I don't know if I'm going to be buying a PS5 anytime soon (or ever), so I may not have an opportunity to play Miles Morales, which is Insomniac's follow-up to its smash hit 2018 game Marvel's Spider-Man. Instead, I decided to go back and play the DLC for the 2018 game, "The City That Never Sleeps", which I had bought, but never got around to playing. This got me thinking more about how Insomniac implemented the web-swinging mechanics, and what I hope they'll do to iterate and improve the mechanic in future games.

This blog post is a transcript of the video essay above.

I had previously mentioned Marvel's Spider-Man essay about open world gaming's possible recent inflection point, but I didn't go into much detail. Basically, I just threw it in as an example of a recent open world game in which the traversal of the map had a large mechanical focus, turning the map into more of a play space and less of a convoluted, time-wasting mission-select screen. I didn't spend more time talking about Spider-Man, however, because as much as I like Insomniac's game, and as fun as the web-swinging is, I still felt like the web-swinging traversal in that game was pretty simple, and the environment did not act as much of an obstacle to the level of the other games in those videos.

Besides, Insomniac's Spider-Man didn't stray very far from the boring checklist-inspired open world design that my earlier videos were railing against. Traversal doesn't consume resources other than the player's time, and the player isn't responsible for balancing Peter's heroic and personal lives (the tension between the two has always been a big part of the Spider-Man story), nor are there any other mechanics that try to pull the player towards one set of content to the exclusion of another, and so where you are on the map, where you're going, and how you chose to get there is largely meaningless. It's any other open world game you've played in the last 10 years. The web-swinging is just a much more stylish and spectacular method of moving from filler content to filler content.

Spider-Man games make for an interesting case study in open world game design.

Spider-Man games in total do represent their own interesting microcosm of the virtues of open world, sandbox game design, and also of the ways in which open world games can fall flat on their faces and fail miserably. Spider-Man could make for an interesting case study to go along with Death Stranding.

Since the landmark Spider-Man 2 movie tie-in game, mainstream Spider-Man games have mostly been open world games. The most notable exceptions being Beenox's Shattered Dimensions (which was pretty good) and Edge of Time (which was awful). All the other Spidey games that I've played have been open world games in which you web swing around a virtual Manhattan to reach story missions or to thwart ambient crimes. The quality of these games has been very hit-or-miss, but (as we'll discuss soon) many of them still have their unique merits.

Beenox's Shattered Dimensions and Edge of Time are notable Spider-Man games that are not open world games.

Web of Shadows, for instance, had lots of problems with its writing, pacing, and animation, but its novel aerial and wall-crawling combat mechanics made excellent use of the map's verticality in ways that other Spidey games (and open world games in general) rarely even approach. I won't be talking much about this game because I traded in my copy a long time ago, and I don't feel like blowing $45 of Patreon contributions on a game that I'll likely play for 10 minutes just to capture footage and refresh my memory of how the game played. So my apologies if you're a big Web of Shadows fan.

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Madden NFL - title

I had previously written about how the Madden NFL video game series from Electronic Arts has failed to simulate football by using a shortened quarter length to keep games around 30 minutes long. These shortened games lead to a rushed pace of play, fundamentally change the strategy of football, and also affect other aspects of balance and game design that are not easily fixed by simply setting the game to 15-minute quarters.

This time, I'm going to move away from the rules of the game, and look at more specific game mechanics that fail to simulate how real football players actually play football. This installment, and the next, will look at how real NFL quarterbacks make reads and go through progressions, and then at how defensive pressure packages are used to disrupt those reads and progressions to force the quarterback to make bad decisions. Then we'll look at how Madden completely fails to model these aspects of football, and the various ways that EA and Tiburon have tried to fix or cover up these problems over the years. Some have worked; others have been little more than band-aid solutions.

See this blog in video essay format on my YouTube channel!

How Madden succeeds at simulating football: pre-snap reads

Let's start with some good faith towards EA and Madden and talk about the things that the game actually does get fairly right: pre-snap reads. As a QB in Madden, you'll be looking at whether the middle of the field is open or closed before the snap, and this will give you a reasonably accurate idea of whether the route concept that you called will be successful. If you call a cover 2-beating post or dagger concept, but the defense comes out in a Cover-3 look, with a safety in the middle third, then you will be well-served to either adjust the routes using hot routes, audible out of the play entirely, or call a timeout to regroup and come up with another play.

Madden players can make sure
that a blitzing Mike LB is blocked.

Over the past few years, Madden has also gradually introduced concepts such as reading the Mike linebacker. This determines who the blockers will prioritize blocking, which can be important if the defense sends multiple blitzers. Identifying the most dangerous blitzer as the "Mike" ensures that someone on your offensive line will try to block him. Usually, this will be the inside-most blitzer (the one lined up closest to the center). You can also slide pass protection left or right to deal with an overload blitz, and can also assign a double team in order to neutralize a particularly dangerous pass rusher.

To Madden's credit, it gets most of this stuff right. Hopefully all the mechanics that I just mentioned are still in the game by the time you're reading this, and they haven't been stripped out by Tiburon in order to make room for some new gimmicky feature...

A Madden user can make many of the same reads that a real NFL quarterback would. The game will even highlight the key reads before the snap on certain plays to remind the user how to execute the selected play. Good stuff. I don't have many complaints here. Defenses can even disguise coverages, can fake blitzes, and use other similar tactics to try to fool the human user and force a bad read. Again, good stuff. The problems begin when a CPU QB steps on the field, and only get worse when the ball is snapped.

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Wednesday, July 1, 2020 12:01 AM

"Contact" link not working

in General by MegaBearsFan

Hi readers,

It has been brought to my attention that the "Contact page is not working properly, and I am not receiving emails sent through that page. I migrated the blog over to a new hosting server a couple years ago, so the problem may have begun then -- even though I tested it, and it worked at the time. I'm not sure. If you've tried using the "Contact" page to send me an email in the past year or two, I did not receive the message. I was not ignoring you, and I hope you do not take it personally.

I'm going to investigate this issue when I have the time and hopefully fix it soon. I apologize for the inconvenience.

In the meantime, if you need to get a hold of me, I recommend that you do one of the following:

UPDATE I've tried testing the Contact page, and it seems to work sometimes. Some emails go through; others do not. I have yet to be able to determine why that is the case. Emails from actual readers have not been received, but I have a spam box loaded with advertisements and solicitations from French companies. I'll continue investigating as time permits, and will update my readers once I have the Contact page working reliably. In the meantime, I encourage you to continue posting comments, or use the contact methods listed above.

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Tags:, , , ,

This series of blog post will also presented as a video essay on YouTube.

My first foray into long-form video analysis was a cathartic, hour-long, breakdown of how EA and Tiburon's design philosophy causes its Madden NFL video game series to feel disappointing and stagnant. That video was mostly about how EA's insistance on releasing the game annually forces them to come up with gimmicky features that they can plaster on the back of the box and on marketing material to try to re-sell the game every year, while neglecting the core problems and bugs that are the real thing holding the game back.

The fact that Ultimate Team is the biggest money-maker, and the impetus of the game's design efforts certainly doesn't help. You'd think that wanting to have a competitive, e-sport-level product would lead to the developers (and the competitive players) emphasizing and demanding solid, robust gameplay. Apparently not.

I will discuss how and why things are done in real football.

I'm starting up a new series of blog posts and video essays dissecting the failures of the Madden NFL video games' ability to simulate the sport of football. I'll start by talking about how and why something is done in real football (with an emphasis on NFL football). Then I'll dissect the ways in which modern Madden games (that is any Madden since 2008) completely fails to model that respective aspect of football. If relevant, I'll even address the silly ways that EA and Tiburon have tried to cover up the problems with band-aid solutions. Lastly, I'll even propose my own suggestions for how EA could potentially resolve the issues I'm going to bring up. So there will be some constructive criticism to go along with the complaining.

Before I begin the critique, I want to say that I'm not making this content simply to shit all over Madden or EA for the sake of shitting all over Madden or EA. Not that they don't deserve it. I'm doing this because I love football, and I love football video gaming, and I want our football video games to be better -- whether those games come from EA, 2K, or any other developer. I've also written reviews and done video breakdowns of the successes and failures of the indie football games in 2019, but I'm not going to go into the same level of nit-picking with those, since they are from studios that are severely limited by a low budget and lack of manpower. Madden, on the other hand, is developed by a corporate conglomerate with 30 years of experience making sports video games, hundreds of millions of dollars to throw around, and has a staff of hundreds of people working on it, almost a hundred of which are programmers. Bottom line is that EA has lots of money and the resources, and they have the exclusive rights to the NFL at least through 2026 (and used to have the exclusive rights to NCAA football as well). EA could make the definitive football video game. They just choose not to.

EA Sports logo NFL

Besides, almost everything I'm going to say in this series will likely apply to indie games as well. Those indie games have been getting consistently better, so there's a chance they might get more of this stuff right before Madden manages to. So I'm going to be directing most of my criticism towards EA's multi-million-dollar Madden series because I expect Madden to be able to do these things right.

...

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Friday, January 17, 2020 11:15 PM

A dislocated shoulder wont stop me!

in Health and Medicine by MegaBearsFan

Snowboarding is a dangerous sport. A couple years ago, I almost broke my neck in a fall. I fell face-first so hard that my goggles were crushed. I was lucky to have escaped that fall with only a bloody nose, broken goggles, and maybe a very mild concussion. That incident inspired me to buy a helmet -- something my partner had been telling me to do for years.

I once face-planted so hard, I crushed my goggles.

My luck ran out a week ago, and I finally suffered a serious injury. Thankfully, it wasn't a broken neck. I dislocated my right shoulder.

I wish that I could say that I dislocated it while trying to do a jump flip or grinding a rail. I'm not nearly that good of a snowboarder. Despite having been doing this for years, I still struggle with simple things like turning and carving. But that wasn't even how I fell. Nope. I fell and dislocated my shoulder while getting off the lift. Worse yet, it was the lift on the bunny hill.

Now, in my defense, that lift chair is really low to the ground, and it isn't easy to stand up off of it. We were riding with our kid, who was skiing on her own, without an instructor, for the first time. I was using my arm to push myself off the chair. I slipped, and the board started to slide out from under me. Instead of falling back onto the chair, I fell on the ground in front of the chair. But my arm was still on the chair.

My partner had to drive me down the mountain to the hospital, where the doctor had me "re-introduce" my shoulder on my own -- no pain-killers.

I dislocated my shoulder while snowboarding. It was quite painful.

So now my arm is in a sling. It doesn't hurt (other than a little soreness and swelling), but I'm not supposed to move the arm much because of the risk that it might fall back out of socket. I'll be seeing an orthopedic specialist in a few days to determine how bad the damage is, if it's healing correctly, and what the recovery will entail. I'm expecting at least several weeks of healing in this sling, and probably some physical therapy to restore strength and range of motion. I really hope that I don't end up needing surgery.

...

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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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