Madden NFL - title

But before I get started, I want to take a moment to acknowledge that EA has actually partially addressed some of the issues that I've discussed in a previous installment of this essay series. Specifically, Madden 24, Madden 25, and College Football 25 have substantially improved player logic in loose-ball situations. Since I published the 5th essay, about loose-ball situations, EA has added a number of new animations of players diving or falling onto fumbled footballs. This has mitigated some of the frustrations that I expressed in that essay. Scooping-and-scoring does not happen nearly as often, and players are now also able to recover their own fumbles.

There are still problems with fumbles and loose ball logic, so I won't be rescinding the entire essay. Many of the criticisms are still valid. Most notably, fumble recovery animations often appear pre-determined and break the laws of physics and human anatomy. Awareness during loose-ball situations is also still hit-or-miss.

Nevertheless, EA did actually improve this area of the game, and I want to acknowledge that. As I've said before, I don't make this content simply to shit all over Madden and EA for the sake of it. I make this content because I love football, I love football video games, and I want EA to give us a better product. All my criticism is intended as constructive criticism that I hope is taken in good faith by anyone who watches. As such, I always want to give credit where credit is due.

This full essay is available in video format on YouTube.

In any case, I previously started talking about off-field strategy and team-building. Now, I want to talk more about what to do with that talent once they have been scouted, drafted, and evaluated. Today I'll be talking about another one of Franchise Mode's most glaring high-level flaws. It's finally time to talk about how Madden handles (or fails to handle) gameplanning and preparation.

At a very high level, Madden focuses its game strategy almost exclusively on what you like to do! Not off of what the opponent likes to do, nor even off of what you team is built to do. This is not really representative of how real NFL teams prepare for games. In real football, teams do not generally take their entire playbook into any given game. They install, tweak, and practice a different subsets of specific plays each week, based on what they think will work best about their upcoming opponent.

However, modifying your playbook for a given opponent has just never been a part of Madden. This is especially frustrating, because the game has a mechanism for doing this. There is a Custom Playbook and Gameplanning editor that was introduced in Madden 11, and which is still in the game after all these years. While Madden games from over a decade ago did encourage users to use this feature to customize your play-calling to your personal preferences, newer games have pushed this feature more and more into the background, in favor of EA pushing updates to the pre-set playbooks, based on the play calls from real-life teams as the real-life NFL season progresses.

This seems good on paper. Why wouldn't we want realistic playbooks based on the plays that real coaches are calling this season? Don't we want those plays and play-calling frequencies to change to more closely reflect how those coaches call plays in real life? After all, that more closely reflects how the real NFL season is unfolding, right? Sure. Those are great things for Play Now pick-up games and Ultimate Team matchups against randos. But it's not exactly ideal for playing in a simulation Franchise Mode, in which the user is ostensibly taking on the role of a head coach or general manager over the course of multiple seasons, and in which coaching decisions should be based on the events and situations within the Franchise Mode, and not on how things are happening in real-life. And that is where Madden's Franchise Mode falters.

Madden 11 introduced a gameplan editor along with its playbook editor 15 years ago.
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Madden NFL 24 - title

Last year, I gave Madden 23 a scolding initial review due to an excess of bugs and A.I. problems, including the broken Interception A.I. slider that resulted in every QB getting picked off 5 times a game. However, after a couple months, many of the most egregious issues with the game had been fixed by EA, and I came to realize that I was still playing the game long after I have usually given up on it in previous years. And dare I say, I might even have been kinda sorta liking it.

In particular, I praised the game for actually taking critical feedback of previous years' games to heart and iterating and improving on old ideas that hadn't quite worked out. Targeted passing, tackle battle, throw-out-of-sack animations, and in-season college scouting were all mechanics that were introduced in recent years, but which weren't well-received in their debut games. Instead of completely abandoning those features, EA actually seems to have looked at the criticisms, re-examined those mechanics at fundamental levels, and improved them such that they all are both better-playing game mechanics, and also more closely model the sport of football. Further, the new motivations and tags feature managed to add a tiny degree of humanity to the player rosters, making the players feel slightly more like actual people with their own wants and desires, and less like simple commodities to be bought, sold, and traded by the old, rich, white men who run the NFL.

It seemed like EA and Tiburon were finally putting a degree of thought and effort into the game.

I eventually started to come around to kinda sorta liking Madden 23.

So if Madden 23 ended up being moderately successful at iterating on older ideas and actually making them work better, without really introducing a whole lot that was genuinely new, then I was open to the idea of Madden 24 potentially doing the same thing. If there's not very much new, but the stuff that is old just works better, then I might actually be willing to give Madden 24 a fairly positive review. And this seems to be the approach that EA and Tiburon took with Madden 24 ... except that it doesn't work better.

A patch for last year's game?

Almost everything new to Madden 24's gameplay takes the form of subtle, barely-noticeable upgrades to the "Fieldsense" and tackle physics mechanics introduced in last year's game. In Franchise, there are a few tweaks to free agency and trade mechanics, and coaching skill trees have been expanded. That's pretty much it!

This is little more than a $70 patch for Madden 23.

And ... OK ... that could be fine. I've long asked for EA and Tiburon to take a few years to rebuild Madden's fundamentals, instead of shoe-horning in new features that further complicate the mechanics and code base. If that results in a much better football game at fundamental levels, then it would be worth it. But this isn't better fundamental football. It's incremental, barely-noticeable upgrades over last year's game.

Supposedly, blockers are supposed to be smarter at picking who to block. Defenders are supposed to be able break on short routes, and supposedly can't make blind interceptions anymore. There's supposed to be new fumble recovery animations. The biggest supposed change is that defenses are supposed to be able to adjust better to the user's play-calling. But I just don't see much -- if any -- difference in any of these areas.

It's the same wonky physics that can be completely canceled if the game choses an incompatible animation, or which allows the ball to magnetically attach to players' hands.

It's the same play-calling logic that is overly-reliant on passing the ball 20+ yards down the field.

It's the same blocking and defensive logic that can be easily exploited with money plays or hot routes, and which never learns or adjusts to what the user is doing.

CPU QBs still run around and take massive sacks.

It's the same cheating, rubber-band A.I. that inflates scores and stats, and which isn't properly balanced for full-length, 15-minute quarters.

It's the same idiotic team-building logic that causes CPU-controlled teams to release their MVP franchise QB and then use up even more cap space to sign 5 over-paid, mediocre replacements.

It's full of the same stupid shit like quarterbacks dropping deeper into the pocket and taking 15 yard sacks against blitzes, defenses being completely incapable of defending inside-breaking routes, linemen being unable to block outside running plays, and all the same stuff that has been frustrating gamers for years.

And every one of those things listed above is something that was supposed to have been improved in this year's game. But I don't notice much -- if any -- difference.

In fact, about the only things that I notice that seem different about the on-field action is that there are now referees on the field again. And hey! One of the refs in each game is even a woman! So there's finally some tiny amount of gender representation in Madden. And the other change that I've noticed is that players like to push and shove each other around a lot more after plays, but the new refs never bother throwing flags for personal fouls.

Referees are back on the field, and there's even a few variations of women referees.

Oh, and I guess running quarterbacks are better at holding onto the football. So I'm a lot more secure in running designed QB runs, options, and bootleg scrambles with the likes of Lamar Jackson or Justin Fields. So that's something, I guess...

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Cities Skylines: World Tour - title

After a couple years of rumors, Colossal Order has finally officially announced a sequel to Cities: Skylines. I would have thought that this would mean the end of new content for the first Cities: Skylines. But instead, we've seen a deluge of new content from the studio. I already reviewed the Plazas & Promenades expansion from last fall, but that expansion was followed by a "World Tour" of new content.

Most of this content comes in the form of "content creator packs", which are assets that were originally created by modders, but which Paradox and Colossal Order have bought and are selling in packs (and giving full credit to the creators, and presumably a cut of the sales). It's nice to see some big-name modders getting this formal recognition in the game, and an opportunity to profit a little bit from their hard work.

But there has also been some first-party content in the form of a mini-expansion called Financial Districts. This DLC adds a stock exchange, banks, and the ability to invest city funds into an in-game stock market. There is also another full expansion called Hotels & Retreats, but I'll be reviewing that separately.

Colossal Order is releasing one final barrage of DLC and mini-expansions before releasing a full sequel.

Insider trading

I'm going to start with the Financial Districts DLC, since it's the only content in this review that is actually first-party content created by Colossal Order, and it's the only of these DLCs that actually has any new rules and mechanics associated with it. The rest are all just collections of assets. Financial Districts isn't a full expansion. It's more in-line with previous DLC like the Match Day or Concerts DLC, in that it adds only one very specific thing, and a couple new mechanics.

This expansion adds a new type of office specialization: the titular Financial Districts. This district creates tall skyscrapers which belong to banking and investment firms. These buildings also generate increased tax revenue if near one of the expansion's ploppable buildings, the Stock Market. Combined with the "Tax Increase for Offices" policy, these districts can be incredibly profitable for the city.

Financial districts include tall office buildings for banks, investment firms, and the like.

As for the Stock Market itself, it allows the city to invest in a variety of fictional stocks for companies that supposedly exist in the city. Different stocks unlock based on the level of the Stock Market or based on certain criteria within the city (such as having enough of a certain type of building. The Stock Market is basically a cheat device for earning more money for your city. The performance of the various stocks all depend on factors within the city that the player has a degree of control over. For example, the player could bulldoze all your hospitals, let the healthcare stock crash, buy a bunch of it, then re-build those hospitals, and sell the stock after it shoots up. You can then also bulldoze the hospitals again and repeat the process until you have as much money as you want. The player can also affect the value of various stocks by simply increasing or decreasing the relevant budget sliders.

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Madden NFL - title

I'm going to change pace a little bit for this installment of "How Madden Fails To Simulate Football". Previously, I've focused on the rules of the game and on on-field gameplay. This time, I'm going to go off the field and start talking about team-building and coaching strategies, which are key to creating an engaging Franchise Mode experience.

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This is a topic that was voted upon by my Patrons. If you would like to have voting power to influence the content that I create, then I encourage you to support my content creation through Patreon. Patron support helps offsets the cost of the server for my blog, the license for the software that I use to YouTube edit videos, and any research material that I buy.

The COVID years have been hard on a lot of people, and many of my Patrons had to discontinue their support due to financial hardships. I want to take a moment to wish all my former Patrons the best. I hope that 2022 treated you better, and that 2023 will be better yet. I'd also like to thank my current Patrons and those who stuck with me. To all my Patrons -- past, present, and future -- thank you for your support.

Now let's talk football! I'm writing drafted this essay in the month or 2 leading up to the 2023 NFL Draft, so this topic will actually be kind of relevant at the time that it is published.

The full video on YouTube contains additional commentary and examples.

One of the ways that Madden is most different from real life football is that in Madden, the exact skill level of every player in the league is known to everyone all the time. Because of the way that Madden implements player attributes and progression, users don't have to evaluate player talent at all. Ever. In the vast majority of cases, ordering your depth chart is a simple matter of sorting the players by their overall ratings. And if it's not the overall rating, then there's usually a single other attribute rating that determines who starts and who doesn't. It's usually speed. For example, I favor kick and punt returners with speed, and usually put my fastest reserve player as my starting returner, regardless of his overall rating. So yes, there are some edge cases where a user gets to make judgement calls about which player better fits your play style. But for the most part, it's all about that overall rating.

This means that there is no mystery or question about which players are actually good, which players aren't so good, and which players are outright busts. It also means that Madden doesn't have true position battles. One player is objectively better than the other in the vast, overwhelming majority of cases, even if it is just marginally so. It means there's no question whether a free agent or trade will be an upgrade over the players already on your roster. It means that there isn't much value in testing out rookies in the preseason because you already know exactly how good those players are, and whether they are deserving of a starting position or roster spot based on their overall rating.

All of the intrigue and "what ifs" that go into roster movements and decisions in NFL front offices are simply non-existent in Madden because so much of the game is based on these absolute numbers that are completely open and transparent to everybody.

Trubisky vs Pickett
photo credit: Pittsburgh Post Gazette
Dean vs Edwards
photo credit: John Jones / Icon Sportswire
Every year, there are questions about who is the best player in many teams' lineups.

Think of some of the big questions from early in the 2022 season: Is Mitch Trubisky better than the rookie Kenny Pickett? Should Devin Singletary get more carries than James Cook? How about Tony Pollard or Ezekiel Elliot? Should the Packers look to Allen Lazard or Sammy Watkins to replace the lost productivity of Devante Adams? Will Nakobe Dean play well enough as a rookie linebacker for the Eagles, or should they stick with their veteran starter from last year? Is Bailey Zappe better than Mac Jones? Is Trey Lance better than Jimmy Garoppolo?

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Madden NFL 23 - title

I have a confession to make ... a confession that I don't make lightly...

I'm actually kind of enjoying Madden 23.

No, I'm not ready to say that Madden 23 is better than NFL 2k5 or All Pro Football 2k8, or Madden 2006. Nor am I going to say that it currently represents a "good" football simulation. I wrote a scathing review back in September, and I stand by that review. Especially as a time capsule of the messy state of the game at release. Don't worry, I'm not about to become a Madden apologist or fanboy, and my criticisms of the series (such as my video series "How Madden Fails At Simulating Football") will continue into the foreseeable future.

Madden 23's biggest issue at launch was the broken "Interception" A.I. sliders that caused both CPU and user DBs to make frequent impossible interceptions. This one bug completely defeated the entire purpose of the new passing mechanics. It doesn't matter where I place the ball, or how hard I charge the accuracy meter, if a DB can, in a single frame of animation, overcome 5 yards of separation to make a blind swat or interception. It took until October before that was fixed, and the game was made reasonably playable -- which is, frankly, inexcusable.

And beyond the broken Interception sliders, there's still a litany of complaints which have not been fixed, and which I do not expect to see get fixed anytime soon.

But I'm not here to complain about all of these problems -- many of which have been in the game for years now. And I don't blame you if any one of these, or the combination of them, makes Madden 23 dead on arrival for you. I'm not going to try to convince you to give Madden 23 another shot, and I still recommend that if you do buy the game, that you please buy it pre-owned so as to continue to put financial pressure on EA to show consistent improvement. Believe me, there are plenty of people eager to get rid of the game on eBay.

Instead, I want to express my surprise that I'm still playing the game. I want to share some of my observations about the gameplay. And I want to highlight some of the subtle indications that EA and Tiburon might actually be learning from past failures and criticisms of the game -- including criticisms that I, myself have levied against them.

I've posted this as a video on YouTube already, and I'm not going to transcribe the entire video here. I will instead just summarize my thoughts on the game (as of the time of this writing), and will encourage you to watch the full video for a more detailed explanation of how I feel about the present state of Madden NFL 23.

The full video is available on YouTube.
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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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