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Dynamic Player Performance - IGN

killgod

OHHHH WHEN THE REDSSSSS
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.

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There's about 14 more screenshots on the site, the new lighting was so overdue.
 
Did IGN ask EA to write that for them? He played one game and then he writes all that. IGN is beyond terrible.
 
decent concept but knowing EA they gonna fuck it up somehow. what was the last awesome "new" feature madden had?

i gave up after the "weapons" debacle of expecting anything new and good.
 
^^ LOLxinfinity

That "weapons" shit was awful. I still picture those stupid ass icons over the players. That shit got shut off after viewing it for 5 minutes in my initial practice session.
 
So now the CPU will help decide who has a bad game? It would be better if they would just focus on giving us consistently good gameplay rather than all of this bullshit.
 
I kinda want to see what this feature is all about but this article is total shit. It's like EA wrote everything except the last paragraph. He plays one game but he feels he can comment on how players from 7 different teams use this feature? At most, he should have told us what happened in that one game that he played and even that isn't enough to write a 500 word article. I'm going to go out on a limb and say that IGN really has no idea how this crap works. It's all been explained to IGN by EA's marketing team. There's no other way to look at it.
 
I love NFL more than any sport but my interest for Madden is totally gone. They would need to implement something totally different and new to get me back. I really believe there is more money spent on marketing madden then developing it.....by far.

I will stick with the little brother NCAA and my OD for my football gaming fix. Its a shame cause madden used to be so much fun when we were at maddenmania!
 
Here's EA's blog on it

“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.
 
Vick looks fat as fuck lol, and not even in a "Oh he's wearing a flak jacket" kind of way. :smh:
 
[ame]http://www.youtube.com/watch?v=E7HJVMd2PqM[/ame]

[ame]http://www.youtube.com/watch?v=kWuyRYKNFIs[/ame]
 
the idea is great but it all depends on the execution. hopefully like CG said, they dont overdo it and it doesnt end up like the weapons thing from Madden 08.
 
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