View Full Version : IGN.com Article: E3 2011: Madden NFL 12's Dynamic Player Performance

06-02-2011, 02:46 PM
Link: http://ps3.ign.com/articles/117/1172066p1.html

It happens every Sunday. A player blows a play and it impacts their performance for the rest of the game. It digs into their head and suddenly one dropped pass becomes three drops and some poorly run routes. Some players are more susceptible to these things than others. Sometimes it starts to affect the entire team. In Madden games of the past, a player's ratings stayed static from the flip of the coin to the final whistle. But this will no longer be the case. In Madden 12, any given player's performance through a game dynamically affects his stats.

Previously, I revealed how Madden NFL 12's Franchise mode handles fluctuations of a player's performance over the course of a season. Well, that stuff applies to every play of every game. Every player is rated on their confidence and consistency, which helps determine how much they are impacted by good and bad play.

Jay Cutler can throw a pick and quickly start dropping down to a 75-rated passer. But he can also string together completions and leap up to an overall 90 rating in a game. Peyton Manning won't have those severe swings in either direction. He might have a tough game here and there or a particularly sharp performance, but overall, Peyton is Peyton every time he steps onto the field.

The hope is that no two games will ever be the same and that Madden finally captures the essence of every NFL player. To that end, tendencies and traits are given for anyone who straps on a helmet. When pressured, Brady is unlikely to run and tends to throw the ball away rather than sling it wildly into traffic. Vick isn't afraid to tuck and go when he feels a little heat. The traits get pretty specific, such as the tendency to cover the ball against a medium hitter. Yeah, that specific.

Those tendencies help dictate how players react on the field. But it's what happens after every down that makes things interesting. Those tendencies can change during a game, depending on the player's psyche. Some crumble quickly when things start going bad.

Get a good hit on Eli Manning, for example, and he starts pressing. He might get rid of the ball a little quicker, start misreading the defense in his hurry. Peyton Hillis fights for every yard, but if he coughs it up early, he'll become more conscious of protecting the ball. He'll cover up more often, doing his best to secure the ball. That might cost him a yard here or there, but also limits the risk of another fumble.

Knowing the players on the field can be a major advantage on Sunday. T.O. lacks concentration. If he isn't involved in the game, he might drop a crucial pass. You know this. So, as the coach, you need to call some short, high-percentage plays for T.O. to build his confidence and keep him focused. Because when he's focused, he might still come up big when you need him. Otherwise, he could erode the confidence of everyone around him.

That's right – players don't just affect themselves, but can influence an entire team. When a QB has it going, it can energize an entire offense. A great leader, for instance, can boost not only his own play, but those around him. And influential players who lose confidence easily can lower the play of the entire team. It works both ways.

The concept is solid and could prove the biggest change to Madden in years. But it could also completely send Madden's gameplay off the rails if it's not balanced perfectly. I've played one game of Madden 12, which is hardly enough to judge the quality of Dynamic Player Performance. If the team at Tiburon can pull this off, it will be something special.

06-02-2011, 02:51 PM
Bunch of new screenshots in the IGN.com Madden NFL 12 gallery as well: http://media.ps3.ign.com/media/103/103602/imgs_1.html

Here are a couple of note:

06-02-2011, 02:54 PM
Wow, looks great & really intrigued by the dynamic player performance stuff.

06-02-2011, 02:57 PM
Reminder: Tomorrow's Madden NFL 12 Feature Playbook release (http://www.ea.com/madden-nfl/1/feature-playbook) is also set to be on the topic of Dynamic Player Performance, so hopefully we'll have some blogs to discuss, more images to consider, and *crosses fingers* more video footage to pore over as well.

06-02-2011, 03:07 PM
For me, Dynamic Player Performance is a huge addition to the Madden NFL series. One of the constant "stumbling blocks" that has kept me from completing more than a single year in Franchise mode in the past has been that real-life player ability fluctuates so much within the course of a single game, nevermind game to game over the course of a season. However, in the past you couldn't just wait for the next "weekly roster update" file to come along and adjust for player abilities and performance and then inject those into your Franchise in progress; once you began the season, your players were going to remain largely unchanged until progression/regression was calculated at the end of the year.

With this feature--and other improvements to Franchise mode--I'll probably complete many years in the game for the first time in as long as I can remember.

06-02-2011, 03:55 PM
I can't wait for NCAA to get it one of these years. To me it will completely change the way people play the game. For the longest people kind of played the game reckless. They would let their QB get sacked and think nothing of it, they never would adjust their blitz pick up.

But now if your QB constantly gets sacked his ratings will change and have a direct effect on how well he throws the ball now. So to me it would make your average gamer actually play real football. Adjust their blitz pick up. Try not to let their star RB fumble the ball and stuff of that sort.

Finally some real consequences for playing reckless.

06-04-2011, 11:44 AM
I like the concept in theory. However, this has major possibilities of being totally overblown. I mean yes QBs/HBs/WRs have bad games but I just worry it might be the momentum meter 2.0 concept from the NCAA days where your guys if you get them going early are on Roids and it is game over.

06-04-2011, 12:15 PM
I agree with Skillz. I use an aggressive defense with the Steelers or really anyone else I'm playing with that attacks the QB, sometimes getting sacks or atleast hitting the QB. Before there was no penalty for constantly hitting QBs other than maybe getting a pop up INT or poorly thrown pass that was short. Now it seems like if the QB is getting hit on all then his accuracy will suffer.

We seen what the Jets did to Brady when they were hitting him all game, he started ducking and moving when pressure wasn't even present. Another instance I can remember a while back in college Florida State hit Wurffuel every chance they got to hit him and his game suffered.

Another thing is RBs who fumble the ball multiple times chances are aren't going to keep carrying the ball the same way afterward, but now they do. With this feature they will adjust accordingly.

CLW I don't think it will give players the ability to play outside of their abilities like that feature did in NCAA. I think if you want to keep a players ratings where their at you would just need them to not make bad plays. I could be wrong though man.

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