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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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!

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NCAA Football

I recently wrote about the ongoing lawsuit between Ed O'Bannon and the NCAA regarding player likenesses for college athletes (and compensation for college athletes in general). While it seems unlikely that any college football games will be made using the NCAA license while this lawsuit remains unresolved in appeal limbo, it does seem inevitable to me that EA will eventually start making these games again. Hopefully, it will come with the ability to include real player likenesses, but that is likely to depend on the outcome of any appeals and the willingness of the NCAA to include real player likenesses in games. Video game sales seems far too lucrative an exploit for the NCAA to pass up, so I highly doubt that they'd simply refuse to grant their license.

Operating under the assumption that EA will go back to making NCAA Football games within the next few years (hopefully as early as NCAA Football 18), I'd like to start talking about the kinds of things that I'd like to see in such games.

NCAA Football 14 -
It's been three years without a college football game. It doesn't look like we'll be getting one for 2016 either.
But hopefully a new entry in the series is only a year or two away...

Legacy features that must return!

I don't expect all the old features to return, and even the ones that do return might not be the same as in the older games. But here's the things that I think the game should absolutely have in some form or another (hopefully similar to previous games):

  • In-season recruiting in dynasty
  • Redshirt players
  • Export draft class to Madden
  • Conference re-alignments
  • EA Locker: Roster sharing & Team Builder
  • Custom stadium sounds
  • "Toughest places to play"

Roster-sharing might seem unnecessary if the result of the lawsuits means that EA can actually license the rights to player likenesses. But it's unclear how that would work. There is no college football labor union (equivalent of the NFL Players' Association) that I'm aware of, so either the NCAA would have the rights to license all of its players as a collective, or it would be the responsibility of the game-maker to individually license each and every player. Hopefully, it's the former. But if it's the latter, that leaves open the possibility of individual players refusing to grant rights to their likenesses, which means they won't be included in the game. Would EA simply remove them from the roster? Or replace them with some generic player? Or go back to using "QB #10" as that player's name? Worse yet, would the game-maker even bother to approach all the athletes, or would they just settle for the key players from elite schools?

In any case, college football rosters are often in flux right up to the start of the season, and many teams need a few games before they settle on a final depth chart. So the ability to share roster updates means that the user base can keep the rosters up to date if EA uses outdated rosters.

Hand-me-downs from Madden

Madden is now a few years ahead of NCAA Football, and the past few years have actually seen a decent improvement in the quality and depth of the game. Of course, I'd like to see a lot of features from recent Madden games also get imported into any future NCAA Football games:

  • Tackling / physics engine
  • Improved running, receiving, QB throw-placement, and defensive play
  • Player experience and confidence (needs to be much more volatile though)
  • Skills Trainer, augmented with college concepts such as the option
  • Stadium upgrades and renovation

Just please, for goodness sake, don't force another Ultimate Team gimmick down our throats!...

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A few months ago, I wrote a blog piece about suggestions to expand Madden 16's feature set to make the game a deeper, more realistic depiction of the management of an NFL team. This year's Madden game has proven to be a much better game than the previous few years, and I actually have found myself playing it well into the new year. As such, I've also been coming across new, nagging annoyances, and new ideas for features and enhancements. Most notably, I finally got to play through a complete off-season, and I have several ideas for how offseason can be improved in future years of Madden.

So I've decided to write a follow-up piece with more suggestions for future games. This article will focus on off-season activities. In order to keep things clean and concise, I've also made a few changes to the original post as well. I wanted to keep specific topics grouped together. There's also less to talk about in this new post, so I've moved the "Little Things" section from the original post into this article in order to shorten the original post and pad this one out to about the same length. I've also made some small revisions and clarifications in the original post, so I highly recommend re-visiting that post to see the changes.

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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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