy out the alliance of every city state on the turn before a U.N. election.

Civilization IV included a religious victory [LEFT], and the board game includes an economic victory [RIGHT].

These victories are intended to provide a direct path to victory using each of the major fundamental gameplay styles. But are there other methods?...

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Civilization: Beyond Earth

I started writing this post months ago (back in 2015, I think) - long before I had any inkling of the impending release of Civilization VI. This post may be entirely moot now that Civ VI has been announced, and it seems unlikely to me that Beyond Earth will see further expansions. However, I still want to present these ideas, so I've re-written this post to be less speculative and more retrospective. Even if these ideas aren't fated to be implemented for Beyond Earth, it's still an opportunity to look at a way in which the game could have differentiated itself from Civ V, and they could serve as a template for future Civ titles (maybe even Beyond Earth 2) or for modders. Maybe I'll even mod it in myself if I get time and motivation.

Civilization: Beyond Earth really struggled to separate itself from Civ V. The expansion, Rising Tide takes steps to address this with some of its new gameplay mechanics and revised diplomatic engine. Sadly, these efforts don't really address one of the underlying, fundamental, disconnects that the game has with me:

"One of the things that bothered me about Beyond Earth was the way that the victory conditions create an unnecessary competition between the different civs. Aren't we all just colonists from the same earth who are supposed to be trying not to repeat the mistakes of the past? Aren't we trying to preserve the human race? Without the various civs starting the game with any sort of pre-established ideology or agendas, there's no reason for them to be competing with one another. Without a genuine shared victory, there's also no systems in place to share your colonial success with your fellow colonies. The net effect is that once you've defeated the challenge of taming the planet and [one way or another] eliminating the aliens as a threat to your expansion, then the rest of the game is a competition between civs to be the first to reach any of the [mechanically satisfying and varied, yet intellectually vapid] victory conditions."
   - from my Rising Tide review
Civilization Beyond Earth: Rising Tide - attacking cities
Heck, why are we competing to begin with?

Despite being mechanically different from Civ V's victory conditions, Beyond Earth still fell into the trap of being fundamentally, unnecessarily tribalistic and competitive. I don't know if this is supposed to be some kind of sad, fatalist message that Firaxis is writing into Beyond Earth: that we are doomed to repeat the mistakes of the past. This isn't Fallout. I hope that Firaxis' designers aren't that cynical, and that it was an unintentional emergent consequence of design.

This may seem like a small, trivial, superficial issue, but it's not. Regular Civilization is easy to buy into because it's based [loosely] on established history and uses real-world characters and states that most people are already familiar with. Buying into the theme of Beyond Earth is just so much harder because there's so much of the game that just doesn't make sense, or which doesn't really follow from the opening cinematic or the game's flavor text. This is why Alpha Centauri went to such great pains to personlize the leaders, and to turn them into charicatures of established real-world ideologies and standard sci-fi tropes. These are factions with established goals and agendas that we can understand, and we can buy into their conflicts. Beyond Earth doesn't have that, and so not only do its leaders fall flat as characters unto their own, but the entire basis upon which the game's core conflicts and victory conditions are based start to fall apart as well.

In any case, I think that one of the best ways that Beyond Earth could have truly separated itself from Civ V (mechanically and thematically) would have been to change the competitive nature of the victories and introduce truly cooperative victories, or maybe even a "players versus map" victory type. And I want to emphasize from the start that I haven't put nearly as much time into Beyond Earth as I have into Civ V. I'm by no means an "expert" in the game. So feel free to take the following suggestions with a grain of salt. I admit that these ideas simply might not work, but I still think that it's worthwhile to explore the possibility space that this game could have offered...

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Now that Dark Souls is supposedly over (pending the inevitable DLC for Dark Souls III), it's time to wonder what new games From Software and Hidetaka Miyazaki might decide to make. Will they continue to make Souls-like games (ala Bloodborne)? Will they go back to older IPs like Armored Core or King's Field? All indications seem to point towards the company going back towards making mech games along the lines of Armored Core (though it may be a new IP).

I've played some of the Armored Core games, and I actually really liked some of the PS1 / PS2 - era games. But I would actually much rather see the company try their hand at something different. I'd like to see this company (under Miyazaki's direction) take a stab at a genuine horror game.

Hidetaka Miyazaki
Miyazaki has said that Dark Souls is likely over. So what's next for his company?

They've already played around with some horror concepts in some of the Souls games. Levels like the Tower of Latria and Valley of Defilement in Demon's Souls had genuinely frightening atmospheres. The Dark Souls games also had their share of some horror-inspired levels. Sen's Fotress and Tomb of the Giants have the pacing of a horror level. And of course, Bloodborne was a whole game inspired by Gothic horror and Lovecraft.

Granted, these games were all hack-and-slash action games, rather than genuine horror games, but ...

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A gamer's thoughts

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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