Madden 13 – Connected Careers – Player Types and Coaching Schemes (From The Manual)

About Player Types

It is important to understand the scheme in which your team runs and what player type they look for at a specific position.  Since each NFL team evaluates players differently, it’ll be essential to know what peaks their interest and in turn, value you even higher. For example, if you’re a receiving back looking to crack into the Arizona Cardinals starting lineup, you may find yourself buried on the depth chart. The Cardinals are a Power Run offense, looking for a Power HB. Your overall rating will be lower in that system than it will be in Miami, who is looking for a Receiving HB.

Player Types Explained (By Position)

Quarterbacks
Strong Arm QB: Elite Arm Strength
West Coast QB: Short Accuracy and Mobility
Field General QB: High Awareness, Throw on the Run, Play Action
Balanced QB: Decent Arm Strength, Speed and Acceleration
Pocket Passer QB: High Accuracy and Arm Strength
Halfbacks
Balanced HB: Decent Speed and Acceleration
Power Back HB: Strength and Trucking
Speed Back HB: Speed and Acceleration
Receiving Back HB: Elusiveness and Catching
One Cut HB: Acceleration and Ball Carrier Vision
Fullbacks
Runner Receiver FB: Catching, Speed, and Ball Carrier Vision
Blocking FB: Strength, Run and Impact Blocking
Balanced FB: Decent Speed, Agility, and Run Blocking

Wide Receivers
Possession WR: Catch in Traffic
Red Zone Threat: Spectacular Catch and Catch in Traffic
Route Runner: Agility and Route Running
Balanced WR: Decent Speed Acceleration and Agility
Speed WR: Speed and Acceleration
Tight Ends
Balanced TE: Decent Speed Acceleration and Agility
Blocking TE: Impact, Run and Pass Blocking
Vertical Threat: Speed, Agility, and Route Running
Receiver TE: Catching and Route Running
Offensive Linemen
Run Blocker OL: Run Blocking, Strength, and Acceleration
Big Mauler OL: Run Blocking, Strength, and Impact Blocking
Zone Blocking OL: Run Blocking, Agility, and Acceleration
Balanced: Decent Strength, Awareness, Pass and Run Blocking
Pass Blocker: Pass Blocking, Strength, and Awareness

Defensive Ends
Balanced 4-3 DE: Decent Speed, Power and Finesse Moves
4-3 Run Stopper: Strength, Block Shedding and Tackling
3-4 Run Stopper: Strength, Pursuit and Tackling
3-4 Versatile: Decent Physical and Intangible Ratings
Speed Rusher: Speed Acceleration and Pass Rushing
Defensive Tackles
Pass Rusher DT: Acceleration and Pass Rushing
Prototype DT: Agility, Strength, and Acceleration
Nose Tackle DT: Strength and Tackling
Run Stopper: Strength, Block Shedding, and Tackling
Balanced DT: Decent Physical and Intangible Ratings
Line Backers
Cover 2 LB: Zone Coverage Decent Speed and Agility
Run Stopper LB: Block Shedding Pursuit and Tackling
3-4 Pass Rusher LB: Acceleration and Pass Rushing
Prototype LB: Speed Agility, and Acceleration
Balanced LB: Decent Speed, Acceleration, and Agility

Corner Backs
Man to Man CB: Man Coverage, Speed, Acceleration, and Agility
Run Support: Press Coverage, Tackling, Decent Speed and Agility
Balanced CB: Decent Speed, Agility, Man and Zone Coverage
Prototype CB: Speed, Strength, and Acceleration
Zone CB: Zone Coverage and Play Recognition
Safeties
Zone Safety: Zone Coverage and Play Recognition
Playmaker: Pursuit, Play Recognition, and Awareness
Balanced Safety: Speed, Agility, Coverage and Tackling
Prototype Safety: Speed, Agility, and Acceleration
Run Support Safety: Block Shedding Pursuit and Tackling
Kickers
Clutch Kicker: Kicking Accuracy and Awareness
Accurate: Kicking Accuracy
Balanced: Decent Kicking Power and Accuracy
Power: Kicking Power

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Schemes

OFFENSE

Balanced Offense
A 50/50 mix of running and passing. Offense is build around having players who can do multiple things well. (Balanced Players for a Balanced Offense…makes sense)

Power Run
Offense is built upon running the ball right at the defense. The scheme values a Power HB and offensive linemen who excel at run blocking.

Spread
Offense is built on having a deep WR core and players who excel at making plays in space. Speed and acceleration is much needed in this scheme.

Vertical Offense
Offense is built around a Strong Arm QB who can get the ball down the field. There is a premium placed on players who are tall and can jump up to make plays on the football.

West Coast
Offense is built on a quick, short passing game to complement the run game. Getting a West Coast QB who excels at accuracy and throwing on the run is vital.

Zone Run
Offense is built on running the ball and attacking the edge of a defense. Getting smaller, athletic offensive linemen is key as well as having multiple, One Cut HB’s.

DEFENSE

Attacking 4-3
Defense is built around four down linemen and linebackers and
defensive backs who can blitz to pressure the opposing offense.

Base 4-3
Defense is built around getting pressure from the four down
linemen and having linebackers and safeties that excel in
coverage.

Attacking 3-4
Defense is built around three down linemen and having two
outside linebackers who can rush the quarterback. The secondary
must excel at coverage.

Base 3-4
Defense is built around three down linemen, especially the nose
tackle. The rest of the defense must be versatile enough to cover
as well as making the occasional blitz.

Hybrid Multiple Front
Defense is built around giving the offense multiple looks. This
includes both three and four down linemen alignments so having
versatile players is key.

Tampa 2
Defense is built around getting a good pass rush from the front
four linemen and having linebackers and secondary players who
excel at zone coverage.

Zone Blitz 3-4
Defense is built around three down linemen and two outside linebackers
that can rush the quarterback. Both middle linebackers
and secondary players must excel at zone coverage.

 

Madden 13 Demo Should Be Released On August 14

*IT IS OFFICIAL!!! August 14! – LINK

It is the hope and expectation of many gamers and Madden NFL fans that the demo will be released next Tuesday, August 14.  Keep in mind that the demos are usually earlier builds of the game you hope to buy.  Also, you should take time with the demo in order to learn how to play the game and develop a feel for the new Infinity Engine.

No word on the teams you will get to use… Our guess is that the Giants will be one of them. Unless of course they want to show off the new Hall of Fame Stadium with a game between the Cardinals and Saints?

Either way it goes and however EA decides to release the demo of Madden, it should be known that this game is starting to pick up some steam and a lot of football fans’ hopes.  The new addition of Connected Careers has brought some people to the point where they think EA finally ‘gets it’.  This won’t be a part of the demo but you can hope and pray that it is worth your $60.  On the other hand, there are a lot of people in the hardcore community that are already annoyed with many decisions about Madden 13 from the developer perspective.  The primary issue revolves around the fact that the infinity engine is only going to effect tackles rather than every other facet of the game.  Hopefully we can expect these improvements in Madden 14, but don’t hold your breath.

Madden 13 Infinity Engine – “No Two Tackles Are Alike” and Other Remarks For a Hopeful Public

EA Sports’ Victor Lugo was recently interviewed by ESPN.  While this interview gives a lot of interesting details, it does leave us to wonder whether or not Madden 13 is going to be nearly as amazing as the developers are pushing us to believe it will or should be.

We are still of the opinion that real-time physics without real-time injuries is a lackluster feature.  What is your take?

No two tackles look alike? Sounds like a time to place bets.

Check message boards, tweets or sports gamer chatter from around the Web and all you’ll hear are the same complaints: “Madden” is nothing but a roster update every year, and “NFL 2K5” is still better.

“Everyone loves the underdog, and I think that’s where a lot of it comes from,” “Madden 13” producer Victor Lugo says when confronted with the complaints, admitting that the design team is all too familiar with them (especially the comparisons to “2K”).

But to Lugo, everything is about to change once gamers see the new real-time physics engine he helped develop. In “Madden 13,” no two tackles look alike, and the physics affect everything on the field, from the ability of running backs to roll off of a downed tackler and keep running to the way a receiver gets hit midair and helicopters his way back down to the turf.

“To not have an element that another game has gives people the right to complain, but I think at this point we have a lot of stuff that our competitors have had, and right now, we’re just concentrating on expanding ‘Madden’ and making the best simulation football we can,” Lugo adds. “It doesn’t really bother me too much what other people say, because we have brought a lot of the community guys in, guys who have been notoriously hard on our game for years, and they were really, really enjoying the game and how the Infinity Engine turned out.”
ESPN Playbook: Only a select few have gotten their hands on “Madden 13” so far, so for people reading this article, how would you explain the Infinity Engine and how it completely changes the game from “Madden 12” to “Madden 13”?

Lugo: “Madden 12” used a pretty interesting system. The collision system was more of your old-school collision volume around the character, and when the collision volumes intersected, an animation played out. Now, because of the Infinity Engine, you see a lot of variety in our hits because it’s not based around one collision box around a character, it’s based on individual limbs and individual muscle strengths and tensions throughout the whole character. Because of that, you see a lot more variety, and you see a lot more impact. It’s so different from last year’s game that now, when you’re playing, you can no longer recognize the outcome before it happens. The variety of interaction is what people want.

The way tacklers bounce off of running backs like Frank Gore, and the ability to spin receivers in the air with a vicious hit is pretty sweet. What else can gamers expect to see?

Because we factor in momentum and weight and we also factor in tensions based on what they’re doing, you’re going to see so much variety. You’ll see Frank Gore run over a lot of people this year. By the way, we went to college at the exact same time at The U, so I use him all the time to run people over and he’s featured in all of our videos. You’ll also see a lot of great stuff when receivers are up in the air. We set the tensions up so you don’t have a leg to stand on when you’re in the air, so that leads to all of the spins. There are all these immersive interactions that you just wouldn’t see in the past. You may be going to the ground, fall on somebody else and regain your balance and keep going. I can’t even anticipate for people what is going to happen because there is so much going on. It looks awesome, especially when you’re up in the air.

What’s your favorite sequence that you’ve seen in “Madden 13” so far that you’ve never seen in “Madden” before?

My favorite sequence so far was a short goal-line play from about 3 yards out. I ran up the middle, but I get hit and it looks like I’m stopped right at the goal line. But the guy hit me in the direction of the end zone and I end up rolling on an opposing teammate’s helmet, and I roll right into the end zone for the touchdown. In the past, I would’ve just hit the ground and that would’ve been the end of it, but I just rolled right off of this dude’s head to score. It was fantastic.

How about the Kinect controls in “Madden”? I know a lot of time, the hard-core community hears about Kinect being added to a game and they immediately start rolling their eyes. How have you guys made the voice commands an essential part of playing the game this year?
We had a couple of different goals in mind when it came to “Madden” and Kinect, and none of them involved forcing something cheesy or inappropriate to “Madden” in the game. We want to emulate what you see in real life, and that chatter is a big part of football on the field. A lot of our team has played football. I played football growing up and in high school, and chatter is a big part of playing, so we wanted to give people the ability to talk to their team and call out the audibles like you would in an NFL game. As a second goal, we want to make it easy for beginners to use it, so we put UI (user interface) on the screen to guide you toward what you can do and puts you in appropriate situations in context of the play. For hard-core people, we give you the ability to use both the controller and your voice in order to get that extra command in. A lot of the real hard-core players, and a lot of our really good players are taking advantage of the Kinect in order to do some of the commands that in the past have taken a lot of button commands or have been tough to get through before the ball is snapped, especially on defense. Trying to call man coverage on a specific receiver, for instance, takes a lot of steps, and with the buttons, you’re not going to get more than one of those before the ball is snapped. But with the voice commands, they’re able to get a couple of these commands in as well as adjust the line with the controller. People have been really enjoying it, and we’ve had some people who didn’t think they were going to like it at all now telling us they have to go buy a Kinect, so that’s great to hear.

How do the Kinect controls work with two players or with other people in the room? Can I just start shouting out player names and routes to throw my buddy off?

[Laughs.] Yeah, you’re going to need to tell your little brother to shut up, especially if he’s in the background. This year, we support the Kinect with single player, and with head-to-head online. What we decided to do with online is, you can talk and have a conversation all throughout the play and through play call, but then once you line up we mute you out for that 20 seconds before you snap the ball so you don’t hear what the other person is saying, and it also defends against you yelling hike through and having it get picked up through their surround sound speakers. We eliminate all of the trolling that way, but like I said there’s nothing you can do to defend against your brother. You’ll just need to find a way to shut him up.

People talk about the greatest “Madden” games of all time, and “Madden 2004” with Vick and all the offense and “Madden 2005” with the addition of the Hit Stick always seem to come up. With the addition of the Infinity Engine, where do you think “Madden 13” will go down on that list?

I think this is a revolutionary year for “Madden” both in gameplay and on the career side. In both cases, we’ve added something that is going to make the game bigger than it has ever been. With the physics, the Infinity Engine is something that we’re going to use moving forward forever. This is a fundamental change to gameplay that you will see forever, so this is a monumental year. This will go down in history, alongside some of those other games like 2004, because it’s a game that is bringing fundamental changes. You’re not going to forget “Madden 13.”

Madden 13 – Top 10 Running Backs

Once again, EA Sports has released their list of the Top 10 ‘skill’ position players – this time it is the Running Backs.

Even with a torn knee ligament – Adrian Peterson is towards the top of Madden’s HB list.

#1 Maurice Jones-Drew – 97 Overall
#2 Adrian Peterson – 97 Overall
#3 Arian Foster – 96 Overall
#4 LeSean McCoy – 95 Overall
#5 Ray Rice – 95 Overall
#6 Matt Forte – 93 Overall
#7 Frank Gore – 92 Overall
#8 Steven Jackson – 92 Overall
#9 Jamaal Charles – 91 Overall
#10 Michael Turner – 91 Overall

When looking at this list, keep in mind a few different facts (as you should for every player and position in Madden) –

  • Ratings are subjective and based upon the opinion of EA’s Donny Moore
  • Ratings are super-subjective as there is now input from the fanbase on Madden’s Facebook page
  • The Overall rating is one of the worst barometers for measuring how ‘good’ a player is in Madden
  • Depending on how you play the game, you will be able to make anyone into a superstar

One of the main issues with the ratings in Madden is the fact that one of the top running backs in the league (Chris Johnson of the Titans) isn’t in the Top 10.  He had a poor year in 2011, sure.  On the other hand, he didn’t suffer any injury that would make him actually lose out on how good he is/could be.  On the other hand, players like Adrian Peterson and Jamaal Charles both suffered terrible injuries to their knees and are still rated as Top 10 Players.

It can be argued both ways, but Madden’s newest direction for rating players through a community vote for a few specific ratings is one of the more laughable developments in their new marketing direction.  Hopefully they open up player edits for Connected Careers with a title update.  If not, it looks like Madden 13 will be one of those games that makes you tilt your head to the side and wonder what the heck they are thinking with their ratings.

Why We Say “Overall” is the Worst Rating

Outside of the fact that it blows a player up to be the ‘best’ in the game, it is a rating that is comprised of a formula that brings into account the different skills that are necessary for each given position.  There are also ratings that have no effect on gameplay (Awareness) and then there are ratings that should play a greater role that don’t at all – such as Injury and Toughness.  A durable player is one of the more valuable assets in football, no matter which level you are playing.  Yet, in Madden and NCAA these ratings mean nothing when it comes to the Overall value of each player?

A player’s value should also be dictated in career modes by their production.  Notice, we didn’t say their ‘Overall’ rating, rather their ‘Value’ which is also a rating that doesn’t matter or in this case – exist.  A player might not be the most physically talented or even have a dominating presence on the field but if they consistently lead their team to a Super Bowl or maybe even lead the league statistically chances are good that they will either demand or command a big pay raise and more respect as a player.  A prime example of a player like this is Joe Montana.

Joe Montana wouldn’t be in our subjective Top 10 for throwing power or speed, but he would have a high rating for Toughness, Throwing Accuracy for short and medium range passes, etc.  He was a super-skinny player that wasn’t a physical specimen like Cam Newton but he was a winner and arguably the best Quarterback of all time (again, our subjective opinion).

How do you feel about ratings?  Are we blowing this out of proportion or is this getting downright silly to you too?

Madden 13 – Connected Careers Might Make Madden 13 Worth A Purchase

Just in case you are still on the fence about whether or not to buy Madden 13, you should consider it one of the safer sports titles to bet on this year.  The problem that most people face when it comes to buying a sports game is that they are usually just a roster update with some sort of half-cocked mode enhancement like ‘Mascot Mode’ (see NCAA Football).  Madden 13’s Connected Careers could be the mode that finally turns the game into a new direction… maybe even the right one.

When you retire as a real player (Tebow or RG3) they won’t be out of the league you will just not control them anymore.

A Brief History

While Madden has a tendency to suffer from playing like a glorified arcade game in the guise of a simulation football title, it also has the benefit of consistency in gameplay.  In other words – we usually know what to expect when it comes to Madden and how it will play.  Player movement is something that hasn’t really changed in Madden since the PS2/XBox generation – especially when compared to titles that were competing with Madden.  On the flipside – Career modes have suffered in Madden for years.

Madden 12 saw one of the biggest jumps in quality of Franchise Mode since Madden 05 (arguably the best Madden to date).  This mode still lacked any real sort of ‘stand-alone’ quality that would keep the end-user from wanting to take control of editing players or simply controlling all 32 teams in order to make the mode feel more organic – ironic, but true.

A New Hope

Connected Careers is designed to bring Franchise Mode and Superstar Mode (where you control a specific player) together as one.  You will be able to control a player or a team (as the Coach).  Some gamers are going to relish the chance to play as a specific player.  However, the real depth is going to come from being a Coach.

One of the more annoying parts of Madden 11 and 12’s Franchise Mode was the concept of ‘Potential’ ratings for players.  What made this so frustrating was that you could take a player like Derek Anderson and make him into (statistically) the best QB in the league but his OVR (and therefore, his value) would not increase.  Imagine Kurt Warner winning the Super Bowl with the Rams but never considered to be ‘great’ – that is what the potential rating did to Franchise Mode… it took away the feel that your players were any good unless they had a great potential rating.

This year, Potential Rating is gone.  You have to earn XP for each player like in a Role Playing Game.  So, if you want to make Brady Quinn or Derek Anderson your starting QB and develop them into a 99 OVR player – you can.  The crux… you have to earn it.   There are going to be some fun developments when people start making Connected Careers ‘their own’.

What To Watch For

As Madden 13 gets closer, there will be more details coming out of the woodwork.  The real details that people will notice are the glitches in the game after it comes out.  There are bound to be some things that happen in Madden 13 that make people cry foul and say that the game is broken.  It happens every year and this year won’t be any different – Madden 13 will have some things that need to be patched (fixed via an update).

Connected Careers will probably have some things that need to be tweaked and the one thing to hope for is that when these issues pop up you won’t have to restart your CCM.  Keep your eyes and ears open, your hopes up and you expectations grounded.  Madden 13 is almost here.

Making Madden Better – Volume 1 – Ending Games

No matter which form of entertainment you choose – gaming, movies or books, if the ending is bad you will consider it either a waste of your time or sit there for a minute wondering if that really is all that happens.

Madden has a few issues in this department and no where is it more noticeable than at the end of a big game.  We are starting a new series of videos dedicated to helping make Madden a better experience.  These are primarily meant to catch the eyes of developers at Tiburon; however, if you have other suggestions for things we haven’t covered please comment below, send us a message on YouTube or email us at officialnoobtubetv@gmail.com.

Again, the content we provide is meant to be used as constructive criticism in order to improve the game.  There is no reason to point fingers or say anything in an unprofessional manner.  You will get nowhere fast if you think bashing something or someone will make it or them change.

Keep hitting that F5 key as NoobTubeTV is starting to grow more popular we will be posting more often.

Community Involvement Doesn’t Equal Community Development

In recent years EA Sports and some other publishers and game developers have started inviting select members of their hardcore gaming community and fanbase to come in and check out their game and give opinions and critiques as well as simply get a chance to play the game in its early build.  For the many people that don’t get a chance to visit places like EA Tiburon for Madden over the course of a game’s development cycle it is easy to think they might do a better job than those going down to Orlando.  There are a few things to consider before you let your mind run wild with envy if you aren’t among the invitees for Community Day (as they call it at EA).  As well, if you are among the lucky few – it will behoove you to pay attention as well.

Before we proceed, it is important to view one of the interactions from OperationSports.  This is between a non-Community Day participant and a Madden Community Day Participant –

Illustrator76 – “This was a great analogy sir, and I agree with what you’re saying. But I disagree with it as well, lol. Actually, I only disagree with the bolded part as it applies to Madden. I just feel like people need to remember why they are at the CD in the first place. Just because EA employees feed you, show you pictures of their kids, their peg leg, etc… that shouldn’t change your reason for being down there, or what you intend to say. Now, it may change HOW you say what you say, but it shouldn’t at all change WHAT you say.”

And the reply –

rgiles36 – “Just to offer a response, are you suggesting that people do forget the reason why they’re down there? And if so, what evidence is there that people go to Tiburon and don’t critique while in the studio?”

MY DIRECT RESPONSE

This is kind of a Catch-22 because there is no evidence that anyone can give that wasn’t there and the people that can give that evidence won’t likely speak freely about anything truly negative as it wouldn’t be beneficial if they wanted to keep getting a trip to Orlando.

I think it would be best practice for those that aren’t going to Community Day to remember that those invited are invited as guests and it is usually customary of a guest to show proper respect and gratitude toward their host(s).

If you go to someone’s house for dinner and the dinner tastes crappy – you (probably) wouldn’t stand up and yell “This tastes like sh*t!”.
However, if your guest stops eating after the first bite and says “This tastes like sh*t!” – you should feel slightly more inclined to either agree with them or give your two cents… otherwise, you hack down what you have been fed and you go home to a nice bottle of Pepto-Bismol.

MY MESSAGE FOR COMMUNITY DAY INVITEES AND PARTICIPANTS

You have to keep in mind that a majority of hardcore fans have no idea about what their favorite game is going to look, play or feel like until they pull it out of the DVD case on release day.  Chances are good that you will be criticized by an ignorant public because they believe that you have an inside track… because you do.  There is a certain level of responsibility that you have when it comes to being a sought-after member of the gaming community and you have to remember that while you have confidentiality clauses and other issues to worry about – you are still in a position of power among people in the community.

Also, as it is widely known among active members of the gaming community itself each person making the trip to Orlando must sign a Non-Disclosure Agreement (NDA) that legally prevents them from divulging any information about the game or development of the game without prior approval of the studio/company.

Be that as it may, any person that is invited to a Community Day needs to remember that they were once among the commoners.  While there are rules they must follow, there is also a responsibility for them to be a conduit that other people in the community can utilize to further the overall mission – making the game better.  In my view, Community Day participants have done an excellent job over the last few years and their efforts are much appreciated.

THE BOTTOM LINE
The bottom line is that when you bring in anyone to critique your product you are trying to get some feelers for what could be tweaked.  If the people being invited to give advice or suggestions were better at developing the game than the actual employees they would probably have a job offer to work at the studio.  (Keep in mind, this has actually happened in some cases with EA Sports and Madden)

There is a vast difference between being asked for your opinion and being asked for your help on any project.  For the most part, when people are invited out of the community to check out a game (of any sort) it is in a capacity of giving opinions and feedback but not much else.

Going to a community day is like helping someone hang a picture.  The developers picked the spot on the wall, put the nail in and they standing there holding the picture and asking you, “Does this look straight?”.

It is good to remember that people like Josh Looman pay close attention to forums and Twitter when it comes to community suggestions. Not just those from Community Day.

IN CONCLUSION

The main message here is that you must understand that people invited to give suggestions at Community Day are not there as developers.  They are there strictly on the basis of being valued consultants (at most).  They give opinions and they give suggestions when they are asked.  They give feedback and might even take some notes in order to give a detailed list that is comparable to proof-reading.  However, in the end it is up to the developer to take these suggestions and use them or ignore them.

So, before you accuse Community Day participants of ‘not doing their job’ or tell non-participants to ‘provide evidence’ that you know they don’t have – remember that this entire process is in the spirit of consulting at most.

Madden 13 – Connected Careers and Franchise Mode Questions Answered

It has been just over a month sense E3 and there are still people waiting to hear more details about Franchise Mode/Connected Careers in Madden 13.  There are a few things we can deduce from details that have either been given to the community straight up or through videos that leave you to draw some conclusions.  Not to mention the fact that some of the good people that were invited to Community Day at EA Tiburon have given a lot of great feedback.

This is one of the biggest changes for Madden in years.  The issue we are facing is that the details have become rather muddled.


Here is a list of answers and a few thoughts (after the facts) so you can have your questions answered.

Is Franchise Mode dead?

In name, yes.  In practice, no.  Franchise Mode still exists and it will be under the selection of being a ‘Coach’ – you will still have the same control over your team, etc.  Also, you will have the ability to get fired as a coach.  Everything you have been able to do in Franchise Mode in the past – you can still do in Madden 13.

What about Superstar Mode?

Superstar Mode is still around.  You will ‘Be A Player’ and in the process you will only control yourself.  You will get to choose plays as a QB, etc.

Legends, what’s the deal?

Legends (Coaches and Players like John Madden and Barry Sanders) are not coming into Connected Careers as 99 OVR versions of themselves.  Their presence in Connected Careers is also up to you as the main user to turn them on or off (off is default as of E3).

How does XP work for Connected Careers?

XP is a two tier process –

1– You have to earn it through performance and milestones.  However, you won’t be able to earn more XP if you cheat or run up the score on the CPU.  (IE – If your goal is a 300 yard passing game in week three for 1000 XP and you pass for 900 yards, you still only get 1000 XP)

2– Leveling up costs increase as your ratings get higher.  You will earn XP as you accomplish certain goals, but as you try to make your player either faster, stronger or simply better all-around you will see ratings cost more as you go. (IE – The cost to go from 85 to 86 SPD as a QB could cost you 6000 XP, but the cost to go from 86 to 87 SPD could cost you 7000 XP, etc.)

Do Coaches Matter?

Not really.  Coaches simply get put into one of four levels.  You can grow your created coach into a ‘Level 4’ but it really doesn’t mean anything. (Unfortunate)

Do player ratings change depending on a team’s scheme?

Yes, there are finally ratings that dynamically change to reflect the player’s overall value to your team or coach and what type of offense or defense you run.  A 6’3″ 349 lb DE won’t be valued highly by a 4-3 Defensive Team, etc.  This doesn’t mean his ability ratings ‘change’ but his displayed OVR and value to your team will be.

Can I make existing players retire if I control them?

No, you technically ‘stop’ using them.  However, if you have a created player and retire they will be removed from the game.

Can I still control all 32 teams?

No, you can only control one team or player at a time.

Is Connected Careers Online or Offline?

It is both.  If you hate playing against people online you don’t have to worry about it.

Can more than one person play a Connected Career on the same console?

No.

Can Commissioners kick people out of the league?

Yes

Is there online Auto-Pilot?

Yes.

Can Online Connected Careers have different roles?

Depending on your settings, you can make it so everyone has to be a QB, Coach RB, etc.  It is totally up to the commissioner.

Can I play on the same team as a friend in Online CC?

No.

More to come!  Stay tuned to NoobTubeTV as Madden gets closer.
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A few quick thoughts…

Madden 13 is really depending on Connected Careers being a high quality experience.  There are a few things that it seems EA still needs to figure out for coaches especially.

In NFL Head Coach you would be able to say one of a few different things to your players at key moments.  This added immersion and actually made coaches important.  As well, the idea of a player fitting into a team’s scheme… it should be a coach’s scheme, not a team’s scheme.  The Browns have switched coaches so many times in the last decade that the players change as often because they don’t fit what the coach wants to do and how his staff prefers to approach the game.

Making people earn XP to increase abilities is a great attempt to make the game a bit more involved and honest.  By removing the ‘Potential’ rating you are now pretty much in charge of proving that a player is as good as you think and they will have to earn every bit of that OVR Rating you think they deserve.  The nice part is that it is all on you to do this.

The overall closed nature of Connected Careers is a good thing for this year, but next year it needs to be opened up.  There is a danger in allowing people to mess with time paradoxes, true simulation and that little thing called the game’s actual coding.  This is something that can be improved upon with a more open approach in the future.  Let the beta testers gamers mess with all sorts of things so EA can figure out the issues and fix them rather than avoid them because they are scared of problems with freezing and system crashes, etc.

All things said, Connected Careers is starting to look like a great mode for Madden fans that want to have a nice experience in growing a team or a player as they see fit.  Even with some limitations that make you scratch your head.

Madden 13 – Pre-Order and Get $15 In Amazon Credit!

We are entering the time of year when a lot of the most anticipated titles are coming out.  One thing that tends to make it tough on gamers is making the choice of which game you have to skip out on.

Amazon does a nice job of enticing people by offering this sweet deal that basically means if you pre-order four games, you get the 5th game for free!  Take it upon yourself to jump on this when you can!

Keep in mind, if the price changes (gets cheaper) before release like NCAA 13 did, you will get that price and the $15 credit to your Amazon Account!

Madden NFL 13

Madden 12 Updated Rosters

UPDATE!

The Madden 13 Roster File V 1.0 is now available for XBox 360 users only!!!

*Update 1.3 has been released as of August 12!!!

It includes:

  • All Major Rookies (This list will be updated as we get closer and into camp for the 2012 Season)
  • Undrafted Free Agents such as (Case Keenum, JB (Jeff on the Browns Roster) Shugarts and many more!) – Please send requests in our comments section below or to officialnoobtubetv@gmail.com
  • Retired Players (Rated down to 12 OVR in order to render a retirement after your first year of Franchise Mode, not just moved to Punter or Kicker (for the most part))
  • Re-Rated Players (Sparingly performed, this is always a subjective issue anyway)
  • Depth Chart Changes (this is subject to major changes as we approach team camps)

***IN ORDER TO DOWNLOAD AND USE THIS ROSTER (AND FUTURE FILES) ON THE XBOX 360!!!***

Please go to this link at Operation Sports for a complete walkthrough.  These programs may not work with Linux or Mac, so be fore-warned!

Please Visit Our Premium Content Section For Links!

Also, please consider donating to NoobTubeTV if you appreciate this work!

Madden 13’s Roster Update is going to be live for you on XBox 360 soon… in the form of a Madden 12 Roster Overhaul!

Browns fans should be excited to use Trent Richardson! He will be an absolute BEAST!

If you have been looking for updated Rosters for Madden 12 will all Rookies and Roster Moves – you are in luck.

There are rosters currently under development with cross-referenced information to make sure all players are correctly listed on Madden 12.

Also, there are efforts being made to find a workaround to mod the entire list of players in Madden as well.  As it is currently, EA seems to have put major encryptions within their roster files to protect them from universal edits, etc.  Basically, this means that they want to force you to buy their annual roster update for $60+ if you want the new players on your favorite teams.

The first edition will be posted in the next few days.  Please be patient as it isa lot of work and tends to be time-consuming.  We would appreciate donations as you download these files as well.

Many ratings will be coming from the good people at FBGRatings.com and any other ratings will be strictly from NoobTubeTV.

If you have questions or player requests, please let us know.