Norbert:
I want to commend you for responding throughout this thread, when a lot of the posts weren't especially civil. I'm a long time coach--started way back in season 2, and have played uninterrupted since then. I've had a good share of success in this game--won championships at multiple levels, built several dynasties in previous versions of the game, but who like many veteran coaches has experienced some frustration with the apparent randomness of the current version of the game. I have a couple of thoughts I want to bounce off of you. Thanks in advance for considering my ideas.
First of all, like many [most?] coaches, I prefer the previous version of the game to the current one. Not that the new one isn't enjoyable, or that it doesn't have certain features that aren't superior to previous iterations of the game, it is just that the recent updates had the dual impact of reducing the amount of game control coaches had while simultaneously introducing a bunch of new random variables that also--whether intentionally or not--diminish the impact of talent differential and game planning.
Did the previous version of the game have flaws? Absolutely. But the trap IMHO that JConte fell into was that every time he tried to correct something, every "fix" across the board not only proved to be an over-correction of the problem [some to the degree that they were actually reversed afterwards], they also resulted in a bunch of unintended consequences that created new problems, each of which in turn then required their own one-off solution, which started the cycle anew. The "hands" dilemma discussed above ad nauseum is a perfect example of why making a more sophisticated formula for how play outcome gets calculated, but overlooks or demphasizes and equally important factor demonstrates why over-architecting the math behind the game engine might not be for the best.
In my mind, simplicity is the best approach. Just in this thread alone, you've described some pretty sophisticated mathematical models for how play outcomes are determined. And in an effort to emphasize certain modifiers [or deemphasize them, or reemphasize them in the case of "hands"], the complexity associated with how the game engine calculates things becomes more of a convoluted plate of spaghetti.
One other thing about simplicity: I don't even know how a new coach would begin playing the game these days. When I started playing, there was a lot of complexity even back then, and as new features were added, it just ratcheted up the complexity factor. I had an advantage, because I was able to just view each new change as one more thing to account for and learn--but if I were a newbie, it would probably be a bit overwhelming to figure game play out, way more than it was a few years ago.
Another concern for me personally is how extensively dramatic the game engine changes have been in the past. It is like having to learn an entirely new game every year and a half. It is one thing to make an update, to patch something, or to modify a feature that isn't functioning as intended--but seeing so many complete revamps / reboots of the game suggests that in an effort to address problems, that the baby was thrown out with the bathwater. And for many coaches / subscribers, that meant that enjoyable aspects of game play went by the wayside, all in the name of making the game more "realistic." That's a noble intention, but I think that in the developers' zeal to revamp the game, they lost sight of what coaches preferences were, and imposed change on them. Change is inevitable, but change merely for change sake is annoying, especially when the game has to be scrapped and reinvented every two years.
It is clear from this thread that you have the best of intentions for the game. My concern--based upon past experience and seeing how the deployment of major game enhancements has gone in the past--is that the game is getting further away from what many people used to enjoy about it. It was FUN to take over mediocre teams, recruit yourself out of a hole, build depth / talent, and turn those teams into championship contenders. Nowadays, it seems too random. Recruiting the best talent or having great game plans don't mean as much as they used to, which is something that personally I find to be demotivating.
This version of the game was designed to be more "realistic," but in fact I think that the opposite has occurred. I'll grant you, the one thing that HAS gotten more realistic is the offensive statistics compared to real college football, but attaining that came at the expense of game play and the quality of the experience for many of the users. I've seen a lot of great coaches--some of whom I knew personally, others who I respect and had rivalries with over the many years I've been playing GD--depart from the game in droves. I know that this is just a game, so I don't want to be melodramatic about this, but that bothers me. And as a developer, it should provide information to you about how the new game engine is perceived by your core fanbase.
I have a lot of specific suggestions [I realize that a lot of the above was pretty general], but I've already rambled long enough. I've really enjoyed playing GD over the years, but I'm down to only having a handful of seasons left, and I'm not sure about whether I'm going to renew. I'm concerned that the new changes will ultimately prove to be more of the same--a bunch of sweeping changes that introduce new game features, but which also result in increased complexity and a bunch of unintended new problems, to say nothing of having to try to start again from square one and figure out how this behemoth game works. Your post on page 9, where you describe that JConte's changes implemented in version 2 didn't go as intended makes complete sense to me--because from a player / end user perspective, that's exactly how I experienced it. I hope that you can avoid making the same mistake with the next update, and that you keep in mind my main point from above: simple is often better.
In any event, thanks for listening. Feel free to reach out to me if you'd like me to clarify my positions on any of the above.
Ryan [aka Rdawg]
6/19/2012 3:48 PM (edited)