Progression in 12 was a joke and set in stone. It was the same for players no matter what. Even if injured.
And it should have been enhanced to be something more realistic, not replaced with something unrealistic.
As a coach in 13, you control progression of every player AND the coach.
Doesn't happen this way in real life. If you want a realistic progression system, this is bad.
The xp you earn as a coach can be used to get discounts or different signing advantages for each position in FA or resignings. I know people think the progression in 13 is a step back (although I have no idea how anyone can think that) at least its based on actual production now.
In real life, production doesn't drive a players progression. In real life, a players increase in abilities drives production. An XP, stats based progression is ass backwards to real life. Bad if you want realism.
Guys like Victor Cruz wouldnt progress even if they caught 30 TD passes in 12, and that was terrible.
And guys like Victor Cruz should have a lower perceived potential and lower perceived ratings, while actually having a high hidden potential and higher hidden abilities. I say, set up a system that is much more like real life that allows for draft busts, hidden gems, late developers, early developers, bursts of progression and plateaus. If you want realism.
Progression is a lot better in Madden 13. Having the potential set in stone like it was in the past made no sense. EA shouldn't dictate how players progress because it is MY franchise. If I want Matt Flynn to become a star, he shouldn't be limited to what the developer thinks he should be limited to
What you want is arcade. That's OK, but it's far from realistic. The progression system in 13 is not at all more realistic than 12. The progression system in 13 sucks for realism. Though good for arcade. Players should play to their actual abilities. Or just get rid of ratings cause they really mean nothing.
. If I play well with Nike Foles I want his rating to be able to reflect that, not be stuck at a "C" or average player his whole career. Giving more control to a user can never be a bad thing, something I wish NCAA would understand.
Forcing more control on a user is definitely bad for realism. I agree that the user should have control over how much realism they want. Everything should be an option. But don't say that unrealistic is better than realistic and that's how madden should be. Have things optional. Allow a realistic progression system and an arcady, unrealistic progressions system.
And players should play to their ratings, otherwise player ratings mean absolutely shit.
If we want realistic progression, we should have position coaches with abilities of their own, coaches attributes should be more involved, a shown perceived potential and abilities, a hidden actual potential and abilities, be able to set up a simulated off-season, training camp, preseason, and season practice schedule, players should have ratings specific to progression, like work ethic, and a bunch of other real world variables. If you want a realistic progression system.
And this stuff should be options. We should be able to choose between an unrealistic, stats/xp based progression system and a realistic progression system. Really , that's the control we as the Madden player should have. That's were more control is better.