A theoretical take on the challenges that Madden will never overcome, and the disengenious product they push through

User Rating: 10 | Madden NFL 13 X360
Madden High-Theory

It is my opinion that Madden not only fails to achieve its goal, but that it cant, and instead of being honest, they use simple tricks and makeup to disguise what is truly a disingenuous product.

To be clear, Madden is not a "football game" it is, supposedly, a "football simulation". This description sets them apart from cheap online game or some two-bit rip off, because with the "simulation" description comes the promise of a complete game, one that more than resembles the game you watch on television. Unfortunately for Madden, the technology they need to deliver on their promise doesn't exist. I will attempt to explain that. Additionally, I claim that Madden knows this, which consequently is lying, and that they attempt to leverage this lie against the public to increase sales. Ultimately I believe this proves the suspicion that many have had, that Madden's main motivation isn't to make the best game, but rather to make the most money they can, whatever it takes.


The challenge they and other sport games face is a great one. How can one program a game to replicate true spontaneity and randomness? For the most part, it can't be done. For instance, what should determine why Mario Williams succeeds in his attempt to sack the quarterback on one play and not the other? A good start would be to implement a ratings system that are identical to the real life individuals, so that Mario has a physical advantage. Of course, the problem with that is that there are so many things that need very specific and unattainable information.

For example speed. Speed would help Mario get around the tackle and get to the quarterback. But how should we determine what his "speed" rating is? Should a 40 time constitute all the information that is required to determine a speed rating? Devin Hester ran a 4.41 40-time at the NFL combine. Slower than Joseph Addai, Vernon Davis, and about 15 other players that year. Does that mean Hester is slow? Could he have run a fast time the next day? Does that mean speed isn't constant*? Does game speed* have something to do with it? How does one accurately measure game speed? Pretty subjective, isn't it?

So, speed is tough. How about strength? Mario doesn't need just speed anyway, he needs strength. How can we measure that? Well, at the combine, David Buehler, a kicker, repped out 225 pounds 25 times. D'brickashaw Ferguson? 26. I know the little kids reading this are going to say, "but wait Buehler's not a good example, he's a physical freak." Answer me this, then, 15 year old kid, would you start Buehler at LT? Or, would you admit, that there is something to long arms, size, height, technique, that play into how hard it is to move someone out of your way…. How much "strength" they have.

I needn't continue. My point is made. "Ratings" are not a good solution, but they are a good marketing shtick! ☺ Unfortunately the problems don't end there. You see, ratings are only part of the answer for the original question, "what should determine why Mario Williams succeeds". The other half is instincts, learning, technique, play design. Unfortunately, each has its flaw, and it is here where we really start to the see the true problem Madden has.

Simply put, technique is the same for every single player. The oh-so-talented-but-super-raw Jason Pierre-Paul has no disadvantage in Madden. Some of his teammates have been quoted, at least early in his career, saying that his success could reach scary heights because his immediate success was done while he had no idea what he was doing. There was this sense that "once he figures it out, he'll be a monster" that really resonates with fans of players who have raw talent. Madden's response for this is usually the most vague statistic in the game. "Awareness". Well, at the corner back position, this could mean that a talented but "low awareness" type player like Cromartie just zooms past his opponent who makes a cut, leaving the wide out open. But, Jason Pierre Paul's repertoire, as a defensive end, in Madden consists of only a few moves and no following of a wide receiver. There is no programmable detriment or consequence of low awareness at his position, because it doesn't exist. Technique is all the same. Anticipation is all the same. Learning is all the same. Even more concerning, is the rate of learning. Some might say Cromartie still hasn't figured it out. Some say it takes Wide Receivers 3 years to "figure it out" and then boom. Sure didn't take Julio Jones that long, did it? Or, is he just special? Well, how do you program that?

The reason I make the point that I do, is that this tension is the cause for anger amongst the Madden fan base. "Why does that cornerback know the ball is coming, when he's not looking for it?" "Why doesn't my defensive line get pressure on the quarterback?" "How come I could replace an entire offensive line with quarterbacks and they still pancake defensive linemen?" "Why do my receivers drop easy passes?"

Well, because the game has no genuine interactivity. The flawed ratings system is only the beginning of the problem. It's the game's engine. It cannot deliver on its promise. It is simply an imitation, in appearance only. The names of the players, the look on their faces, the color of their jersey's, the stadiums they play in… the grass, the commentary, the intro's, the refs, the coaches, the schedules… all of it. It's all there just to distract you from the simple fact that the game cannot be what football actually is, and people who misunderstand what the word "simulation" really means, get pissed off…. And I would argue, rightfully so. You see "simulation" means "imitate the appearance of", and that is exactly what Madden does. Except they'd rather you didn't think that, because it doesn't make for good marketing. EA Sports ITS IN THE GAME. Cute.

That said, I respect the newest additions of Madden. I believe that the infinity engine is an attempt to take steps towards this un-reconcilable end goal. It's an attempt to engineer an organic experience within the game itself. This is the single most respectable action that Madden has taken in its entire franchise because it acknowledges the limitations of their previous designs and begins along a path towards a better product. And talk about limitations, I mean, momentum and each respective body parts weren't even apart of most in-game equations until this year, and it's still not perfect..now that's* saying something (about how far away they are). It still has a long way to go, but, for the most part, it's a pretty enjoyable game…so long as you first accept the fact that it is a GAME and not the actual sport. In fact, in many senses, its further along and more advanced in terms of core gameplay than half the games out there today. I get that. I don't get mad when a CB defends a ball when he's not looking, because I know that player isn't seeing with his eyes. If he did, that would be a truly remarkable feat of engineering. Knowing the challenges, it's already a really well made game... its just no where near what actual football is. Only, I don't expect it. If you don't either, this game is great. If you do, you'll be disappointed again.