Last year (around this same time, in fact), we football video game fans were given the bombshell news that EA's exclusive contract with the NFL wasn't quite as exclusive as we thought. That contract apparently only covered "simulation" football games (which makes me wonder how or why EA has the license to begin with, since they sure as heck haven't been making a simulation football game since at least 2011). Other companies were apparently free to purchase an NFL license for "non-simulation" football games, and last year 2K announced that they would, in fact, begin production on one (or more) NFL-licensed arcade games. It wasn't the triumphant return of ESPN NFL 2k that we had been waiting 17 years for, but we'll take it!

EA is [finally] returning to college football games!

Well yesterday, we got another bombshell announcement. EA will be producing a college football video game. Currently, EA does not have the NCAA license or the rights to player likenesses, so the game is to be titled "EA Sports College Football", instead of continuing with the NCAA Football moniker of past. However, EA does have the rights to "over one hundred" schools. There's 130 teams in the Division I Football Bowl Subdivision, so a team count of over 100 implies that most, if not all, D-I FBS schools will be present, with their respective logos, uniforms, stadiums, and so forth. My understanding is that EA also does not have the rights to the conference names, so in addition to making up randomized rosters, they will also have to make fake conferences for the schools. I haven't seen anything yet that clarifies whether EA will have rights to bowl games or the College Football Playoffs and Championship. But this game is still 2 or 3 years out from releasing, so a lot can change in the meantime!

EA could bypass the NCAA and secure the rights to player likenesses, but they've opted not to do so. It's a shame, but I do understand that without a single players' union (like the NFL Player's Association for the pros), securing the rights to hundreds or thousands of player names and likenesses individually would be a huge logistical and legal nightmare. I would also have to assume that if EA is not pursuing player likeness rights, then they probably won't include the easy roster customization and sharing features of NCAA 13 and 14, as that would likely land them in the same exact legal troubles that caused the series to get canceled in the first place. I would prefer if EA could use player likenesses and pay the athletes royalties from game sales, especially since that would stick it to the NCAA, which for so long denied college athletes the ability to get paid while simultaneously cashing in on those same athlete's names and performances. Since it didn't license its brand, the NCAA will not be getting any money from this game (as of the time of this writing).

Team and player customization is what caused the cancelation of NCAA Football to begin with,
so I doubt that such features would return in EA Sports College Football.

EA Sports College Football will not be releasing in 2021. A 2022 release is possible, but unlikely. So we'll probably have to wait until the fall of 2023 to see what EA will be offering up for this game, and if it will live up to the standard set by NCAA Football 13 and NCAA Football 14. The fact that the game will not have the NCAA license, conferences, or team names will likely put the new game at an immediate disadvantage, since it won't have those real-world images and names to lean on.

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Madden NFL 21 - title

In the past 2 years, EA has added 2 new arcade modes (Superstar KO, and now The Yard), on top of the existing [pay-to-win] arcade mode that has been in the game for a decade (Ultimate Team), and they've experimented with 2 new single-player career modes, but they refuse to make any substantial upgrades or improvements to the core Franchise mode. And they have the nerve to call this a "simulation" football game? And no, I do not consider Face of the Franchise to be a "Franchise Mode", no matter how EA may want to brand it.

Look, if Madden already had a deep, robust, and engaging Franchise Mode on par with the breadth and quality of the mode from 10-20 years ago, then I'd be perfectly fine with the team branching out and experimenting with new game modes. If the Franchise Mode were already so complete and robust that both EA's devs and the fan community were struggling to think of things to add or change, then all these other modes would feel more warranted. But that isn't the case. Franchise mode has been a half-baked, bug-riddled, experience since at least Madden 13. And the wishlists from consumers have plenty of ideas for EA to implement, ranging from hiring coordinators and assistant coaches, to off-season training camps, to position battles, to contract restructuring, to a more meaningful preseason and in-season scouting, and even relatively mundane and simple things like a weather forecast or a U.I. that shows us our player and team goals when we're actually in a match. Year after year, EA and Tiburon tell us that they "hear us" and are committed to improving Franchise Mode. But year after year, we get a "new feature" list that reads like an October patch log for last year's game.

Tiburon did not add anything to Franchise mode, but we got a whole other arcade mode.

In this regard, Madden 21 is the worst offender yet, because there is absolutely nothing new in the Franchise mode at the game's launch. We had to wait until October before EA even acknowledged that Franchise Mode exists in Madden 21, and for them to promise updates.

To be fair, The Yard isn't all that bad

Even though I'm frustrated to see yet another arcade mode that feels nothing like actual football (to the total exclusion of any Franchise mode updates), I have to admit that I'm more likely to play (and maybe even enjoy) The Yard more than Ultimate Team. The Yard is basically a modernized, but less-developed, version of EA's old NFL Street games. Despite still being a micro-transaction-fueled online-multiplayer-focused arcade mode, the fact that it is not built on a pay-to-win gambling architecture makes The Yard feel less cynically manipulative. It feels less like a brazen, anti-consumer scam, and more like a genuine attempt to make a fun game first, then stick an optional micro-transaction economy on top of it. It's still bad, and cynical, and exploitative (especially in the wake of Star Wars Squadrons, which was also published by EA, but had no micro-transactions at all), but it's less bad, less cynical, and less exploitative than the efforts EA has made in the past.

Can someone please double-check my math? Does this one uniform really cost $20?!

That being said, the cost of these purely cosmetic accessories is downright absurd. EA seems to think that a virtual helmet is somehow worth twenty dollars! Did somebody on the U.I. team fuck up and accidentally shift a decimal two places for these micro-transaction costs? 20 cents? Maybe. But 20 dollars? Are you fucking kidding me, EA?! $20 is what I expect to pay for an entire expansion pack, not for a single cosmetic novelty item.

The cynic in me believes that this exorbitant cost is a deliberate attempt by EA at sabotaging their own micro-transaction store. Maybe they think that if they jack up the prices ridiculously high for these cosmetics, nobody will be willing to pay for them. They could then go back to focusing on gambling and pay-to-win loot boxes and blame the consumers, "well we offered cosmetic-only micro-transactions, but you didn't want to buy them. Clearly the market prefers randomized 'surprise mechanics'."

I lost a game by 1 point because the scoreboard became unreadable,
and I didn't know if I should go for 1, 2, or 3 pt conversion.

My first impressions of The Yard were further hampered by several significant bugs. The most egregious was several instances in which the scoreboard overlay graphics became corrupted, and I couldn't read the score. With the weird scoring rules of The Yard, it's much harder to remember and track the current score in my head. In one of these occurrences, I scored a touchdown in my final drive, but was unsure of whether to go for 1, 2, or 3 because I couldn't remember exactly how far I was down. I went for 3 and failed to convert, only to lose by 1.

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Star Wars Squadrons - title

I don't think it will be controversial to say that the best part of EA's 2017 Star Wars Battlefront II was the multiplayer space dogfighting. It made me yearn for a good Star Wars flight sim in the vein of the old X-Wing and TIE Fighter PC classics. But in this age of big-budget, micro-transaction-fueled, multiplayer-focused, spectacle shooters, I wasn't going to hold my breath for EA (the exclusive rights-holder to Star Wars games) to deliver any time soon, especially after a planned remake from LucasArts was canceled back in 2009.

So it came as a surprise to see Star Wars: Squadrons. Yes, it's an online game with a competitive multiplayer focus, so no divergence from modern norms there. But it's also a $40, "middle-shelf" game built on a lower budget than the usual AAA blockbuster that EA produces. That lower budget and pricetag seems to have liberated developer Motive from much of the corporate burden of expectations associated with a larger-scale, more expensive product. Squadrons takes a few risks by raising the expectations and barrier of entry for players, and it doesn't stoop to offsetting its lower pricetag by incorporating a micro-transaction economy (at least not yet).

A flight-sim light

Much like the Ace Combat series, Star Wars: Squadrons hits a good, comfortable middle-ground between an arcade dogfighter and a flight-sim. Squadrons even errs a bit closer to sim in some regards via its power-allocation and sub-system-management mechanics. It is also much more restrictive about the use of special weapons. While Ace Combat allows players to coast along by shooting down almost every enemy plane with your stockpile of 60 or 70 missiles (despite flying a plane that only has between 2 and 6 missles strapped to its undercarriage), Squadrons focuses much more heavily on the use of the fighters' primary laser cannons.

Squadrons locks the player into a cockpit view.

Players are even locked into a cockpit view with limited HUD elements, forcing players to rely on the cockpit instruments. This game makes me wish I had a good PS4-compatible flight stick. The only flight stick I own is an old PC one, which I had to jury-rig to work with Ace Combat 7 on Steam.

No, it isn't as as involved as the classic X-Wing and TIE Fighter PC flight sims, but it's a significant step up from the N64 Rogue Squadron game and its sequel.

Motive has redeemed itself from the awful
single-player campaign of Battlefront II.

A more serious effort

Squadrons shows a lot of signs of learning from the failures of Battlefront II. In fact, I was surprised to find out that Motive was not the studio that developed Battlefront II's space dogfighting. That duty was handled by Criterion Studios. Motive was, in fact, the studio behind Battlefront II awful single-player campaign.

This time, Motive seems to have put some actual thought and effort behind Squadrons' campaign, its story, and its characters. Almost as if this is a project that the studio actually wanted to do, rather than being a project that was imposed upon them by a greedy publisher who just wants a token single-player mode in a game that is actually designed to scam money out of people with pay-to-win online multiplayer.

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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.

The companion isn't the sole focus of the narrative this time around.

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.

[More]
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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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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With EA Sports College Football in the mix, we'll have a full slate of football video games in 2022/2023!With EA Sports College Football in the mix, we'll have a full slate of football video games in 2022/2023!02/03/2021 Last year (around this same time, in fact), we football video game fans were given the bombshell news that EA's exclusive contract with the NFL wasn't quite as exclusive as we thought. That contract apparently only covered "simulation" football games (which makes me wonder how or why EA has the license to begin with, since they...

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The gift of Civilization IVThe gift of Civilization IV03/30/2011 Samurai, I choose you! A friend of mine called me up just a few minutes ago to ask me for advice on how to set up his first game of Civilization IV and what civ to pick in his first game. He's going with Japan. Because "Samurai sound cool". Yes they do. Yes they are.

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