Tuesday, December 18, 2012

Madden NFL 08 Franchise Mode: Part 4


In the Draft you can play the College All-Star game in order to try out some of the draft prospects. After this you are given 7 chances to try out any players you want. Like in the Mini-camp you must complete drills and if you score high enough a certain key rating is revealed. But apart from this you have no real chance of figuring out which players to draft. All you are given is a list of stats that mostly pertain to their speed, such as times on the 40- yard dash. You mostly draft based on need of position as well as projected draft round. A player that has been projected to be a 1st round pick by the computer is most likely better than a 6th round pick. It is almost impossible to trade picks with other teams without having to give up a ridiculous amount of veteran players to the opposing team yet they keep offering you really bad trades all the time. Although trades aren’t always a major part of the NFL Draft they can sometimes turn out to be a steal or catastrophe. Changes were made to the Madden NFL Draft in later installations of the franchise. Once in the draft the order has been determined by your standing, with the Superbowl winners drafting last in each round and the least winning team drafting first. No help is given to you during the draft and you draft rather blindly. You get an advice box that for the most part informs you that a Kicker in the 6th round is the best kicker in the draft, or informs you of positions that you have absolute need for. For the most part it isn’t too bad, most 1 and 2nd round picks are in the high 70’s rating and low 80’s with the occasionally mid 80, as well as some steal picks in the third round. Rarely, if ever, does it happen that you pick a sleeper superstar in the 5th round that turns out to be the most winning quarterback of all time. This does happen in the NFL often, more so with undrafted players that turn out to be superstars. After signing draft picks and another round of free agency the off-season comes to a wrap. Beginning a new season leads to a new set of Mini-camp drills and a new regular season with your new team.

Franchise Mode is a great game mode that combines several different mechanics and features in order to give a full experience. Unfortunately, and this goes for most sports games, there is no win condition and no end to the game. While this does mirror the real world of sport, a team just wins the season and then begins a new one, this is a real unsatisfying way of playing. Once you have played through an entire season and won the Superbowl you want some kind of fulfillment but you don’t get it. You just start a new season and get to try doing it again. There is in fact an end to the Franchise mode, after 30 seasons you are informed that you have played 30 seasons and then the game tells you that you can start a new franchise. This is the issue with “endless” games, you can play forever and while it may be fun for the most part you still long for some kind of closure and ending to the whole thing. Overall Madden 08 has remained my favorite game ever since I bought it in 2008 and is the most played game, I have won the Superbowl several years in a row, with several different teams, I have had a team almost filled up with 99 rated players, I have bankrupted an entire team, I have taken the worst rated team and turned it into the highest rated team, I have won Coach of the Year and MVP, I have been selected to several Pro Bowls. I have done it all.

Madden NFL 08 Franchise Mode: Part 3


 After the Pro Bowl (which in 2008 was placed after the Super Bowl) you enter the Off-Season. This is where the business side of the player has to shine. There are a lot of negotiations, signings, firings and trades occurring during this time. First you start of by looking at your staff. Some of your coaches may have been offered jobs on other teams or may have retired, or maybe you want to fire your coach. You must hire coaches if you are missing some. In this part of the game you can also hire a Staffing Team, which is misleading name because it is actually a medical staff. This staff can help prevent injuries for happening as well as reduce the amount of time it takes to recover from an injury. The more expensive the staff is the better they are. You can also set prices for everything during the off-season but these prices can be regulated during the regular season as well. However you can not change your stadium during the regular season but you can do that during the off-season. You can rename it by choosing a sponsor that will give you money for achieving certain goals in exchange for naming rights to your stadium. You can rebuild a stadium entirely after your own design. Perhaps your fan support isn’t great, business isn’t blooming and you just want to move your team out and start from scratch. You can relocate your team during the off-season. First you must come with a proposal where you chose which city you go to, how you’re going to fund it and what your team name and uniform will be. If it is approved it takes a year before you are relocated. It is a very expensive process and hurts fan support throughout the remaining season. But desperate times call for desperate measures. If you chose not to relocate or rebuild your stadium you might just want to upgrade it. By having a modern and upgraded stadium more fans will attend and some of the upgrades comes with benefits. You can have an on-site medical staff which reduces injuries or a rain-water collection system that cuts down on maintenance costs by recycling water.

After deciding on staffing and stadium you move on to managing players. Some players decide to retire during the off-season and you must find replacements. First is the restricted free agents, some players are almost free agents (meaning they can sign with any team) but are restricted by a contract to your team. If you decide to match an offer they have received you can resign them. Next is resigning of any player who has expired contract. This is where Madden 08 becomes tough. It is impossible to have a full team of 99 rated overalls without going bankrupt within a few seasons. There is a very delicate balancing game of signing players will still remaining positive in the scheme of money. The player must decide which players are worth holding on to, and for how long and which players are becoming to old or expensive. Players that haven’t been resigned become free agents. As said before a free agent is without a team and can take any offer they want to. The player (user) can offer contracts to any free agents. Some of the biggest stars of the NFL may be in the free agent pool because their team decided to cut them or because they were getting to expensive. Free agents are also an inexpensive way to fill any holes in your roster that may just need backups and not a mega star. Next is the NFL Draft, the most exciting part of the off-season, but extremely poorly designed part of Madden 08.

Madden NFL 08 Franchise Mode: Part 2


After the preseason the regular season begins. Made up of 16 games your team must try to win as many games as possible in order to advance to the postseason and eventually fight your way to the Superbowl finale. In the regular season menu there are variety of submenus that can be used throughout the season. In Team Management you can look through your roster, change your depth chart, release and sign new players. In Weekly Tasks you are looking at your PDA with a bunch of messages pertaining to recent developments and games, for example a player with low morale by send an email complaining about not getting enough playing time or a sponsor may congratulate you on an award or victory. Very much in style with the PDA from Superstar mode this really adds to the feeling and narrative of the player being the owner/CEO/coach of the team. Storyline Central adds to this feeling even more. Composed of two newspapers, one national and one local the newspaper writes short articles about recent games as well as coming with relevant news and information. The last sub-menu is one of the most important ones for a successful business – Owner’s Box. In this menu you can set the prices of food, drinks, merchandise, tickets as well as spend money on advertisements. There are several graphs and charts that show you how you are doing. Two important factors to look out for is Fan Support and Attendance, it is important to keep both of these high as this optimizes your revenue. If your team is playing poorly the support will decrease, fewer people will attend the games and eventually you’ll start losing money. There is also a Board Members Thoughts that give you information on how you’re doing and the thoughts of the board seen from a business side. For example they might tell you that you have set your prices too low and that should increase them to profit or that fan support is beginning to dip and you should try to do something about it.

The rest of the game follows the normal regulations of the actual NFL. You play 16 games, based on your standing you may enter the post-season. If you win all your games in the play-offs you win the Superbowl. At the end of the year players are given awards based on their performance throughout the year, these include : Most Valuable Player, Offensive and Defensive Player of the Year, Offensive and Defensive Rookies of the Year, QB/RB/WR/ect of the year as well as Coach of the Year. You don’t really get anything out of winning but it is a great feeling having a player that has played well enough to win a prize such as best running back in the NFL. Players are likewise also voted to the Pro Bowl where all the best players play a friendly game in Hawaii. The game has not impact on anything but it is nice that Madden follows the NFL for the optimal realism.


Madden NFL 08 Franchise Mode: Part 1


Madden NFL 08: Franchise Mode

As noted in previous journal entries regarding Madden NFL 08, Franchise Mode is one of the main modes, the other being Superstar, in this game. In Superstar mode you control one player only and their actions, in Franchise Mode you control an entire team as well as the organization of the team. You set the ticket prices, you sign new players, hire new coaches as well as getting to play games with your team. You’re a combination of a general manager, owner, coach and player and it is your goal to have a successful organization that will lead you to the Superbowl!

After choosing a team, (and potentially doing a Fantasy Draft) you begin in the summer during mini-camp and practice. There are 9 different mini-camp drills that allow you to score attribute points that you can use to boost your players ratings. Each drill is different and in order to win attribute points you must get a bronze trophy or higher. The drills start on Rookie difficulty and the highest points available is 3 points. You can either chose to get the points or risk them all and try the drill at the next difficulty level but get more points. After each drill you can add these points to the player you chose and increases their ratings in key attributes according to their position, for example for a wide receiver you can increase their catch, jump and acceleration rating.
This feature is golden and I was bummed out when I found out that it wasn’t in Madden 12. Mini-camps are a very realistic part of the NFL and all 32 teams have them each summer. The purpose is of course to improve their players as well as spot potential stars as well as weed out burn-outs and players without talent. In the context of the game it is very useful for several things and can lead to different strategies. You could choose to improve an already highly rated player in order to make them complete superstars with a 99 overall. I have often done this when I had a player with over 90+ rating. Your team greatly benefits from having a complete über-star on their side. You could also choose players who are lacking in certain attributes and improve this particular attribute. I have had many running backs with fumble issues that I have then run through mini-camp in order to increase their carrying rating. Last but not least, improving young talent. Fresh out of college and with ratings in the lower end I like to only improve my youngest players. Veterans are experienced enough and will eventually retire within a few seasons. By improving young players each season you can get a team full of fresh young players with high potentials. After a couple of seasons you can easily boost a young talent from a 80-range overall to a low 90-range. Most of my talented teams have been because of the yearly mini-camp that really just gives an overall boost to the entire team even if it only directly influences 9 players.

After completing the mini-camp session you enter the pre-season. Perhaps the most useless feature of any sports game but it continually featured in every installation of Madden. It wasn’t until Madden 12 that EA Sports actually figured out how to improve this part of the game, despite the fact that fans had come with those suggestions for several years. Much like in the real NFL, preseason games don’t affect any score and for the most part it is second, third, and fourth string players who play the games in order to prove their worth. In the preseason all you really do is chose which three team captains you want and update the depth-chart that determines which players are starting and which players are benched. I have never played a full preseason and usually just simulate through it. In Madden 12, EA added the feature of having an expanded roster of 75 players, something that actually happens, and it is up to the player to determine which players to cut until they have 55 players. This was an important feature because it forces the player to cut team members that they are unsure of and may become stars on another team, as it often happens in the real world.


Monday, December 17, 2012

NFL Flick QB - Part 2




Playmaker game mode is perhaps what one would call regular play. You are given three lives and have to score as many points as possible. If you lose a life you can get an extra one by throwing 5 complete passes for touchdowns. There is only one receiver and more defenders are added as the game progresses. The wind speed starts out a 3 mph, which doesn’t affect throwing at all but will eventually increase to 30 mph where it becomes such a big factor that you must pay attention and think about how to throw the ball.

Quick Fire is basically the same exact thing except of three lives the player has 60 seconds. If a throw results in a touchdown the player is awarded with extra seconds, 3 seconds or so, and if they throw an interception they lose seconds. This the “Arcade” version of the game, while you are only given 60 seconds to start with you can keep the game going for several minutes if you are doing well enough. Like Playmaker more defenders and higher wind speeds occur after playing for a while making it harder and harder.
Both modes are quite well done but are very similar, and that is a problem. This game lacks variety and change and after a few games it just feel catchy or interesting anymore. If some of the things I’ve mentioned, more receivers and more defenders, were added this might improve gameplay slightly. Overall the game just runs out of steam, it is too flat and one-dimensional.

Trick Shot and Trick Shot XL are slightly misleading names. In fact they should be called something like Practice. The modes teach you how to be better at playing Playmaker and Quick Fire rather than being a separate game mode. Trick shots often imply some sort of extraordinary skill with a ball but the trick shots here simply imply that you are throwing it with great accuracy down a bucket. The two modes, Trick Shot and Trick Shot XL, could easily be combined into one mode. While I don’t have any real suggestions for how to improve this part of the game something needs to be fixed.

Although it is only a iPhone game and perhaps comparing it to console games that I cannot compete against but there are some issues that really take away from the pleasure of the game. For example each time you successfully throw a pass you automatically score a touchdown. Defenders don’t even try to tackle your player and the receiver just waltzes into the endzone. While they’re bad at tackling the defenders are perhaps some of the most athletic players in this game. Several times you will see a defender jump 5 yards vertically and then grab a ball one-handed without any problems. If this was to be a realistic game the defenders wouldn’t always catch passes that easy. Their main job is to tackle and defend and not to catch balls. On that note the receivers are also too good at their job. They never drop a pass and will often catch balls that are thrown too much to side. While it does happen in the NFL these catches are rare and few in between. If a ball isn’t thrown almost perfectly there is a high probability that the receiver won’t catch it. And sometimes they drop passes they shouldn’t be dropping.


A much more successful game than it’s kicker counterpart NFL Flick QB still feels like a lite version of a Madden game. I guess it’s the game equivalent of methadone. A quick fix that just doesn’t cut it. It is a good game with multiple strong suits but some of it’s flaws overshadow the good sides of it. Once again I’d recommend American football fans to buy Madden instead of these mobile games. One thing I do hope will happen is that Madden will incorporate features like the ones used in these mobile games with swiping and flicking using the touchscreen to throw passes instead of pressing buttons on a controller or keyboard. 


NFL Flick QB - Part 1


NFL Flick QB

NFL Flick QB is another game by Full Fat that uses many of the same game mechanics and aesthetics as NFL Kicker 13 (mentioned in previous journal entry). Instead of being a kicker the player is now the starting quarterback for their desired team. The player must throw the ball accurately to their receiver without being intercepted and score as many points as possible.

As in NFL Kicker 13 there are a few different game modes, that don’t vary that much. There is Playermaker – three lives to score as many points as possible. Quickfire, one minute to score as many points as possible. Trick Shot, four “downs” to get the ball in a bucket. Trick Shot XL, three lives to hit a bucket and get it to fall over.

One of the best things about NFL Flick QB is the way it utilizes the touch screen. Depending on how you flick the ball changes trajectory, spin and distance. You get extra points for throwing a perfect spiral, which is done by drawing a straight line with your finger. The direction of a thrown ball can also be changed by rapidly swiping your finger across the screen.

Although far from being the NFL, the game does teach some basic understanding of the quarterback position. You should only throw to a receiver that is open and try not to force a pass to a covered player. Always throw the ball slightly to the side when the receiver is running so that they can run to the ball without being intercepted by a cornerback. The best throw is a precise one. In Trick Shot mode you are basically faced with a test many young players try, hitting buckets with the ball in order to improve accuracy and get a feel of how fast you should throw a ball and the best angle to do it.

The game is very simplified in some ways. For example there is only one receiver on the field whereas the opponent can have as many as three cornerbacks covering him. For a more realistic and more dynamic game it would make sense to add some extra receivers. This would make the game harder as the player would have to decide which receiver to throw to. While there is some defensive players trying to tackle you this mechanic could have been incorporated better. You can spot them from far away and it is too easy to avoid these players. Some stress is felt because of these players trying to sack you but it is far from enough. Adding blocking players on the offensive side while increasing the defensive players would once again add to the realism of the game and would also teach players about the idea of pocket presence and how to avoid getting sacked.

As with NFL Kicker 13 it is a neat detail that the actual NFL authorized the game and all the team names and uniforms are the same as in the real sport. One thing that I mentioned in my journal entry about NFL Kicker 13 was that they had these credits or coins in their game that could be used for virtually nothing. NFL Flick QB hasn’t made the same mistake and have just instead not added such a feature. The game does still feature a “leveling” mechanic where the collective points gathered through playing eventually causes a player to level up. The levels just unlock the other three game modes.




Sunday, December 16, 2012

NFL Kicker 13


NFL KICKER 13

NFL Kicker 13 is a prototypical iPhone game made by Full Fat. It has several different modes, coins that can be collected throughout the game and used for purchases and the controls all lie in the fingertips of the player as they flick the ball across the screen. 

The player is a kicker in the NFL and must kick as many field goals as possible in order to post the highest score. NFL Kicker 13 is actually a licensed game meaning that they are allowed to use the name NFL as well as all the names and uniforms of the 32 NFL teams, something that is rare within the sport video games (For example NFL 2K did not get a license and were not allowed to reference anything that had relation to the NFL, despite being a American football game). Players can chose any number and any team for which they want to play, this is purely an aesthetic choice and the game is not affected by the player’s choice.   

There are three different modes to choose from, each new level is unlocked by reaching a new level. In The Zone is the first mode; you have three lives to score as many points as possible. The points are measured by distance and accuracy (the field goal posts are divided into various zones, gold being the best). As the game continues the distances increases and the accuracy zones become smaller. The wind increases making it more and more difficult to kick with great accuracy.
Coffin Corner puts you in the posistion of Punter and it’s your objective to kick the ball as close to the 1-yard line without hitting the end zone. The same mechanics apply as In The Zone, it because increasingly more difficult the more time passes and the more successful you are.
Time Attack is like In The Zone just with time instead. If you kick the gold-zone first you are awarded extra time, so essentially it’s a sort of Arcade mode. The better you perform the longer you can play.

After playing through a game you are awarded with credits that you can use to buy new equipment, such as alternate uniforms, and being able to upgrade your stadium. By upgrading your stadium you increases the amount of credits that you get after each game. You can also buy boosts to use during a game such as Phoenix, allowing one extra life after using all three, or Slow-mo that slows down the time. Despite these attempts at trying to hook the player they don’t work well. The boosts are overpriced and it takes a long time to save up for one. The stadium upgrades don’t really do anything other than give you more credits that you can’t really use for anything. It costs 15,000 credits to buy an alternate uniform, you get maybe about 200 credits per game, you do the math.

Even though there are several different modes they just aren’t different enough. After playing each mode a couple of times you are already bored, In The Zone and Time Attack are basically the same mode and Coffin Corner just isn’t that interesting.

Kicking is perhaps the least interesting part of an NFL game and it doesn’t translate well into mobile app games. The game is rather redundant and looks like most other “flick” games out on the Android Market and the App Store. Implementing credits but not having a good solution for how to handle them is bad design. Hopefully Full Fat will come with an update to the game with more modes and some things to spend your credits on. Until then I would recommoned picking up a version of Madden 12 if you are a football fan.