Quote Originally Posted by souljahbill View Post
Would making the field bigger do the same thing? It would probably be easier as opposed to mo-capping shorter run strides.
No it wouldn't I don't think. They'd have to redo everything around the stadium, including fans and signage and boards and everything. I thought this way too, but after reading on everything that goes into creating a stadium, and the amount of time it takes to just do "simple" things around the stadium, I realized that this is not the best solution.

Quote Originally Posted by Rudy View Post
I do think this is why many like the way the PS2 players moved. It seemed more natural. I'm still going to push for a momentum option for NCAA 12. Next Gen (normal) and Classic (like PS2)! Everybody wins!
Quote Originally Posted by ram29jackson View Post
the ps2 players may have looked smoother but they also moved way too fast. It was much more video-gamey.
What do you mean by "moved too fast"? Because that is the point. Everything would move "faster", but the game would slow down from a decision aspect and players would take more steps to get from point A to B. But they wouldn't get there any slower during sprint because the times are already in place to be "realistic".

Quote Originally Posted by JeffHCross View Post
Assuming that the field/stadium size is currently scaled to the player models, making the field bigger could have other unintended consequences.
This. The players look right on the field as far as size goes, but movements are spread out in sprint mode.

Actually after playing in practice mode a little bit, slower players take fewer shorter strides in the game. This is only somewhat the case IRL. But faster players actually don't move a whole lot longer in striding (assuming players are same height), but rather, the legs move faster. Lighter, faster players have lighter and faster feet. I'm not sure how to explain that correctly, but the ncaa series has always depicted faster and slower by length of stride, while the length of the stride is not always the case. Another thing to consider is that this is only in "sprinting" mode. The sliding effect (which should be less prevalent again, but may not be perfect) and overly quick player turning ability accounts for the other huge makeup of ground in the game that looks "unnatural".