Every year, I hope that UNLV's football team will show some improvements. That it won't repeat the same mistakes that it's made year after year.

But every year, UNLV finds a way to let an easily winnable game slip away early in the season, setting a tone of disappointment for the entire season. Usually, UNLV at least gets its first game or two against a power conference team and gets to raise an illusion of optimism by playing surprisingly well until they inevitably get overpowered in the fourth quarter.

UNLV vs Howard - Caylin Newton
Cam Newton's little brother, Caylin, thrashed UNLV with his legs in a 43-40 upset.

But this year, the tone-setting upset couldn't even wait past week one. In fact, it couldn't even make it past the first play of the season. UNLV opened its 2017 season by going offsides on the opening kickoff. They went on to play a mistake-filled game that Howard University exploited to a 43-40 victory -- the biggest upset against a point spread in college football history. A $100 bet on Howard to win outright would have won you $55,000.

UNLV lacked discipline, committing multiple procedural penalties that killed drives and put UNLV in a hole early. They lacked energy and couldn't contain freshman quarterback Caylin Newton (Cam Newton's younger brother) who dominated UNLV with his running ability. And UNLV gave up back-breaking fumbles that prevented momentum from swinging back in their favor.

UNLV seemed to have a lot going for them going into this season. UNLV had one of the top running games last season. The defensive line is supposed to be improved. Star receiver Devonte Boyd is back from a severe injury that prematurely ended his 2016 campaign, and he has a hyped up freshman quarterback throwing him the ball.

The offense did show some promise. Rogers and Boyd connected on some big passes, and the running game looked pretty good. They even met their goal of 40 points per game!

UNLV vs Howard - Devonte Boyd
Armani Rogers and Devonte Boyd hooked up for a couple big plays.

The defense, however, looked abysmal. From the start, they showed a frustrating lack of energy. They lost contain, missed open-field tackles, and couldn't get to Caylin Newton in the pocket. From the start of the game, the defense looked like it was tired, as if it had already gone through three quarters of ground-and-pound football. Howard had even recognized that UNLV's greatest weakness is likely to be its secondary and coverage against the deep pass. Howard took a number of shots down the field, but was never able to connect. Kudos to Howard's coaches for identifying that vulnerability and designing a gameplan to exploit it, but they didn't have to exploit UNLV's obvious weakness, because even the supposed strengths of the defense looked rusty and full of holes...

[More]
Patriots win Super Bowl LI in overtime
I hated seeing Belichick, Brady, and the Patriots win the Super Bowl too, but don't blame the rules!

Possibly bitter over the New England Patriot's unprecedented comeback victory in overtime of Super Bowl LI, a CBS Sports blogger is arguing that the NFL should adopt college football overtime rules. The author asserts "[...] the one thing college football does better than the NFL? Overtime, without a doubt.".

I don't want to sound rude, but: no. Absolutely not!

This idea that college football does overtime better than the NFL is a popular opinion that I just flat-out do not agree with, and which I -- quite frankly -- don't particularly understand. The college football overtime rules is something that I despise about that game. For many reasons.

College overtime isn't football

First of all, college overtime is a totally different rule set than the regulation game. The CBS writer claims that "The overtime rules in college football are straight forward." I disagree on that point, as college overtime is full of caveats of its own. After all, if it were so simple, then why would sites like Sports Illustrated and ESPN feel it necessary to feature posts titled "How does college overtime work?"? For example, teams are required to go for two-point conversions starting in the third overtime because the rules-makers realized they needed some way to limit multiple overtimes. It's a more complicated and arbitrary ruleset than the CBS writer gives it credit for, and it's no less complicated than NFL overtime rules which played virtually identically to a regulation game, except that it has a hybrid "sudden death" that allows for the game to continue if the opening possession results in a field goal.

Devin Hester return TD
Special teams stars like Devin Hester are
completely irrelevant in college overtime.

Perhaps most importantly: college rules completely ignore special teams. Have an explosive punt or kick returner like, say Devin Hester? Well, in college football, he never gets to step foot on the field - at least, not as a return man. Same goes for an exceptional punter (like Hall of Fame punter Ray Guy) or a standout kick coverage unit (like perpetually-snubbed gunner Steve Tasker).

Or maybe it's the exact opposite. Maybe your kick coverage unit is a huge liability. In college football overtime, that's a weakness that you don't have to worry about, and that the other team doesn't have the opportunity to exploit.

Either way, they all get to sit on the sidelines and watch because they're arbitrarily no longer part of the game. Special teams is part of football, and should be part of overtime. Whether it's straightforward or not, any overtime rule that neglects special teams is not football....

[More]

Madden NFL - title

Earlier this month, I posted a suggestion for hiding player ratings until the player has played enough games to reveal them. Afterwards, I posted a list of my suggestions for offense, defense, and special teams for Madden 18. That still leaves some other outstanding areas of improvement such as Franchise mode, and I'd like to spend this post focusing there.

Let's start out by going over some of the things that are left over from last year's wishlist:

A lot of these items are related to Franchise, and so keep them in mind as you read through this post. But before I jump into franchise suggestions, let's first look at the issue of the Accelerated clock as it has been implemented in Madden for years:

Accelerated clock, two-minute drill, and CPU timeouts

I've brought this up before, but clock management really needs to be addressed. The accelerated clock should never be disabled! Not in the two-minute drill; not ever. The two minute drill is when it is most important to enforce the accelerated clock because otherwise it completely breaks the two-minute drill. The CPU is particularly bad at exploiting this. I regularly see the CPU go into a huddle and break it within 5 seconds of game clock, which is faster than if they had tried a hurry-up, and which spares them from using a timeout. Human users can exploit this same tactic as well in order to avoid the time it takes to run up to the line. All you have to do is quickly select any pass play then audible or hot route your receivers.

Madden 17 - clock exploits
Breaking a 2-minute drill huddle with 35 seconds on the play clock while
the game clock is running completely breaks the 2-minute drill.

And speaking of CPU timeouts: the CPU should actually use them. There should be some logic in place where if a CPU QB either can't figure out the pre-snap coverage, or he doesn't like the pre-snap coverage, then he should call a timeout to mulligan the play. This should happen if the defense puts eight men in the box when an inside run was called, or if the CPU QB reads press coverage on a wide receiver screen, or other such situations in which the the CPU determines that the player's play is likely to trump their play call. This should be tied to a QB's Awareness and/or Play Recognition rating, and there could maybe also be a small chance that if the QB doesn't make the right read, then the coach can call a timeout instead. CPU defenses should similarly be able to burn a timeout if they read a particularly unfavorable personnel match-up.

Another improvement that could be made to the accelerated clock is to add some variability to it...

[More]

Madden NFL - title

Well, here we are at the end of the NFL season already. Seventeen weeks are in the books, and the 2016/2017 playoffs are in full swing. As we prepare to say goodbye to the 2016 NFL season, it's also time to start looking ahead to the future of the Madden video game series.

I was really happy to see the practice squad and weekly training added to this year's game. I feel that this allows for more realistic development of players over the long term, and it makes the draft feel more worthwhile since you no longer have to cut your late-round draft picks. Despite being a good thing to have, the practice squad feature has some problems.

Madden 17 - practice squad player ratings
Being able to see all of a player's ratings make it trivially easy to poach other team's practice squad players.

For one thing, determining who to start and who to throw on your practice squad is a pretty trivial process of comparing numbers in a spreadsheet. Heck, you can usually get away with just comparing a single number: their overall ratings. There are no "judgement calls" to be made here.

Practice squad poaching is another problem. Any player with a rating above 70 is likely to get poached off of your practice squad by another user (even by CPU teams). The reason for both these problems is that it's trivially easy to know how good any given player is - the game shows all their ratings right there in the menu. You don't need to put either of them head-to-head in practice or put them on the field to see how they perform. The ratings dictate performance, and the ratings are publicly available.

Uncover rookie ratings during training camp

How can we resolve this problem of practice squad poaching? Well, we can hide rookie ratings until you actually practice with them and play them in games. Much like how the true ratings of players in the college draft are hidden until you scout and/or draft them, the game could also hide the true ratings of incoming rookies.

This opens the possibility of a training camp feature being a valuable tool for player assessment. I've already proposed a training camp feature in my previous wishlist, but this idea could supplement that. As you put players through your training camp, you'd slowly uncover their true ratings by performing various Skill Trainer drills or other practice activities and scrimmages. Then, once the season begins, you would reveal further ratings through weekly training and by playing the players in actual games. This would also have the effect of adding further value to preseason games, as you'd use those as a proving ground to hopefully uncover any remaining key ratings for your young players. You'd actually have a genuine reason to play them in games because you honestly wouldn't know how well they'd perform.

Madden 17: hidden ratings in player card
Perhaps the ratings of incoming rookies should remain hidden, even after they are drafted?

Any ratings that you unlock would remain hidden to all other teams, so that they won't be able to simply compare overall ratings with their own players. Each team could then maybe have the ability to spend some of their college scouting points on scouting other teams' practice squads looking for players that they could poach. Doing so would gradually unlock some practice squad player ratings.

There could also be a set of publicly-known ratings for each player that would be known to all teams in the league. These would be unlocked as the given player plays in games, and playing in nationally-televised games (such as Monday night) could maybe even accelerate the unlocking of ratings. So players who have been in the league for a long time, and who have lots of public game film would be more of a known quantity. We would all know how good Tom Brady is, but we wouldn't necessarily know how good Jacoby Brissett might be until he actually plays some games.

The entire NFL knows that Tom Brady is a superstar, but not as many people know if Jacoby Brissett is any good.

In the meantime, the game could provide some more "fuzzy" ratings for players whose true ratings are unknown. Either keeping the grades that are used from college scouting (A, B, C, D, etc.), or by providing ranges for unknown ratings (e.g. a player's catch rating is between 75 and 85)...

[More]

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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Grid Clock provided by trowaSoft.

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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