View Full Version : Madden NFL 12 Playbook #4: Dynamic Player Performance

06-02-2011, 09:11 PM

Feature Playbook #4: Dynamic Player Performance is now live!


Dynamic Player Performance Examined (http://www.ea.com/madden-nfl/blog/dynamic-player-performance-examined) by Aaron Boulding, EA SPORTS
First Look: Dynamic Player Performance (http://www.ea.com/madden-nfl/blog/first-look-dynamic-player-performance) by Jake Stein of the EA SPORTS Game Changers
Dynamic Player Performance Features (http://www.ea.com/madden-nfl/blog/dynamic-player-performance-features) by Wes Reinhart, EA SPORTS
Breaking down 'Madden 12's' Dynamic Player Performance (http://espn.go.com/espn/thelife/videogames/blog/_/name/thegamer/id/6622504/breaking-madden-12s-dynamic-player-performance?readmore=fullstory) by Jon Robinson, ESPN
Dynamic Player Performance – Detailed Look (http://mymaddenpad.com/2011/06/dynamic-player-performance-detailed-look/) by Raymond Goode (Shopmaster) of the EA SPORTS Game Changers

Dynamic Player Performance Sizzle Trailer (http://www.ea.com/madden-nfl/videos/dynamic-player-performance-sizzle)


Madden NFL 12 ALL NEW Clutch Rating


Madden NFL 12 - Virtual Playbook #4: Dynamic Player Performance



06-03-2011, 11:13 AM
Link (http://www.ea.com/madden-nfl/blog/dynamic-player-performance-examined)

Aaron Boulding of EA SPORTS provides a general overview of the Dynamic Player Performance feature in this blog from the official title site.

“In the NFL, no player performs the same in the fourth quarter, as he does in the first.”

That quote from John Madden sums up the intentions behind Madden NFL 12’s new Dynamic Player Performance feature. Simply put, things happen in football games that change the way players behave and Madden NFL is going to reflect that. There are a lot of parallel systems at work in Dynamic Player Performance (DPP) that contribute to different player behavior during games, from one game to the next and from one season to the next. The end result is the 20+ players that you’re NOT controlling in Madden NFL 12 will be reacting to each other now, as well as reacting to what you’re choosing to do.

Separate from a player’s ratings, DPP introduces player traits that are position-specific and have only a handful of potential “settings”. Understanding these traits and what kind of on-the-field events trigger them and in what direction is key. As the most important players on the field, quarterbacks have the most traits including ones like “Senses Pressure” and “Tucks and Runs”. The Senses Pressure trait, for example, can come up as Paranoid, Trigger Happy, Ideal, Average and Oblivious. A “Paranoid” quarterback, like a rookie, will look to throw the ball as quickly as possible to avoid a hit rather than waiting an extra beat for a receiver to break open. At the other end of the spectrum is a guy like Ben Roethlisberger who is oblivious to pressure and will wait forever before delivering the ball, sometimes taking sacks, sometimes creating a play that wouldn’t be there otherwise.

The most important points to understand about traits is that they only change over the course of a game based on events that happen during the game. Roethlisberger is “Oblivious” when it comes to sensing pressure but if he gets hit often enough, if his late throws lead to interceptions, eventually he will look to deliver the ball sooner when he feels pressure coming and maybe he moves to “Average.”

There are traits for all positions on the field –defensive backs can play a pass in the air Aggressively, Balanced or conservatively—but what might be more important to understand about Dynamic Player Performance is that it will contribute to A.I. behavior more often than anything. Staying with the Roethlisberger example, if you’re playing as Pittsburgh, you’re still in control of that offense, making the decisions of when Big Ben is going to deliver the ball. So how does DPP play there?

What we didn’t tell you is that all traits for all players are “in play” and can be affected at all times during a game. So while you are sensing the pressure as Roethlisberger and calculating how many milliseconds you have to fire the ball or when you’re going to tuck the ball and run away, Roethlisberger’s Tight Spiral trait may switch from “Yes” to “No” after a few hits. After he’s gotten to you a few times the pass rusher’s Big Hitter trait may switch from “No” to “Yes” now that he smells blood in the water. A linebacker or defensive back may have his Plays Ball in the Air trait switch to “Aggressive” since he’s seen you throw so many wounded ducks due to pressure and now he wants to go for the pick. The whole point is, A.I.-controlled players will be the ones most influenced by the new Dynamic Player Performance system rather than the players you’re controlling. You’ll be able to understand Roethlisberger’s tendency to hold the ball or tuck and run better when you’re playing against him than when you’re using him.

With that established, now we can tell you it gets deeper. A player’s ratings, those numbers that we all salivate over and complain about each year, can change as part of the Dynamic Player Performance system too. A few dozen players in Madden NFL 12 will have a “Yes” setting for their Clutch trait. These are guys who will experience a ratings boost (such as deep throwing accuracy or tackling) during a game when the moment calls for it. We’ll have to see if it’s possible, during the run of play, to knock a guy’s Clutch trait to “No” thus saving you from heartbreaking defeat.

All players in Madden NFL 12 have a Consistency trait and a Confidence trait, each on a five star scale. Rather than get into a metaphysical discussion about what those words mean, we can tell you these traits influence hot and cold streaks for players from game to game when you’re playing in Franchise mode. In one-off Play Now and head-to-head online games , Consistency and Confidence traits will be huge as it will allow for variance amongst players each time you play without having to update your rosters. Our man Donny Moore—Madden NFL “Ratings Czar”—won’t be getting off any easier though as he’ll also be tweaking player traits now in addition to player ratings.

Dynamic Player Performance is much more under-the-hood work on Madden NFL 12 than can be explained here. The fact is, however, you will notice certain trends throughout a game now with similar things happening around certain players that you’re not controlling and then other players that you’re not controlling reacting to that. The DPP system takes steps to set up you the player as the X factor in every game of Madden NFL 12, which is how it should be.

06-03-2011, 11:14 AM
Link (http://www.ea.com/madden-nfl/blog/first-look-dynamic-player-performance)

Jake Stein of the EA SPORTS Game Changers--as well as a Community Event attendee for Madden NFL 12 this year--talks about his first experience with Dynamic Player Performance in his hands-on time with the game so far.

Hey Madden fans! EA SPORTS Game Changer Jake Stein here again and in this blog I'm going to be touching on a brand new addition to the Madden franchise, Dynamic Player Performance (DPP). Now at first glance when you hear the term "Dynamic Player Performance" you might be led to believe that is just a fancy marketing term that does not serve much of a purpose in Madden NFL 12. Well you would be wrong about that in every sense of the word. Let me explain...

DPP brings something that has been lacking in every Madden title up until this year: an identity—an identity to both your team and the AI you will face each and every time you play a game of Madden NFL 12. And just as the focus has been clear this year, authenticity is paramount. Here's how it breaks down:

First off, almost every player on the field is affected by Dynamic Player Performance. It affects how players play in the game based on a number of ratings and tendencies. For instance, everyone knows about the great Minnesota Vikings running back Adrian Peterson. Although he was much more efficient last year, Peterson is still known as a fumbler. Well in Madden NFL 12, if you can force an early fumble on AP, he will instinctively switch his running style to protect the ball and thus, break fewer tackles.

That was just one example but let me really explain what goes into making these ratings go up and down. Consistency and confidence are the big ingredients in determining DPP. Read closely here: consistency defines how MUCH a player’s ratings are affected, while confidence describes the DIRECTION (positive or negative) of the change to the base ratings.

So for another example, Peyton Manning is known for being one of the most consistent QB's in the league. He may have a subpar performance one week, but that won't carry over to the next week as bad as it would for Jay Cutler, a very inconsistent QB.

Now let's take a look at some of the different trait or tendency categories. This is what allows players to play like you are accustomed to seeing on Sundays. These will vary based on position but today I'm going to focus solely on quarterbacks, specifically the captain of my favorite team, Josh Freeman.


The QB trait categories are as follows: Tucks and Runs, Senses Pressure, Forces Passes, Throws Balls Away, Throws Tight Spiral, Clutch, and just as each player has, Confidence and Consistency. Now although Freeman just completed his second year in the league, he is viewed as an up-and-coming prospect with huge upside. He has already established that he is clutch late in games. In just a year and a half of starting, Josh already has seven 4th quarter comebacks. Clutch is what it's all about in the NFL, and it's no different in Madden. QB's that are clutch will make not just himself, but everyone on the team step up and play at a higher level.

Well that's just a taste of what Dynamic Player Performance brings to Madden NFL 12. Be sure to check out the official DPP blog and post me your thoughts or questions to Twitter at www.twitter.com/Jstein2469. Stay tuned for more information including the online feature set in the weeks to come!

06-03-2011, 11:28 AM
Link (http://www.ea.com/madden-nfl/blog/dynamic-player-performance-features)

Wes Reinhart--designer and enginer on the EA SPORTS Madden NFL 12 development team--talks about Dynamic Player Performance and goes into detail about the 18 new "player traits" which help differentiate every player in the NFL and better connect them to their real-life counterparts.

Welcome back fellow Maddenites!

Wes Reinhart here, designer and engineer, overseeing the Dynamic Player Performance feature for Madden NFL 12. I have been at Tiburon since '07 working on various Maddens as well as Head Coach 09. Like you, I am a huge NFL fan and I love any feature that blurs the line between the NFL and Madden, which is why this is one of the most exciting features I have ever worked on. It adds a whole new level of intrigue and strategy to each and every game mode.

Believe me, I already know what you're thinking; "...just another gimmick..." or "Haven't they tried this before (weapons of Madden NFL 08)?" Let me set your mind at ease; this is NOT a marketing ploy and this is like nothing we have ever done before. Dynamic Player Performance is an in-depth, yet subtle, new system that will capture the real essence of NFL players, resulting in the most realistic Madden ever. With this new technology we are able to manipulate many different aspects of gameplay, ranging from player specific AI to consistency or even being able to dynamically affect player performance throughout the course of a game.

Each and every player in Madden NFL 12 will have a genuine and noticeable gameplay style, resulting in more divergent AI and skill sets. Mike Vick will no longer just stand in the pocket waiting for a receiver to get open as you continuously rush three and drop eight. Ed Reed and Ray Lewis will no longer react to a pass in the same way. Ed Reed will seek every opportunity to cut in front of the receiver and pull down that big interception, while Ray Lewis will look to punish those receivers who dare run routes over the middle.

Overall, across all positions, there are a total of 18 new traits that will define each player's style of play. Let's go over each one and I'll explain how they work.

I'll start with the universal traits that affect all the players on the field. Most of these traits were designed to capture the intangibles of the game. These are the traits that will attract the attention of perennial winners like the Patriots, Colts, or Steelers on draft day, in addition to raw talent.


Confidence and Consistency are two traits that work together to produce a single result. Consistency defines how MUCH players are affected, while confidence describes the DIRECTION (positive or negative) of the change in comparison to his base ratings.

We will ship Madden NFL 12 with every player having a confidence level of 3 out of 5 stars. This means the consistent players will play right at their expected level, while inconsistent guys will have random variance. An inconsistent player will have a noticeably different skill level from game to game, even when he is at an average confidence, and the variance will only increase as his confidence reaches the extremes.

As the NFL season goes on, Donny Moore's weekly roster updates will adjust the confidence level of all the players in the league based on real life performance. Similarly, Franchise mode will have dynamic confidence adjustments after each game based on the stats of the game. Players with a 1 or 2 star confidence rating will play at a lower level and those with a 4 or 5 star rating will play above their expected level. Since the affect confidence has is drastically lower for consistent players, you might choose to focus on building a consistent team rather than having to roll the dice that your 85 overall rated QB isn't playing more like a 75 for week 17 when you need a win to get into the playoffs.


The Clutch trait will be a coveted attribute for a player. This rare trait is reserved for the likes of Peyton Manning and Troy Polamalu, who are known to step their game up when the game is on the line.

High Motor

The High Motor trait determines how hard the player will work throughout the play, even when they seem to be out of it.

Example – Dwight Freeney vs. Albert Haynesworth: Freeney will continue to chase and attack on every play sometimes making tackles 10 yards downfield, while Haynesworth was seen watching a play from the ground after being knocked down by an offensive lineman. And did I mention that was during a Monday night game against the division rival Eagles?

Next I'll go over the QB traits that will help define the different styles around the league.

Throws a Tight Spiral

The Throws Tight Spiral trait determines if the QB throws a tight spiral and will help separate out the guys like Aaron Rodgers, who are known for throwing tight, accurate passes, compared to Tim Tebow, who has thrown some of the ugliest passes you'll ever see.

Senses Pressure

The Senses Pressure trait allows us to fine tune a quarterback's internal clock. There are five different levels for this trait: Paranoid (Alex Smith), Trigger Happy (Tony Romo), Ideal (Tom Brady), Average (David Garrard), and Oblivious (Ben Roethlisberger).
• Paranoid & Trigger Happy will feel pressure early. Blitzing these guys may not result in a lot of sacks, but it could force some bad throws.
• Average & Oblivious are for those guys who hold on to the ball too long as they wait for the perfect pass to present itself. Blitzing these guys could lead to some big sacks.

Tuck & Run

The Tuck & Run trait defines how often the QB will scramble for yards when the receivers are covered or the defense leaves running lanes open. You will notice a difference between playing against Mike Vick versus Peyton Manning. Peyton will almost always stay in the pocket and let his receivers find holes in the zone, while Vick will take advantage of a cover 4 defense by using his legs.

Throw Ball Away

This Throw Ball Away trait determines whether or not the QB will be more likely to throw the ball away or hold on to it. Players like Brady or Manning are all about self preservation and ball security, so they would much rather lose a down instead of taking a hit or risking a throw into coverage. Other guys like Cutler or Big Ben will rarely waste a pass.

Forces Passes

The Forces Passes trait has three levels and is very much a risk/reward type of trait. The more conservative quarterbacks, like Alex Smith, will shy away from longer throws, even if their receiver has an advantage. Aggressive QBs, like Jay Cutler, won't hesitate to throw that deep post route even if there is safety help over the top.


Your defense will now need to adjust to each quarterback's strengths and weaknesses. Let's go over the rest of the offensive traits.

Covers the Ball

The Covers the Ball trait defines what decision a ball carrier will make when coming head to head against a defender. Some guys will try to truck or evade all but those really hard hitting linebackers, while other guys will make ball security a priority, even if it is a skinny cornerback waiting to be run over.

Fights for Extra Yards

The Fights for Extra Yards trait will define how a ball carrier reacts to an attempted tackle. Does he accept his fate and get on the ground to avoid that costly fumble, or does he try anything he has in his arsenal to break it for a big play?

Makes Sideline Catches

The Makes Sideline Catches trait determines if a player has the skill to make those tough sideline catches. While most veteran receivers have mastered the art of making that catch and getting both feet down, some running backs or less experienced receivers will be susceptible to dropping those passes. It will be pivotal to know what type of players you have when throwing to the sidelines late in the game.

Drops Open Passes

We could have just called the Drops Open Passes trait the Terrell Owens or Braylon Edwards trait. Receivers who have this trait will have an increased chance to drop those wide open passes. It's been enough of a reason for plenty of teams to pass on guys like this in the draft or free-agency; will it be enough for you to spend a little extra time scouting receivers to make sure they don't end up on your team?


That wraps up the traits for the offensive side of the ball, but we also have some traits that will differentiate players on the defensive side as well.

Pass Rush Moves (Swim, Spin, & Bull Rush)

The Swim, Spin & Bull Rush traits are for special pass rush moves that DL or LB use to beat the offensive line and get pressure on the QB. Some players, like Dwight Freeney, will have the ability to perform all three of these moves, while others aren't as well rounded and will only attempt the moves they know.

Big Hitter

The Big Hitter trait is for those players who love to put those bone jarring hits on unsuspecting receivers. Players with this trait will use hit stick tackles much more often. This could lead to more fumbles and dropped passes, but deciding not to perform a safe wrap tackle could spring the ball carrier, resulting in a huge play.

Plays Ball in Air

The Plays Ball in Air trait has three levels and defines how the defender will react to a pass that is thrown in his direction. Conservative defenders that aren't really known for getting lots of interceptions will take a route that sets them up to lay a big hit on the receiver, potentially knocking the ball loose. On the other end of the spectrum are the ball-hawking DBs who love to jump routes and cut in front of the receiver to get that momentum changing interception. Neither of those approaches come without risk, however, as an over aggressive CB can get burned and give up a big play while a conservative LB could get his zone picked apart by an accurate passer.


And with that, you have the complete list of the 18 new player traits that will be in Madden NFL 12. But traits aren't the only thing that makes up Dynamic Player Performance! NFL players are not robots, and Madden NFL 12 will mimic both the conscious and subconscious adjustments they make over the course of a game. We all remember that infamous dropped ball by Bills WR Steve Johnson in OT against the Steelers. (see it again here). But how many of you remember the hit Troy Polamalu laid on him with under a minute to go in the 4th quarter? Do you think he might have been hearing footsteps as the 55 yard pass sailed through the air? The Steelers are known for their bruising hits and receivers throughout the league are known to have more drops against them. Those drops are a direct repercussion of the enormous amount of big hitters on the Steelers' defense.


Even NFL players are susceptible to getting rattled and thinking a little too much. QBs react to consistent pressure. Some scramble more. Others might force more passes, or just throw the ball into the third row instead of waiting for a receiver to get open. How does a running back adjust to a fumble? All of that and more will be a factor in adjusting players' traits on the fly during the game. Aggressive DBs might need to tone it down a notch after getting burned trying to jump a route. Big Hitting LBs might need to do the same after a broken hit stick leads to a big play for the offense. Oh, and one more helpful tip, you might want to consider getting those receivers known for mental lapses, like Terrell Owens, involved in the gameplan early or you might find out that they won't be there for you late.


All of these things combine to create a whole new level of strategy in Madden NFL 12. There might be games where you will need to adjust your play calling because your inconsistent QB just didn't to show up for that game. Franchise mode will feel more authentic than ever when you when you have to adjust your game plan each week based on your opponent's personnel. That win in your online ranked match will be more rewarding when that hit stick you laid on Garcon in the first quarter causes a key drop in the forth. It's all here - from the ball hawking, sometimes too aggressive, Troy Polamalu, to the wild and radical Jay Cutler.

06-03-2011, 11:29 AM
Link (http://www.ea.com/madden-nfl/videos/dynamic-player-performance-sizzle)

Watch Dynamic Player Performance take effect as Eli Manning’s traits and tendencies rise and fall based on his performance.


06-03-2011, 11:37 AM
Link (http://espn.go.com/espn/thelife/videogames/blog/_/name/thegamer/id/6622504/breaking-madden-12s-dynamic-player-performance?readmore=fullstory)

Jon Robinson of ESPN.com's "The Gamer" blog talks about the impact Dynamic Player Performance has in Madden NFL 12 featuring new information about DPP from art director Michael Young.

Michael Vick is rated 91 overall in "Madden 12" and plays closer to the real deal than ever before.

Hey Braylon Edwards, EA Sports is watching you. More specifically, they're watching your drops. In fact, they're changing a key aspect of "Madden" because of those on-again, off-again things you call hands, and football video games will never be the same.

That's because for the first time in "Madden" history, EA Sports has added dynamic player traits and tendencies into the game to compliment player ratings, helping further differentiate every virtual athlete on the field, while at the same time, making every game of "Madden NFL 12" feel more unique.

One of these traits (in honor of Edwards) is called "Drops Open Passes." Throw the ball to a guy like Brandon Lloyd, no problem, the Broncos star is going to grab anything spiraling his direction. But to a receiver like Braylon Edwards or Terrell Owens, you actually need to throw them some easy passes early in the game in order to get their confidence up, otherwise they won't make the big catch with the game on the line.

"Knowing you need to go to Edwards or T.O. later in the game, you can throw them passes early, and if they catch a few, you can actually turn that trait off," explains Michael Young, "Madden NFL 12's" art director. "And then you have your receiver's head in the game, and he's more likely to come up big when you need him. Or it can work in reverse. Say you throw the ball over the middle to Antwaan Randle El and he gets popped by Ray Lewis and drops the ball. Next time you throw it to Randle El, he might hear footsteps and drop the next one. So there are ways throughout the game to change player behavior depending on how you play as them."

In past "Madden" games, you could play against a quarterback like Aaron Rodgers or Tom Brady, and because their player ratings were similar, both cyber quarterbacks would pretty much play the same. "But in 'Madden 12,' now if you put pressure on Brady, he is very risk adverse and he'd rather throw the ball away rather than force a bad pass or run," explains Young. "Whereas Aaron Rodgers in that exact same scenario, would rather take off running or trust his arm and throw into double coverage. So you start to see their behaviors change even though they are rated the same. Same goes for guys like Ed Reed and Troy Polamalu. They don't play the same in real life, but they always did in 'Madden.' Now we have those intangibles for a guy like Polamalu, who now always goes for Hit Stick tackles. It tries to capture his wild, sometimes overly aggressive play style."

EA Sports
Josh Freeman is one of the most clutch players in "Madden 12."

Overall, there are 18 different tendencies and traits in "Madden 12," including a clutch trait that will kick in at the end of games for less than 30 players in the game. Adds Young: "This is for special players like Polamalu, Ed Reed, Drew Brees, Tom Brady, Adam Vinatieri, and Josh Freeman. Guys who are known to come up big at the most important moments. These are those legendary making moments, and the clutch players will actually boost the ratings of those players around him. So not only will Drew Brees throw more accurately with the game on the line, but his line will block better. Or a receiver who is clutch like Larry Fitzgerald will see his spectacular catch rating increase with the game on the line."

EA Sports
A closer look at Michael Vick's traits in "Madden NFL 12."

Another trait to help differentiate quarterbacks is "Tuck and Run." Michael Vick is rated a 91 overall in "Madden NFL 12," while a player like Matt Ryan is rated a 90, but it's a trait like "Tuck and Run" that will really help differentiate them when it comes to the way they play in the game.

EA Sports
Matt Ryan is rated a 90 overall in "Madden NFL 12."

Now, the more you pressure Vick, the more he'll lose confidence in his arm and take off running. Vick is rated as "trigger happy" when it comes to sensing pressure, where a guy like Matt Ryan isn't going to kill you with his feet, but when the pressure comes, his Matty Ice skills kick in and he's going to make a play with his arm to help you win the game.

"Or for a guy like Mark Sanchez, if he gets pressured early, he might start making bad throws," explains Young. "But if you're able to string together a few completions, he will start to get his mojo back. So there's that ebb and flow to the game now that we've never had before.

"And anyone whose dynamic traits change during the game, you'll see in the pause screen. That way you know what's going on with your specific players. That way you'll know when you need to get a receiver's confidence up so he won't drop the key pass late in the game. I think with this new feature, we're really able to capture the intangibles of players. Before, Michael Vick really didn't play like Michael Vick. He might have had the skills captured by our old ratings system, but he didn't react, he didn't have the heart and mind of Michael Vick. He didn't respond in game situations like Michael Vick would. 'Madden 12' changes all that."

EA Sports
When Matt Ryan senses pressure, don't expect him to run.

Another area that will greatly change the way players play each game is the way Dynamic Player Performance is handled in franchise mode. "The core elements are confidence and consistency," Young explains. "This tries to capture this up and down ratings change. Look at Jay Cutler. He throws four picks one game, then has a 300 yard, three touchdown game the next. But in 'Madden,' he was always around an 85 and that's how he played every game. But with this consistency rating and confidence, we're driving ratings game to game based off of performance. Each position is now rated almost like their fantasy projections. If you play fantasy football, you expect Drew Brees to throw for 290 yards and two touchdowns every week. If he does that in 'Madden,' his confidence stays even and you will get the usual Drew Brees, around a 97 overall without much fluctuation. But if you have a monster game and you throw for 400 yards and four touchdowns, then he'll be on a hot streak and he'll trend upwards, so maybe next game, you'll play with a 99 rated Drew Brees. But since Brees is pretty consistent, you won't get such a big change week-to-week, but with a guy like Cutler, he might go down to a 75 rated quarterback one week, or if he's on a hot streak, you might see Cutler rated 95. He's a super talent, but you just never know what you're going to get."

EA Sports
Pause the game to see Dynamic Player Performance in action.

In exhibition games, look for Dynamic Player Performance to be handled with new hot and cold streaks that will be based off of player performance during the real NFL season (if there is one). Adds Young: "Week to week, when we release the player rosters, this year we're also going to put players on hot and cold streaks depending on how they play in real life. So if Big Ben throws four interceptions one week, when we update the ratings, we're not going to drop his overall and suddenly make him a 75 overall. That's not realistic. Instead, we'll put him on a cold streak for the week and he'll trend downwards. Just because he throws four picks doesn't mean he's suddenly bad.

"I think for the first time, we've really captured what it's like to play as and against your favorite players, and in terms of gameplay, it makes all the difference as they are going to act and react to plays like they do in real life."

And if that means Braylon Edwards dropping wide-open passes like he does in real life, I'm all for it, even if it means a few broken controllers for the sake of realism.

06-03-2011, 12:46 PM
Link (http://mymaddenpad.com/2011/06/dynamic-player-performance-detailed-look/)

Raymond Goode--better known as Shopmaster of the EA SPORTS Game Changers program--analyzes Wes Reinhart's blog on Dynamic Player Performance and also shares his own hands-on experience with DPP in Madden NFL 12 from the Community Events this year.

So the big news for today is Dynamic Player Performance in Madden NFL 12. This new feature was revealed yesterday by IGN, but the now EA has come out with a blog detailing this new feature in depth. This is what football on Sundays are all about. Itís about getting into a rhythm as a QB, itís about running downhill as a RB, and itís about changing momentum to swing in your favor. In past versions of Madden it didnít matter how many interceptions you threw as Aaron Rodgers he was still good and still poised to thread a needle when he needs it. Now depending on your performance and how you manage the game will determine how effective certain players are later in the game, I call it ďProgressive Player ManagementĒ. Yea, I just coined that so donít use it Ö lol. Here is EAís blog about this new feature and then my thoughts on my experience seeing this first hand a few weeks back.

Here is the Dynamic Player engineer and designer Wes Reinhart breaking down the new feature:

[Wes Reinhart article.]

My Thoughts

Wow, that was a lot to take in I know. I really think this is one of the coolest features they have this year, and I have to be honest I didnít think it would work at all. Not only that but I didnít think that I would even notice it if it did work. I was wrong on both accounts and was happily surprised when I play when I played Madden NFL 12 a couple of weeks ago.

When Phil Frazier sat down with us at the beginning of that first day he talked a little bit about Dynamic Player Performance and how players would change during the course of the game depending on how the game and that player progressed throughout. He showed a picture of Adrian Peterson running the ball and said this is what Peterson looked like running the ball in the first quarter. The picture showed Peterson with ball loosely at his side like a loaf of bread. He then showed us a picture of Peterson after he had a fumble and this pictured showed him securing the ball while he was running. Phil also stated that not only will he carry the ball more securely but he doesnít try to break out of tackles after some fumbles. So what does this mean, it means that EA has added to the realism of the game.

In one instance while playing against the Bears in Madden NFL 12, I was constantly putting pressure on Jay Cutler. I could see by the second qtr it was on his mind because he was passing way before my pressure was getting to him and before the WR was open. There were a couple that bounced in the dirt. I think the consistency will play a huge role in Madden NFL 12. I really noticed the difference in especially the QB when playing the computer.

So what happens when you play against another human player? Do these traits still happen? Yes and no. I guess what I mean is, you are the QB so itís up to you to run out of the pocket when you sense pressure or throw it into the stands, but your WR still may drop the ball, the linebacker you are not controlling still will go for the big hit and play aggressive so itís a mix bag.

The real problem I had with this feature and I made sure I put it in my feedback is that you have to press pause to see who is doing what. So you donít know if that WR is dropping wide open passes unless you press pause and then they only show one or two people depending on what side of the ball you are on. In fact during a head to head match-up I noted that it never showed up on the pause menu. Weíll have to get some more clarification on that and get back to that.

So what do you think about the Dynamic Player Performance feature?

Also be sure to check out JSteinís ďFirst LookĒ at this feature here on the Official Madden NFL 12 site.

06-03-2011, 01:04 PM

Today Donny Moore the Madden Ratings Czar explains to a whole new attribute for players in Madden that will effect the way they play the game. The Clutch Rating.

06-03-2011, 01:30 PM
I was interested in hearing how this was going to be implemented. From reading all of this definitely sounds like it will be a great addition into the game. Sweet.

Thanks P

06-03-2011, 03:01 PM
This dynamic player performance looks like the whip.....I'm pumped.
Only think I don't know about is how the clutch guys improve entire units.
I understand making some people around you better...but the entire LB corps? If a LB is clutch he should be flying around...have boosted play rec. tackling, strip ability...but not the whole crew.

06-03-2011, 03:15 PM
Quick notes from Art Director Mike Young (@MYsportsPhotog) on Twitter in regards to comments about Eli Manning's appearance in the "sizzle" trailer:

Eli was tuned to look way better after that video was captured @PSRusse
Link (http://twitter.com/#!/MYsportsPhotog/status/76709207763722241)

I'll get a non "fat" Eli screenshot on Monday @Horst724 he was tuned after the video was captured.
Link (http://twitter.com/#!/MYsportsPhotog/status/76709597901107200)

And some notes on the Gus Johnson commentary from the "sizzle" trailer:

scripted for trailer but there is authentic sounding commentary about DPP
Link (http://twitter.com/#!/MYsportsPhotog/status/76702388077068288)

we have similar stuff but this was done before actual commentary was in game.
Link (http://twitter.com/#!/MYsportsPhotog/status/76710245581336577)

06-03-2011, 04:42 PM

06-03-2011, 05:14 PM
More New Screenshots

06-04-2011, 11:42 AM
Already conflicting info on this feature. EA video says a "Clutch" QB basically makes everyone's ratings on the field go up in clutch situations. However, OS says they changed it to just better o-line blocking.

06-04-2011, 06:49 PM
Already conflicting info on this feature. EA video says a "Clutch" QB basically makes everyone's ratings on the field go up in clutch situations. However, OS says they changed it to just better o-line blocking.

Starting at 1:34 of the Donny Moore video:

For instance, Tom Brady, he's going to start making the offensive line a little better. They'll pass block a little bit longer for Tom Brady. His receivers are going to have better catch ratings, and you're going to see some targeted rating boosts for certain players that make sense in a clutch situation.

Here's the relevant section of information from the OS feature: (Link (http://www.operationsports.com/features/1282/madden-nfl-12-dynamic-player-performance-cheat-sheet/) here):


All right, so this element has not been mentioned as much, but again, this is something that you either have or you don't. According to EA, less than 30 players will have this "clutch" trait on the rosters that ship with the game.

Now, while this element is clearly different than consistency and confidence, I'm placing it in this section because it's not something you just unlock during a game. Again, you either have it or you don't going into a game.

During big moments in a game, the clutch rating will boost specific ratings of players. These boosted ratings vary depending on the position of the player with a "clutch" rating. So a wide receiver might get boosted catching ability while a QB gets improved accuracy.

A QB is also unique because his clutch rating can affect other players on the team. More specifically, the QB can improve the play of the offensive linemen. The philosophy behind this is that the O-line believes in the QB's ability to make that game-winning drive, so those guys go extra hard for him to give their QB extra time. The QB can ONLY boost the O-line's ratings, and no other position besides QB has this ability. (Originally, the developers had it so the QB affected everyone on offense, and defenders could do something similar, but they changed it to just the O-line.)

The nice thing about clutch is that it is still a trait that can be flipped "on" at any point in a player's career. So if a player in real life makes some big plays on a game-winning drive, Donny can flip that switch and make someone clutch on the next roster update. Within Franchise mode, your QB can make some game-winning drives, and after the season ends your player might get a clutch trait.

I've passed along the question to Donny on Twitter to see if I can't get some clarification on the details of the "Clutch" effects; based on how the OS story is written, it would seem that the video with Donny MAY have been recorded at an earlier stage in the process than the info OS got.

06-05-2011, 05:00 PM

this kind of thing would do wonders in ncaa.....but glad that they're trying to finally get players to feel and play different. great addition, imo

06-05-2011, 06:51 PM
More Twitter commentary from the Madden NFL 12 development team in reference to the Dynamic Player Performance sizzle trailer:

@adembroski DPP Madden video was shot MONTHS ago, I first saw it in January. Game looks TONS better now.
Link (http://twitter.com/#!/adembroski/status/77521282220036096)

AJ is a designer on the Madden NFL 12 team.

06-05-2011, 11:46 PM
Absolutely love that Andre Johnson pic from above. It looks like a real photo!!!

06-06-2011, 09:16 PM
Here's the "revised" Eli Manning picture promised by Mike Young:

06-06-2011, 10:11 PM
this kind of thing would do wonders in ncaa.....but glad that they're trying to finally get players to feel and play different. great addition, imoThe problem, in my opinion, is doing that without feeling like it's applied at random or getting close enough that people scream "wrong" when a player doesn't match their own opinion. The sheer number of players in college football, combined with the lack of tape for the NCAA team, makes this a daunting task to consider.

All that said ... I sure as hell want it.

06-06-2011, 11:05 PM
The problem, in my opinion, is doing that without feeling like it's applied at random or getting close enough that people scream "wrong" when a player doesn't match their own opinion. The sheer number of players in college football, combined with the lack of tape for the NCAA team, makes this a daunting task to consider.

All that said ... I sure as hell want it.i completely agree with you there....but i think an easy way to get around this, would be to bring it in, and then not even touch it.....obviously people will bitch that players arent customized but ea obviously knows that a large number of people use the roster share feature and a ton of people are going to wait for various community sites/people to come out with rosters anyway. they wouldnt even have to spend time in researching players' traits, acknowledging that the community is going to change them anyways.

basically, if they brought this feature in and didnt touch any player traits by setting everything to no, it wouldnt change the game from how it currently plays without it. it'd be up to the user to customize the players as they see fit....which is what we do anyways. or is doing this not possible?

06-06-2011, 11:36 PM
sidenote- looks like at least 4 different styles of shoes...