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  • Madden Ultimate Team: Pack Inserts Set #4

    Hey everybody -

    I'm Josh Looman, the lead designer of Madden Ultimate Team, back again with another set of inserts.

    We're releasing a new group of cards this morning as Insert Set #4. This set is special since it includes the first ever Gold Foil Elite Edition Card. Look for more of these cards in the future.

    These cards will be available in gold and platinum packs only and they will be available for a limited time. These particular cards have not been available in the game at any point up to now and you won't be able to buy them in Weekly Deals.

    You can only find them in packs. Once we remove them from the packs, you will not be able to find them again.

    Last week's Set #3 cards have now been removed from packs.
    We'll be releasing more sets in the coming weeks, so keep an eye out for new cards in the future.

    This set features six unique cards. All of the cards are Legendary tier cards and all but one contain gameplay boosts.

    Here's a list of the cards that will be available in packs as of this afternoon...

    Set #4, Card #1

    Legendary 2008 Philip Rivers, QB, Chargers


     
    Info: Rivers is one of the top 5 QBs in the NFL and his 2008 season was fantastic. This card honors that year.

    Rarity: Rare

    Gameplay Boosts: Increases teammates Spectacular Catch (SPC) and and Route Running (RTE) while he is on the field with them.

    Set #4, Card #2

    Legendary 2008 Calvin Johnson, WR, Lions


     
    Info: Johnson's freakish athletic ability makes him one of the most dangerous targets in the NFL every week. His 2008 season was one to remember and this card honors that year.

    Rarity: Extremely Rare

    Gameplay Boosts:
    Increases teammates Throw Accuracy Medium (TAM) and Throw Accuracy Deep (TAD) ratings while he is on the field with them.

    Set #4, Card #3

    Legendary 2000 London Fletcher, MLB, Rams

    Info: Fletcher was the defensive leader during the Rams Super Bowl run and his 2000 season was a great one.

    Rarity: Rare

    Gameplay Boosts: Increases teammates Play Recognition (PRC) and Pursuit (PUR) ratings while he is on the field with them.

    Set #4, Card #4

    Legendary 2009 All-Pro Haloti Ngata, 3-4 DE, Ravens

    Info: Ngata is a beast in the trenches and arguably the Ravens most valuable defensive player. Get this card and instantly improve your run defense.

    Rarity: Extremely Rare

    Gameplay Boosts: Increases teammates Block Shedding (BSHD) and Tackle (TAK) ratings while he is on the field with them.

    Set #4, Card #5

    Legendary 2002 All-Pro Ricky Williams, HB, Dolphins


     
    Info:
    This rare new elite edition card honors Ricky Williams and his monster 2002 campaign.

    Rarity: One of the new rarest cards in the game

    Gameplay Boosts: Increases teammates Run Block Strength (RBS) and Run Block Footwork (RBF) ratings while he is on the field with them.

    Set #4, Card #6

    Legendary Fantasy Franchise Rookie Ozzie Jones, HB

    Info: Jones is a favorite of anyone who played franchise mode in Madden NFL 10 or NFL Head Coach '09. He's very fast, quick and elusive.

    Note: The Rookie cards are a great way for us to expand the player pool in Madden Ultimate Team. These cards are meant as a fun addition to the game, much like the Ochocinco kicker and QB Josh Cribbs cards. Enjoy!

    Rarity: One of the new rarest cards in the game

    Gameplay Boosts: Does not increase any ratings.

    Well, that's the list of of cards for Set #4. Remember, you can only get these cards in gold and platinum packs for a limited time.

    I'll be back next week with an update on when Set #5 will be released.

    If you have any general Madden Ultimate Team questions, head over to the new Madden Ultimate team forum where I'll be answering your questions and interacting with other members of the community. You can also follow me on twitter at http://twitter.com/josh_looman.

  • Madden Ultimate Team: Card Inserts Set #1

    Hey everybody -

    I'm Josh Looman, the lead designer of Madden Ultimate Team.

    I wanted to thank all of you for the overwhelming response to Madden Ultimate Team and let you know about a special promotion we're starting tomorrow morning (Friday, Feb. 5th).

    We'll be releasing a new group of cards tomorrow morning as an insert set. That means that the cards will be available in gold and platinum packs only and they will be available for a limited time. These particular cards have not been available in the game at any point up to now and you won't be able to buy them in Weekly Deals. You can only find them in packs. Once we remove them from the packs, you will not be able to find them again.

    We'll be releasing more sets in the coming weeks, so keep an eye out for new cards in the future.

    This first batch is Set #1 and it features ten unique cards. The cards contain new images for every player, some of them from Sunday's Pro Bowl. All of the cards are Legendary tier cards.

    Here's a list of the cards that will be available in packs starting tomorrow morning...

     

    Set #1, Card #1

    2010 Pro Bowl Josh Cribbs, Cleveland Browns

    Cribbs is one of the NFL's most dynamic players. He is a Pro Bowl kick returner, a great runner out of the wildcat formation, a starting receiver and a former college QB. We set him up as a HB in this card because of his success in the Wildcat. Use him at multiple positions on your team to see where he fits best. This legendary card honors his 2010 Pro Bowl selection.

     

    Set #1, Card #2

    2009 All-Pro Dallas Clark, Indianapolis Colts

    Clark is a wide receiver in a TE's body and he's one of the Colts most dangerous weapons. This legendary card honors his All-Pro 2009 season.

     

    Set #1, Card #3

    2010 Pro Bowl Elvis Dumervil, Denver Broncos

    Dumervil is a beast of a rush linebacker. He led the NFL and set the Broncos single season record with 17 sacks. You can line him up at OLB or DE in Madden and receive an instant pass rush upgrade. This legendary card honors his 2010 Pro Bowl selection.

     

    Set #1, Card #4

    2005 Super Bowl MVP Deion Branch

    Branch had a fantastic game in Super Bowl XXXIX, winning the MVP trophy after grabbing eleven receptions and beating the Eagles 24-21. This legendary card honors his MVP award.

     

    Set #1, Card #5

    2009 All-Pro Jahri Evans, New Orleans Saints

    Evans is one of the best interior linemen in the NFL, tasked with the responsibility of keeping Drew Brees on his feet and keeping the running game going. This legendary card honors his All-Pro season in 2009.

     

    Set #1, Card #6

    2010 Pro Bowl Brandon Marshall, Denver Broncos

    Marshall is one of the top 5 receivers in the NFL, as evidenced by his NFL record 21 receptions against the Colts in Week 14. This legendary card honors his Pro Bowl selection.

     

    Set #1, Card #7

    2010 Pro Bowl Chris Johnson, Tennessee Titans

    Johnson is obviously one of the most electric players in the NFL this season, breaking the 2000 yard barrier. This legendary card honors his Pro Bowl selection.

     

    Set #1, Card #8

    1994 Junior Seau, San Diego Chargers

    Seau is one of the best linebackers in NFL history and his 1994 season was a great one. He finished that year with 155 tackles, a career high. This legendary card honors his amazing season in 1994.

     

    Set #1, Card #9

    2010 Pro Bowl Vincent Jackson, San Diego Chargers

    Jackson had a fantastic 2009 season, emerging as the clear #1 target for Phillip Rivers and he topped it all off with 7 catches for 122 yards in the Pro Bowl last Sunday. This legendary card honors his Pro Bowl selection.

     

    Set #1, Card # 10

    2010 All-Pro Ryan Clady, Denver Broncos

    Clady has emerged as one of the best left tackles in the NFL. This legendary card honors his 2009 All-Pro season.

    Well, that's the list of of cards. Remember, you can only get these cards in gold and platinum packs for a limited time starting Friday morning.

    I'll be back next week with an update on when Set #2 will be released.

    If you have any general Madden Ultimate Team questions, head over to the new Madden Ultimate team forum where I'll be answering your questions and interacting with other members of the community.

     

     

  • Madden NFL 10 Franchise Mode improvements part 2 (Q & A)

    Hey Madden fans!
    I’m Josh Looman, senior designer for Madden NFL 10 and the guy who had the privilege of tuning franchise mode this year. I thought I’d sit down and answer a lot of the questions I’ve received about franchise mode and the changes we made this cycle. As I’ve mentioned before (in this blog), my goal was to clean up the logic and get this mode back to where it needed to be. I’ll repeat my favorite analogy for those of you who haven’t heard it before: If you found out you had termites in your house, would you build on another addition or clean up the foundation so that you could build on the house in the future? That was exactly our attitude and my sole focus since I joined the Madden team halfway through the development cycle. I enlisted the help of one of my top programmers from NFL Head Coach ’09 (Jeff Keyek) and worked with the rest of the Madden team to address many of the core aspects of the mode that really needed fixing.

     

    There have been a ton of questions posted out on the forums that I wanted to answer, but first off I wanted to talk about one key addition to Franchise mode, which was a total overhaul to the overall interface and flow of the mode. We learned on NFL Head Coach ’09 that a career mode is a lot more fun to play when you don’t force people to go dig for common information every week. Surfacing these key pieces of info streamlines the experience and allows you to get what you need at a glance and advance to next week. We felt that one major issue with the previous Franchise experiences was just that it didn't feel alive. The Franchise hub was designed primarily with the one-player experience in mind...a one-stop shop to play games, watch "The Extra Point" recap show, and jump to top news around the league (though it's important to note the multi-player experience is just as streamlined through new league & team schedule screens). Here is a quick look at the Franchise "hub" - the home screen of sorts for your entire Franchise:

    Now we can compare that to Madden NFL 09:

     

    Also, here's a demo of "the hub" in action in an interview I did at E3 with our very own Carlos Navarro from the EA Sports Live team. Forgive my voice breaking up...E3 consists of a lot of shouting. :)


    So that's enough talk about the core improvements to the flow - on to the questions...

    Q:  Has trade logic been improved? Will I still be able to trade for Matthew Stafford even though the lions just drafted him 1st overall and made him their franchise player?
    A:  Trade logic has been improved. It’s much harder to trade for good players or very high draft picks now. In the case of Matthew Stafford, the logic assigns him a trade value which becomes his worth in the game. Since he’s young and he’s yet to reach his potential, they increase that worth and essentially inflate his overall rating in trade negotiations. I’m sure you could swing a trade for him if you offered Peyton Manning, a first round pick, Bob Sanders and a pineapple upside down cake, though. :)

    Q:  Do CPU teams value their Draft Picks more than before?
    A:  Yes, they do. In the past, you could trade for the #1 pick by offering up something like the 15th overall pick and a 3rd rounder. We tuned it so that you have to offer up much more to get high draft picks now.

    Q:  Has there been more focus put on where a player wants to play in free agency?
    A:  Yes. I spent a lot of time tuning this over the past few months. I wanted to make sure that it would be harder to convince marquee free agents to play for the Lions, for instance. In Free Agency or in the Re-Signing stage, players will expect more money to sign or re-sign with a struggling team. If you’re Detroit and you want to sign a 90 overall free agent, you will need to pay him much more. If you’re New England, he may play for his expected salary or slightly less.

    Q:  Will players be able to become coaches after their retirement?
    A:  Yes. We even tuned this so that there’s a greater chance that retired players come back as coaches sooner this year.

    Q:  Since two-back systems are in vogue, will running backs split carries a la Carolina, Tennessee, etc.?
    A:  Yes. This is all determined by the RB sliders in your coach options. We have logic that determines how carries will be split later on in franchise. If you have two 90 overall running backs, they will split carries.

    Q:  How often does progression take place and will season performance effect it? (yearly, quarterly, every game, etc.)
    A:  All of the tuning this year was done to make the progression system from ’09 playable. Last year, players rarely progressed and if they did, they didn’t go up much. We fixed those problems and I’m seeing what I expect when I get to the offseason after having good seasons with my players. In the future, we’ll look into using a progression system similar to the one we used in NFL Head Coach ’09. It allows for more flexibility than the system we’re working with now.
    To answer your question:
    Season performance has a huge impact and progression happens in the offseason.

    Q:  How much does potential matter vs. production for progressing players?
    A: Potential matters because it ultimately decides if a player has reached their ceiling or not while production is important since it determines if your player’s attributes increase or decrease. So I’d say that they matter equally.

    Q:  Has anything been done to the logic to stop players from retiring too early?
    A: Yes. The retirement logic has been tuned so that less 30-34 year old players with a higher overall rating retire. You’ll still see players retire, but if they’re any good, they’ll stay around a little longer.

    Q:  How many different draft classes are there and how many extra undrafted players will there be on average?
    A: There are 32 different draft classes that contain around 250 players each. That means about 30 players will go undrafted in each class.

    Q:  How will the scouting process work for rookies pre-draft and how is it different from the last few iterations of Madden or similar to HC?
    A: Scouting is different than it was in ’09. This year you pick the players you want to scout and each week a piece of information is unlocked about them. At first, the information will be a bit vague. You’ll see comments like, “His awareness is less than an 80.” Once you scout the player a few more weeks, you’ll clear up the vague comments and see something along the lines of, “Ok, we’re sure that his awareness is a 76.”
    This will help you get a total picture of the player. Since you also have an idea of what his potential is, you can combine the information to determine if the player has high potential and if he’s able to be more than a project. Just because a player has high potential doesn’t mean that he’ll be a productive player for a while. You may draft players in the 7th round with high potential but they’ll come in at 59 overall. So it could take years for them to be ready to play significant roles. If you do your homework, you can find the Marques Colston’s of the Draft. Players with high potential and high overalls that can contribute right away. I spent a lot of time tuning the draft classes so that there are really busts and gems in the draft now. You may draft a LT who comes out at 80 overall but has a potential of 81. Or you may draft a QB in the 6th round who has a 99 potential and a 78 overall rating ala Tom Brady.

    Q:  Is there a noticeable difference between regular season and playoff games?
    A: Yes. Ian and the presentation team did a lot of great things to make sure that the playoffs felt different than the regular season. I’m not going to spoil them for you, but I have a feeling your jaws are going to drop when you see some of the things we have in store.

    Q:  Has anything been done to fix the scheduling logic? Will we still see teams with 4 straight Monday night games or open the season with a 6-game road trip?
    A: This has been fixed by the guy I mentioned above...Jeff Keyek. He fixed some weird logic issues that were causing scheduling anomalies.

    Q:  Will coaches effect progression? For example it seemed like the Ravens and Steelers could draft LBer after LBer and most of them would become at least solid players.
    A: Coaches, especially elite coaches, do impact a player’s ratings in Franchise Mode. Coaches like D. LeBeau will give a constant increase to certain player ratings in-game and when games are simmed, effectively making players on their team better all the time. You can see the impact they make in the player management screen. You’ll notice a little plus sign and a number next to the ratings they are increasing.

    Q:  How are the draft classes, are they the same classes from Headcoach?
    A: The draft classes are my favorite thing about franchise mode this year. They are different from Head Coach (some old HC favorites were carried over) but they were all hand created like they were there. I created lots of different types of players, too. Run Stopping DEs vs. Pass Rushing DEs, big bruising backs vs. scat backs, etc. I think you guys will have a blast trying to find the hidden gems and living with the busts. I can’t you how satisfying it is to turn a team around like I did when playing a few seasons with the Bengals. I couldn’t run the ball at all with Cedric Benson for 17 games in year one. I got into the offseason and found a RB in the 3rd round that immediately ignited my running game in year two. I made the playoffs and that kid won rookie of the year.

    Q:  Will you marry me?
    A: No. :)

    Q:  Will it be fun enough to play more than 2 seasons?
    A: Yes. And that was my goal this year!

     

    Thanks for all of the questions and the positive feedback so far. I look forward to working with Phil, Ian, Donny and the rest of the team to bring you guys the best version of Madden every year! You guys are the most passionate fans and we love that about you.

    - Josh Looman
    Senior Designer, Madden NFL 10

  • Madden NFL 10 Feedback Event

    Today at the EA SPORTS Tiburon studio, eight hardcore members of the online community are spending time with the Madden NFL 10 dev team, giving them some early feedback on the product.  These fans were hand picked by the Madden team based on their posts interacting on the forums over the last year.  While our feedback event attendees are spending hours on the sticks, we'll check in and also release some new information on Madden NFL 10.  Here's what you can expect to see here on the Inside Blog today:

    Today's Inside EA SPORTS Blog Schedule

    - A new Madden NFL 10 blog from leader designer Ian Cummings.

    - Madden producers Ian Cummings and Phil Frazier will visit the EA SPORTS Live radio show to talk about the new blog and their approach to interacting with the community this year.  Click here at 3:00 p.m. eastern to listen to EA SPORTS Live.

    - Follow me throughout the day on twitter for some real time thoughts live from the feedback event.

     

    -raczilla

     

  • Madden NFL 10: Franchise Mode improvements

     

    Hey Madden fans, it's that time again...time for another weekly blog update! I’m Josh Looman, senior designer on Madden NFL 10. First some background on me…my most recent role was as the lead designer on NFL Head Coach ’09. Prior to that, I was the ‘Franchise Designer’ on Madden 2004, 2005, 2006 and 2007 for PS2 and Xbox. When the opportunity was presented to me to re-join Phil Frazier, Ian Cummings, and Donny Moore on the Madden team, I dropped everything and came aboard.

    This week I wanted to give you an update on what we’re addressing in franchise mode this year. We’re probably going to have a few blogs about franchise mode from now until August, so I’m just going to touch on a couple of things we’ve been working on since I joined the team.

    One thing we learned on NFL Head Coach ’09 was that in order to have a great franchise mode, you need a solid base. You wouldn’t put a 2nd or 3rd addition on your house if the foundation is crumbling, right?

    Since our ‘foundation’ is the logic behind every decision made in franchise mode, we knew we really wanted to address that foundation before anything else major was applied. I know some folks may be expecting the entire NFL Head Coach ’09 game to be dropped into Madden this year, but that’s not going to happen. We have a lot of work to do and it’s going to take us some time to start with the core of franchise mode and take it where we all want it to be.

    I’ll break down some of the problems we’ve encountered so far and talk about how we’re addressing them below.

     

    Offseason Player Signing Logic

    When we sat down and started taking a look at the logic, the #1 area that stood out to us was how teams handled player decisions in the offseason. After a simulated season, many teams were cutting players left and right in free agency to upgrade much lesser needs (like punter and full back). In fact, that first year we saw the Colts cut Peyton Manning to sign a punter.

    We dug through some of the logic and found out that CPU teams were just being too rigid when it came to upgrading positions on their team. They all felt like their #1 priority was to field the best team possible, but when it came to clearing cap room they could possibly just cut the player who would save them the most. Thankfully, this has been addressed. Teams are much more mindful of the amount of cap room they have in free agency now…if they have no room, they’ll pass on that new punter.

    Another thing we addressed was contract amounts. We’ve scaled player ratings differently this year, so we needed to make sure a starter in the league was paid like a starter. It’ll be tougher to cherry pick in free agency now, as an 80 overall defensive end is going to ask for the money he’d be paid in real life. We also increased signing bonuses and salaries for elite players. We found that the max a player could get paid was about 60 million over 7 years in previous versions of the game. We fixed that so you’ll see elite players like Asomugha and Haynesworth sign those $100 million dollar deals.

    We’re also focusing on the re-sign player stage, making sure that teams intelligently decide whether to keep or release their upcoming free agents. If a team cannot afford to re-sign a player, he’ll become a free agent. It’s that simple.


    The Draft

    The other big thing we’ve looked at so far is everything surrounding the Draft. After joining the team, I ran through a season and started doing some in-season scouting. Three issues presented themselves immediately:

    •   When I scouted a player, it was a pretty cumbersome experience. I had to click on a player, enter a sub-screen and then click on him again just to start the first level of scouting.

    •   After I scouted a player for a few weeks, the comments never seemed to change. Beyond that, they were pretty vague and really told me very little about the player.

    •   The screen for in-season scouting was actually quite buried as well. Placing it within the “owner mode” sub-menu meant that very few people would necessarily know to go use it.

    To fix these issues, we first made the interface a lot easier to use (which we’ll show screenshots of quite soon). Second, we re-vamped the scouting system so that you unlock more comments as you scout the player longer. The comments can go from being broad (We think his awareness is no higher than 80) to telling you exactly what his key ratings are if you scout him the entire time. It won’t tell you his overall rating, but it will give you his potential, which is what you should make your decision off of.

    One nice addition that we were able to take from Head Coach was how we handle the rookies in the Draft. We now create every rookie by hand, just like you saw in NFL Head Coach ’09. You might even see a few famous rookies make a re-appearance from those drafts.

    In addition, we also have the ability to determine where a player SHOULD be drafted and what his potential is. So we can create busts and sleepers just using those systems. Drafting a player in the top 10 will no longer guarantee that he is a great player in Madden NFL 10. Unless you do some scouting (like the real teams do), you might just pick up this year’s Vernon Gholston. On the flip side, you might also find the next Tom Brady or Marques Colston in later rounds. One piece of advice…don’t be enamored with workout warriors. Running a 4.2 forty or benching a small concrete block does not automatically make you a good football player.

    The big thing we’re working on as we speak is the Draft logic. I promise you…you will not see the Colts take a QB in the first round and then in the 3rd, 5th, etc. These type of logic tweaks are happening across the board and the draft is no different.

     

    NCAA Import Draft Class tuning

    We have been doing quite a bit of tuning on the NCAA Import Draft classes, as we saw a lot of feedback on the forums regarding this area in general. Here are a few of the changes:

    •   Added the 5 new QB ratings (Throw on Run, Play Action, Short Accuracy, Mid Accuracy, Deep Accuracy).   Since NCAA Football does not have the new ratings in their game to use as a base, we will be using Throw Accuracy for the 3 Madden Accuracy ratings.  For Throw on Run, we take a combo of their Speed + Throw Power.   For Play Action, we use a combo of Awareness + Throw Accuracy.

    •   Tuned the import draft class feature to be more superstar based.  The community feedback matched our own in the feeling that were too many superstars coming in from NCAA. There was not much of a difference from the 1st Round Picks to the 5th round picks.  Nearly all the players were 75+ OVR rated and we felt like that was too high for your average draft picks.  We have tuned this quite a bit to ensure that the elite guys will still be elite, but you should expect the middle and lower round guys to be rated much lower in Madden 10 (with a few gems buried in there as well).


    Progression

    Finally we get to progression, easily one of the most often-discussed areas of Franchise mode in the community for Madden NFL 09. Donny Moore did a lot of good work with progression prior to my joining the team and I’ve been able to keep tweaking it since. Here are the major changes we’ve made so far:

    •   Older players will digress much faster. In fact, when a running back hits 30, he’s going downhill at warp speed.

    •   Younger players will progress quickly if they play well. We’re talking up 10 points in overall if he has a great year.

    •   Veteran players will still progress, but not substantially. They can also digress if they play poorly.

    •   We added more stat categories to determine a player’s success/failure for a season.  For example, if you lead the league in rush TD’s but don’t do all that well in total rushing yards, you’ll still be able to progress accordingly. And it’s not just yards, and TD’s, it’s other stats like rushing attempts and rush yards per carry.  This was done across the board for all positions.

    •   Removed age from ranking players.  Some people may not know this but our previous progression systems would ranked each player statistically against players around the same age.  Meaning that older players would only be ranked against other older players when determining how well they performed.  This often created the situation where those older players never dropped even with sub-par years because other players in their ‘age group’ weren’t performing well either.  Now, all players are ranked against all other players at that position, regardless of career phase.

    The “potential” rating is another sort of ‘hidden’ addition that we are changing up this year to impact progression (and Franchise mode overall). Every player in the game has a potential rating that he cannot exceed (a la NFL Head Coach 09). This year, we’re actually exposing that rating so you’ll have an idea why your player is not progressing - typically a situation where his potential is maxed out. Exposing this rating also help quite a bit in making personnel decisions when contracts are up. One key detail here is that you’ll only see potential for players on your own team. CPU player potentials will be hidden.

    Ok, guys…I’ve probably gone on long enough. Next time I’ll talk about trade logic, hall of fame logic, regular season free agency, salary cap tuning, coach boosts and tons of other franchise stuff.


    - Josh Looman
    Senior Designer, Madden NFL 10