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  1. #21
    Quote Originally Posted by Oneback View Post
    Defenders blowing assignments would be tied to awareness, linemen making blocks would be largely dependent on the ratings differential between them and the defender, I sent a pretty lengthy document to EA on how this would work.

    .
    Have you ever coded a game of any type? The only reason I mention this is that you are feeding information on how things are done properly but that is the easy part. Taking that information and coding it into a game is a whole different ball game. You are simplifying things by tying them to base attributes. There are layers of code within those attributes that would have to be defined to make additional changes.

    It is not as simple as if a WR have a 80 AWR then he will run a incorrect route 1 out of 50 times (and even there you have to be careful with your % to ensure happiness amongst all your customers or create more code by adding new sliders). You have to define what all happens when that one out of fifty times occurs. There has to be code to to tell the player what to do in those instances and even that could be affected other attributes and ratings. The more variables you add within the game the more of a consoles memory you start eating into. You can make the smartest football game in the world that runs as realistic as tonight's game but if a console can't handle it... Even with the best and the brightest working on that game. That is why these companies have people coding new things for next gen systems. Things that are simply not feasible on this gen due to memory and CPU restraints.

    More variables for you to ponder over as to why the games sometimes seem to not advance to your liking, as fast as you wish it would.
    Last edited by bdoughty; 09-13-2011 at 12:13 AM.

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