Before I begin this essay, I would like to invite my readers to become supporters through Patreon and be able to vote in a poll to decide the next topic in this series. I have several broad outlines for topics, but no actual draft yet. So I'm asking my Patrons to decide which of those topics I should cover. The poll closes at the end of October, at which time, I expect to start work on the draft for the next topic.
I'd like to take this moment real quick to sincerely thank my current Patrons. Your support really helps, to by offsetting the maintenance of this site, and the cost of software licensing that I use to create content for this site and my YouTube channel.
I also want to provide a short disclaimer that the original video was posted before I had a chance to play any of Madden 23. I have since played several matches in Madden 23, and can confirm that none of the problems discussed in this video have been fixed or addressed. In fact, issues with fumbled footballs teleporting into the hands of the recovering player seem to have gotten worse in the newer game. In just a handful of matches, I've already seen multiple examples of the football teleporting through the bodies of prone players and into the hand of a recovering player who is a full yard or two away from the football. It's bad.
Anyway, onto the actual topic!
This essay is also available in video format on YouTube.
The previous topic was about Longsnapping, and included proposals for adding both ratings-based and skill-based botched snaps into the game. Botching a snap might lead to a bad kick, or a kick being blocked, or the snap sailing over the head of the holder or punter for a fumble. But even though I want botched snaps to be represented in the game, there is one caveat. One of the biggest and most long-standing A.I. and animation problems with Madden is its lose-ball scenarios, and putting bad snaps into the game might not be a good idea unless Tiburon and EA also address this long-standing problem.
But hey, Madden already has muffed punt returns, onside kicks, strip sacks, and just regular old fumbles in the game already, so once again I ask: why are all these other things in the game, but botched snaps are a bridge too far?
Anyway, some of the issues with the pass rush that I mentioned in the Pass Rush essay would also be alleviated by better loose-ball logic. The excessive strip sacks of Madden 17 and Madden 21 might not have been such a big problem if the players were smarter about recovering their own fumbles, and if scooping and scoring weren't so easy for defenders. But I'm getting ahead of myself. Let's now look at how Madden fails to model fumbles, fumble recoveries, onside kicks, and other loose-ball situations.
Photo credit: Sports Illustraded
Adding botched snaps to the game would exacerbate existing issues with fumbles and fumble recoveries.
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Tags:Madden, Madden NFL, Madden NFL 21, Madden NFL 22, EA, EA Sports, Electronic Arts, Tiburon, football, simulation, sports, fumble, fight for the fumble, onside kick, All Pro Football 2k8
I came across an interesting new phishing scam in my personal inbox earlier this week. The scam came in the form of an email from ... paypal.com ... ?
Yep, that's right! I received an invoice from service@paypal.com requesting that I pay a sum of $600 for a gift card for someone who I have never heard of.
This caught me off guard at first. Obviously, I hadn't bought a $600 gift card for a complete stranger, so I suspected phishing right out of the gate. But for a phishing attack like this, I would normally expect the email to come from some random email made up of alphabet soup and coming from a clearly illegitimate domain, and for all the links in the email to refer to similarly illegitimate addresses. But that wasn't the case. The email came from PayPal, and all the buttons and links referred to pages in the PayPal domain. This email looked like a legitimate invoice from PayPal.
I received this email invoice from service@paypal.com, and all the links go to pages in the PayPal domain.
Turns out, it is a legitimate invoice from PayPal! Well, sort of. It is "Legitimate" in the sense that it actually came from PayPal. It is not "legitimate" in the sense that I did not actually buy the thing, nor did I actually owe the money.
After doing a bit of research, I found that this particular scam has been happening since at least 2020, but has been gaining popularity in the past couple months. Basically, the scammers take advantage of a legitimate feature of PayPal, which is the ability for any PayPal user to send an invoice for payment to any other PayPal user. The invoice is, thus, very real. In fact, if the target logs into your actual PayPal account, you might see the invoice there as well, which grants an extra illusion of authenticity to the scam, and might scare people into thinking that they actually owe the money (especially if the email threatens penalties for not paying immediately). [More]
Prey © 20th Century Studios.
I really did not want to watch this movie. But my partner wanted to watch, so we put it on, and I watched. I'm just so burnt out of all the constant sequels, prequels, reboots, and remakes of 30 and 40-year old nostalgia franchises -- not to mention the impending proliferation of nostalgia reboots of 20-year old franchises from the early 2000's. The endless onslaught of terrible Alien, Terminator, and Predator movies has just been exhausting. At least when older movie IPs like Friday The 13th or Nightmare On Elm Street were making more sequels than one can count on a single hand, the producers knew that those movies were B-grade schlock, and treated them as such. Now, these studios think that releasing a new Predator movie every few years should be treated with the same anticipation and reverence as the release of The Phantom Menace, as if it's all some huge, monumental deal that deserves all of our attention. And much like The Phantom Menace, it always seems to turn out to be incoherent garbage.
So imagine my surprise when Prey actually turned out to be good.
The structure is similar to the original Predator movie. A group of warriors goes out into the jungle to hunt an enemy, only to be systematically hunted and killed from the shadows by the Predator. Except this time, instead of being a bunch of beefy, roided-out macho marines with machine guns, our heroes are 18th-century Comanche with bows and arrows and tomahawks.
Despite trying to follow the outline of the original Predator, Prey doesn't work particularly well as a horror movie. The aforementioned glut of Predator and Alien vs Predator movies has completely desensitized people like me to being able to see either the predator or xenomorph as a frightening movie monster. At this point, they are both borderline jokes. [More]
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. [More]
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Tags:NCAA Football, NCAA Football 13, NCAA Football 14, EA Sports College Football, EA Sports, Tiburon, dynasty, recruiting, ultimate team, loot boxes, gambling, women, gender equality, Sarah Fuller, Katie Hnida, Tonya Butler, Ashley Martin, Liz Heaston, Tony Harris, college football hall of fame, coach, Heather Marini, Katie Sowers, Lori Locust, Jennifer King, sexual harassment, sexual assault
If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations are that the first in this new line of college football games won't release until at least July of 2023, so we still have a a year or more before we'll be playing a new college football game on our home consoles. Sadly might not even have Maximum Football to fill that niche void anymore, since it's unclear of its new developer, Modus Games, will retain the college Dynasty Mode, or if it will be as good. Hopefully they do, and hopefully it's better.
With EA Sports' return to college football now imminent, I feel it's important to take a look at one of the most beloved features in EA's old NCAA Football games, and examine why that feature worked so well, why it absolutely must return, where it may have faltered, and how EA could potentially even improve it.
This essay is also available in video format on YouTube.
It's kind of funny seeing how EA's NCAA Football series has been elevated onto a pedestal since its cancellation in 2013. Contemporary reviews and user scores were often mixed or negative, and aligned very closely with Madden's reception at the time. Yet now, NCAA Football 14 is often held up as one of the best sports games ever, and definitely one of the best football games ever. Are we looking back with rose-tinted glasses? Or was NCAA Football always an under-appreciated gem? I think the true answer is a little bit of both, and we'll explore why in the coming discussion. In any case, the NCAA Football games seemed to enjoy a more cult-like status compared to Madden, with its loyal fanbase often insisting that the college game was better than its more mainstream big brother.
Being the smaller cousin of Madden, I think the developers of NCAA Football had a little bit of a longer leash. Lower sales expectations might have lead to less overhead from both the NCAA and from EA itself, which gave the studio a bit more leeway to experiment with new and novel ideas (some of which worked, and some of it didn't). The studio also benefitted from technological hand-me-downs from big brother Madden's development process, which may have freed up more resources for building supporting features, rather than having to spend as much time on the underlying game engine. By the time of the game's cancelation, it had been receiving yearly engine, A.I., and graphics upgrades that had been developed by the Madden team. Robust customization features such as TeamBuilder and Stadium Sounds allowed for a great deal of personalization that helped to connect the user more to their game. Trophies from rivalry games, bowls, and conference championships provided challenges and collectibles that encouraged users to play the game with other teams in both Play Now and Dynasty modes. The college atmosphere and more diverse playbooks provided pageantry and energy on the field that Madden largely lacked. And the list goes on...
Hand-me-down gameplay from Madden, and lower expectations from EA
may have allowed the NCAA Football team more freedom to experiment with fun new features.
In fact, things have kind of come full circle, with Madden 22 now stealing features from NCAA 14! [More]
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