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Gameplay has always been NCAA's forte, but of course, it's not perfect, and there are many ways that it could be improved in 2005. Let's hope that at least the following changes are made. Gameplay is so crucial, we found it difficult to pick just ten. So, this list has a bonus 4 ideas. Here we go:
14. Fix Punt Protection – Easily one of the most overlooked aspects of NCAA and Madden gameplay was the ineffectiveness of the punt protection. When Cheesers and other unscrupulous players learned of this fact, realistic gameplay was ruined forever. Two aspects need to be addressed 1) The tell-tale online pause before a snap that opponents can “read” and get a jump on a punt block and 2) The lack of effective blocking by normal formations as well as in max protect formations is UNEXCUSABLE and needs to be fixed. One suggestion is to have an independent audible system for punts, so that we can go max protect at the touch of a few buttons (even if we don’t have it in our audibles) and secondly, punt blocks and blocks on Special Teams should be random—but shaded towards teams and players with better special teams ratings. Teams with low Special Teams ratings should not be able to create punt blocks at will just because a user know loopholes, and even though teams with elite special teams units would be more successful in general—even they should not be able to perform punt blocks at any and all times.
13. FG Kicking System – The FG Kicking system in NCAA is so often debated as being inconsistent and difficult to understand, and the system needs to be drastically improved as kicking a FG the same way in identical situations too often has completely different results. Madden’s kicking system this year was almost PERFECT and while most college kickers aren’t nearly as skilled as their NFL counterparts, a system that mirrors Madden’s with generally less distance (as college kickers generally have weaker legs) and smaller accuracy “fields” would seem to be the best way to go.
12. Pass Interference - This is easily the most absent penalty in the Madden and NCAA series of games and with the new contact standards it HAS to change. It is simply never called, and that means that DB units and even receivers are getting away with murder in many instances. Pass Interference should be called ALOT MORE (called more on the more lower-rated players of course) and specifically in instances where players are in extreme mismatches (a 90 rated receiver against a 70 rated defender for instance) this would be an easy upgrade to the improbable User Catches of NCAA 2005. While PI should be called on a semi-random scale it should certainly be shaded towards the higher rated players. It should also be a regular occurrence in situations where receivers are held up or bumped off stride by user-controlled defenders, or in situations where user-controlled receivers do the same.
11. Audible-Down - While we heard grand explanations of how the dreaded "audible-down" would be done away with by lowering awareness, we continue to see it be used with maximum effectiveness. I have watched with horror as a "cheeser" audibled from goalline to 4 wide and ran corner routes against my corners and nickelbacks with ease with RBS and TEs for three quarters! This should never happen in gameplay. The Solution? It seems easy enough, any time an audible is called that requires a player to be out of position, change the assignment, but NOT HIS POSITION ON THE FIELD. That way DBs audibled to 4-3 "Fire Man" will have to blitz from their corner and nickel positions and WRs in 3 wide or 4 wide sets audibled into I-form will block from their current locations on the field. This would also FINALLY resolve the WR@TE issue. As it currently stands cheesers can still “audible down” and match their speedy receivers up with LBs. Those receivers would be forced to stay at their respective positions on the field and be unable to force “cheese” mismatches if the audible-down is fixed correctly. Audibling-down has been a Madden and NCAA exploit for much too long and it must finally be rectified. In addition to these "fixes" the awareness of players should be affected so greatly by "audibling down" that players out of position regularly jump offsides on defense or false start if they’re offensive players.
10. The Pump Fake – The over-effectiveness of the pump fake is one of the most blatant gameplay errors in some time. Using the pump can was used to get defenders out of position with regularity and it further imbalanced the deep passing game. While the pump fake should have an effect on occasion, it should more specifically affect players with low AWR, backup players and should have its effectiveness lowered the more it is used.
9. Awareness - In most NCAA circles awareness is easily the most debated statistic in the game. Most people like to believe it is a mixture of Intangibles, Heart, Desire, Composure, Football Smarts and Coachability. Simply put, it is widely believed to be the game's most important stat--and it should be. Unfortunately, we don't see enough of a difference between players with Low, Average, Good and Elite awareness. Shouldn't more aware players sniff out play-action? Why don't DBs with AWR "jump" short routes when they have safety help or any other time? Shouldn't players with low awareness miss assignments, run the wrong routes and commit more penalties? Why don't QBs with low awareness (composure) throw more bad passes when under pressure? Why don't players with low awareness progress slower? Shouldn't defensive and offensive players with decent awareness perform better in bump and run? Why don't players will good AWR look back for the ball sooner? and shouldn't defenders with good awareness turn plays run over and over, or in the same situations into a disaster? In short, awareness needs to play a much bigger role in gameplay as the stat weighted more than all others.
In particular awareness needs to affect user-controlled players more than it does currently. As is stands, user-controlled players take on the "Awareness" of their user and so veteran players can make mistake prone QBs like Chris Rix or Brock Berlin, known for making bad decisions (but possessing great tangibles) look like Heisman trophy winners. There needs to be a Gameplay Mechanic that makes these players perform differently than a good decision maker like Jason White--even when controlled by a user. We believe that mechanic should be Awareness. Poor decision-makers should have lower awareness, and lower awareness should affect these players in several ways.
● QBs with lower awareness should have an higher overall percentage of bad and misplaced passes--even if their THA is high, this could represent their inconsistency.
● Instances where these QBs are pressured (knocked down) or an oncoming defensive player has a clear path should result in a large amount of passes that short hop or miss the receiver in other ways due to pressure.
● QBs with lower awareness should not have access to the more "complex" plays in the playbook, and should be limited to the more simple ones (only 60 plays of a possible 82 for instance) this mechanic would make users seriously consider going with their players who "perform" instead of a pure athlete with no feel for the game.
8. Team Specific Playbooks - It seems as though many of the playbooks given to particular teams are a bit outdated. The Miami Hurricanes for instance, run an extremely balanced offense. Their playbook has an almost excessive amount of 4 and 5 WR sets--when their offense is essentially a Pro-Set mixed with occasional 3 and 4 WR formations. The Nebraska Cornhuskers and Notre Dame both use the West Coast Offense almost exclusively, but their playbooks do not reflect this. Defensive Playbooks in general are so bland and almost mirror each other perfectly minus a few formations—this is inexcusable! Teams use various defensive packages, and playcalls and this must be better depicted. In order for the gameplay to reflect reality, more research has to be done to replicate these teams offensive and defensive playbooks and not the "vanilla" formations we now see (on defense in particular) by and large teams do not have the same sets--and the game's playbooks should reflect this.
7."Touch" Passes - Now given the Over-Accuracy of much of the passing game we probably shouldn't complain about any element of bad passes, but touch passing must be addressed. It seems as though touch passes have a great deal too much "air" under them. Now this may seem insignificant, but often times QBs feel the need to "float" a pass out into the flat, underneath a zone (a high percentage staple) and are rewarded with a much-too-low completion percentage. It is virtually impossible to do given the height that some of these passes travel--it is almost impossible to throw a 5 yard touch pass without it traveling excessively high or far--and deep passes "hang" for much too long. Although some College QBs do not possess the necessary touch to make these throws, it would be more accurate to depict this on an individual basis.
6. Penalties - If there is anything that illustrates the difference between good and bad teams, it is the discipline that avoids or incurs penalties. Instead of more penalties by "worse" teams we unfortunately see things like Team Speed that is applied incorrectly. Where are the false starts and multiple holding calls by lower-rated OLs? Lower-rated DLs jumping offsides, Lower-rated LB units incurring Offsides, and frequent Defensive Holding and Interference Penalties by poor secondaries? Penalties very rarely impact the game and this shouldn't be the case. In reality penalties are Drive and Momentum Killers that can turn a manageable 3rd and 5 into a 3rd and 9, this aspect of the game needs to be much more evident in order for more accurate simulation gameplay. Penalties could also be used to rein in unrealistic stats. Instead of 200 or 300 yards receiving by Braylon Edwards or Fred Gibson--why don't we see 100 yards recieving with 3-4 critical Pass Interference calls? Instead of 4 sacks by great DE or DT, wouldn't 2 sacks plus a couple instances where O linemen get caught holding to prevent a player from unreasonably dominating be more realistic? We think so, Hopefully we can see these elements implemented sooner than later.
5. Special Teams - Although unlike Madden NFL, NCAA Football does atleast have a category for Special Teams rating--but many times it seems to be aesthetic. Special Teams play comprises of one-third of a football gameplan and it should be much more dynamic. Teams like Virginia Tech and Miami who are famous for their great Special Teams play do not get the proper credit they deserve. It seems as though teams with better Special Teams units would benefit from better blocking on kickoff and punt coverage as well as less penalties and Special teams miscues. A system where we see more random penalties, muffed punts, missed blocks on FGs and extra point tries that allow blocks, bad snaps, bobbled handoffs and other Special Teams breakdowns based on rating would be the perfect way to illustrate the gap between poor and good Special Teams. As it now stands, a person can instantly upgrade their Special Teams coverage units by substituting highly-rated starters in for Special Teams--and this shouldn't be the case. Good Special Teams is not something you can "manufacture" and perhaps tactics like these should result in massive drops in awareness, or perhaps we could see an individual Special Teams attribute.
4. Fatigue - During real football we are constantly hearing about how teams -- defenses, in particular are extremely tired by the end of a football game. In its current form, the fatigue system needs an almost complete and total overhaul. Often times defenders make plays in the first quarter that they cannot make in the fourth due to fatigue. NCAA players, on the other hand, miraculously regain their beginning-of-game form after just a few plays of rest. Some degree of fatigue should be permanent as the game wears on—forcing players to sit out a few plays, or even a series. Once you're in the 4th quarter, almost all starters should be at 70% energy at best. Defenses who have had to defend a pounding run attack through three quarters of football should be very weak near the end of the game. Halftime should deliver a sizeable increase in energy levels, but starters should be closer to 80% instead of their beginning-of-game stamina. Conversely on the offensive side of the ball, receivers need to take a bigger hit if they constantly run 'go' routes. Increased stamina hits from this and constant blitzing, being pancaked, and absorbing huge hits would also augment the potential costs of fatigue. Also, Offenses that run no-huddle consistently should fatigue twice as fast—having the negative effects on linemen as well as skill players. Adding these fatigue elements would drastically enhance this strategic aspect of the game as fatigue elements like missed tackles, poor and ineffective blocking, sloppy routes and reduced speed, strength and effectiveness would be more prominent.
3. Bump and Run – Although steps were taken to dramatically lower the effectiveness of press coverage, it is still a work in progress. Fatigue is one of the major side-effects from press coverage. What is needed is a model where penalties (Defensive Holding and Pass Interference anyone?) fatigue, matchups and ratings are better used to depict press matchups. The abuse of press coverage is ridiculous in many instances with players who would normally NEVER attempt it, but playing press coverage has little consequences and so it persists. Press coverage on good and elite college players like a Braylon Edwards or Mark Clayton (even if they’re running curls) has the potential for disaster if an average defender is attempting it--and even elite defenders run the risk of getting beat badly (although to a much lesser degree). It sorely needs to be better depicted in gameplay. We need to see more "whiffs" on press coverage, physical play by receivers (pushing off) allowing them to run possession routes against press coverage and players falling, losing their balance and slipping as a result of bump and run.
2. The Option – The way the option pitch is depicted in the game is almost notorious in most NCAA communities, and it seems as though it could be so easily fixed. A much larger emphasis must be placed on the "timing" of pitches and the ability of the Offensive Line. As it stands now, QBs pitch the ball while being tackled and pummeled by defensive players and when the offensive line is overmatched and one has to wonder why such actions are permitted. In reality, pitches while being tackled should result in fumbles, errant and "wild pitches" 100% of the time. Pitches should be successful only if thrown before contact with a defender and never the opposite. Also, The Option is virtually impossible to run when the defensive line has consistent penetration and this needs to be evident in gameplay. These features in conjunction would depict a much more realistic example of the option game.
1. Running STILL needs Improvement - The problems with inside running are multiple, starting with the fact that offensive linemen are still ineffective at holding blocks. They release their blocks much too quickly to have inside running success and blocking does virtually nothing to slow defensive pursuit—hurting outside running. Looking at football tells us that linebackers make the majority of tackles in the running game. While Elite DTs can sometimes constantly disrupt the run game, most DTs make occasional plays and overall usually make less plays as the game goes on (due to fatigue) the current system that has our average tackles leading our team in stops at the end of games needs fixing. Also, the ability of defenders to make tackles while being blocked is excessive. Although in some instances defenders can makes plays while being blocked, the ability for any and all defenders to do this with regularity causes "holes" to close much too quickly and also renders them mostly ineffective. The majority of missed tackles are the result of attempting tackles while being blocked (since running through what appears to be a "hole" is often times no different from running through masses of defenders) Another thing that hurts the run game is the fact that running into a blocker somehow magically "releases" the defensive player being blocked into an "automatic" tackle. This is poor depiction because in college many times the talent gap between offensive and defensive lines is large indeed. A team like SW Missouri State would have a line of scrimmage nightmare against a team like Wisconsin with one the best Offensive lines in Division 1. We also need to see the tell-tale “push” on the line of scrimmage when good offensive lines dominate. A running game that is much more potent and difficult to stop would serve NCAA much better in terms of realism.
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14. Fix Punt Protection – Easily one of the most overlooked aspects of NCAA and Madden gameplay was the ineffectiveness of the punt protection. When Cheesers and other unscrupulous players learned of this fact, realistic gameplay was ruined forever. Two aspects need to be addressed 1) The tell-tale online pause before a snap that opponents can “read” and get a jump on a punt block and 2) The lack of effective blocking by normal formations as well as in max protect formations is UNEXCUSABLE and needs to be fixed. One suggestion is to have an independent audible system for punts, so that we can go max protect at the touch of a few buttons (even if we don’t have it in our audibles) and secondly, punt blocks and blocks on Special Teams should be random—but shaded towards teams and players with better special teams ratings. Teams with low Special Teams ratings should not be able to create punt blocks at will just because a user know loopholes, and even though teams with elite special teams units would be more successful in general—even they should not be able to perform punt blocks at any and all times.
13. FG Kicking System – The FG Kicking system in NCAA is so often debated as being inconsistent and difficult to understand, and the system needs to be drastically improved as kicking a FG the same way in identical situations too often has completely different results. Madden’s kicking system this year was almost PERFECT and while most college kickers aren’t nearly as skilled as their NFL counterparts, a system that mirrors Madden’s with generally less distance (as college kickers generally have weaker legs) and smaller accuracy “fields” would seem to be the best way to go.
12. Pass Interference - This is easily the most absent penalty in the Madden and NCAA series of games and with the new contact standards it HAS to change. It is simply never called, and that means that DB units and even receivers are getting away with murder in many instances. Pass Interference should be called ALOT MORE (called more on the more lower-rated players of course) and specifically in instances where players are in extreme mismatches (a 90 rated receiver against a 70 rated defender for instance) this would be an easy upgrade to the improbable User Catches of NCAA 2005. While PI should be called on a semi-random scale it should certainly be shaded towards the higher rated players. It should also be a regular occurrence in situations where receivers are held up or bumped off stride by user-controlled defenders, or in situations where user-controlled receivers do the same.
11. Audible-Down - While we heard grand explanations of how the dreaded "audible-down" would be done away with by lowering awareness, we continue to see it be used with maximum effectiveness. I have watched with horror as a "cheeser" audibled from goalline to 4 wide and ran corner routes against my corners and nickelbacks with ease with RBS and TEs for three quarters! This should never happen in gameplay. The Solution? It seems easy enough, any time an audible is called that requires a player to be out of position, change the assignment, but NOT HIS POSITION ON THE FIELD. That way DBs audibled to 4-3 "Fire Man" will have to blitz from their corner and nickel positions and WRs in 3 wide or 4 wide sets audibled into I-form will block from their current locations on the field. This would also FINALLY resolve the WR@TE issue. As it currently stands cheesers can still “audible down” and match their speedy receivers up with LBs. Those receivers would be forced to stay at their respective positions on the field and be unable to force “cheese” mismatches if the audible-down is fixed correctly. Audibling-down has been a Madden and NCAA exploit for much too long and it must finally be rectified. In addition to these "fixes" the awareness of players should be affected so greatly by "audibling down" that players out of position regularly jump offsides on defense or false start if they’re offensive players.
10. The Pump Fake – The over-effectiveness of the pump fake is one of the most blatant gameplay errors in some time. Using the pump can was used to get defenders out of position with regularity and it further imbalanced the deep passing game. While the pump fake should have an effect on occasion, it should more specifically affect players with low AWR, backup players and should have its effectiveness lowered the more it is used.
9. Awareness - In most NCAA circles awareness is easily the most debated statistic in the game. Most people like to believe it is a mixture of Intangibles, Heart, Desire, Composure, Football Smarts and Coachability. Simply put, it is widely believed to be the game's most important stat--and it should be. Unfortunately, we don't see enough of a difference between players with Low, Average, Good and Elite awareness. Shouldn't more aware players sniff out play-action? Why don't DBs with AWR "jump" short routes when they have safety help or any other time? Shouldn't players with low awareness miss assignments, run the wrong routes and commit more penalties? Why don't QBs with low awareness (composure) throw more bad passes when under pressure? Why don't players with low awareness progress slower? Shouldn't defensive and offensive players with decent awareness perform better in bump and run? Why don't players will good AWR look back for the ball sooner? and shouldn't defenders with good awareness turn plays run over and over, or in the same situations into a disaster? In short, awareness needs to play a much bigger role in gameplay as the stat weighted more than all others.
In particular awareness needs to affect user-controlled players more than it does currently. As is stands, user-controlled players take on the "Awareness" of their user and so veteran players can make mistake prone QBs like Chris Rix or Brock Berlin, known for making bad decisions (but possessing great tangibles) look like Heisman trophy winners. There needs to be a Gameplay Mechanic that makes these players perform differently than a good decision maker like Jason White--even when controlled by a user. We believe that mechanic should be Awareness. Poor decision-makers should have lower awareness, and lower awareness should affect these players in several ways.
● QBs with lower awareness should have an higher overall percentage of bad and misplaced passes--even if their THA is high, this could represent their inconsistency.
● Instances where these QBs are pressured (knocked down) or an oncoming defensive player has a clear path should result in a large amount of passes that short hop or miss the receiver in other ways due to pressure.
● QBs with lower awareness should not have access to the more "complex" plays in the playbook, and should be limited to the more simple ones (only 60 plays of a possible 82 for instance) this mechanic would make users seriously consider going with their players who "perform" instead of a pure athlete with no feel for the game.
8. Team Specific Playbooks - It seems as though many of the playbooks given to particular teams are a bit outdated. The Miami Hurricanes for instance, run an extremely balanced offense. Their playbook has an almost excessive amount of 4 and 5 WR sets--when their offense is essentially a Pro-Set mixed with occasional 3 and 4 WR formations. The Nebraska Cornhuskers and Notre Dame both use the West Coast Offense almost exclusively, but their playbooks do not reflect this. Defensive Playbooks in general are so bland and almost mirror each other perfectly minus a few formations—this is inexcusable! Teams use various defensive packages, and playcalls and this must be better depicted. In order for the gameplay to reflect reality, more research has to be done to replicate these teams offensive and defensive playbooks and not the "vanilla" formations we now see (on defense in particular) by and large teams do not have the same sets--and the game's playbooks should reflect this.
7."Touch" Passes - Now given the Over-Accuracy of much of the passing game we probably shouldn't complain about any element of bad passes, but touch passing must be addressed. It seems as though touch passes have a great deal too much "air" under them. Now this may seem insignificant, but often times QBs feel the need to "float" a pass out into the flat, underneath a zone (a high percentage staple) and are rewarded with a much-too-low completion percentage. It is virtually impossible to do given the height that some of these passes travel--it is almost impossible to throw a 5 yard touch pass without it traveling excessively high or far--and deep passes "hang" for much too long. Although some College QBs do not possess the necessary touch to make these throws, it would be more accurate to depict this on an individual basis.
6. Penalties - If there is anything that illustrates the difference between good and bad teams, it is the discipline that avoids or incurs penalties. Instead of more penalties by "worse" teams we unfortunately see things like Team Speed that is applied incorrectly. Where are the false starts and multiple holding calls by lower-rated OLs? Lower-rated DLs jumping offsides, Lower-rated LB units incurring Offsides, and frequent Defensive Holding and Interference Penalties by poor secondaries? Penalties very rarely impact the game and this shouldn't be the case. In reality penalties are Drive and Momentum Killers that can turn a manageable 3rd and 5 into a 3rd and 9, this aspect of the game needs to be much more evident in order for more accurate simulation gameplay. Penalties could also be used to rein in unrealistic stats. Instead of 200 or 300 yards receiving by Braylon Edwards or Fred Gibson--why don't we see 100 yards recieving with 3-4 critical Pass Interference calls? Instead of 4 sacks by great DE or DT, wouldn't 2 sacks plus a couple instances where O linemen get caught holding to prevent a player from unreasonably dominating be more realistic? We think so, Hopefully we can see these elements implemented sooner than later.
5. Special Teams - Although unlike Madden NFL, NCAA Football does atleast have a category for Special Teams rating--but many times it seems to be aesthetic. Special Teams play comprises of one-third of a football gameplan and it should be much more dynamic. Teams like Virginia Tech and Miami who are famous for their great Special Teams play do not get the proper credit they deserve. It seems as though teams with better Special Teams units would benefit from better blocking on kickoff and punt coverage as well as less penalties and Special teams miscues. A system where we see more random penalties, muffed punts, missed blocks on FGs and extra point tries that allow blocks, bad snaps, bobbled handoffs and other Special Teams breakdowns based on rating would be the perfect way to illustrate the gap between poor and good Special Teams. As it now stands, a person can instantly upgrade their Special Teams coverage units by substituting highly-rated starters in for Special Teams--and this shouldn't be the case. Good Special Teams is not something you can "manufacture" and perhaps tactics like these should result in massive drops in awareness, or perhaps we could see an individual Special Teams attribute.
4. Fatigue - During real football we are constantly hearing about how teams -- defenses, in particular are extremely tired by the end of a football game. In its current form, the fatigue system needs an almost complete and total overhaul. Often times defenders make plays in the first quarter that they cannot make in the fourth due to fatigue. NCAA players, on the other hand, miraculously regain their beginning-of-game form after just a few plays of rest. Some degree of fatigue should be permanent as the game wears on—forcing players to sit out a few plays, or even a series. Once you're in the 4th quarter, almost all starters should be at 70% energy at best. Defenses who have had to defend a pounding run attack through three quarters of football should be very weak near the end of the game. Halftime should deliver a sizeable increase in energy levels, but starters should be closer to 80% instead of their beginning-of-game stamina. Conversely on the offensive side of the ball, receivers need to take a bigger hit if they constantly run 'go' routes. Increased stamina hits from this and constant blitzing, being pancaked, and absorbing huge hits would also augment the potential costs of fatigue. Also, Offenses that run no-huddle consistently should fatigue twice as fast—having the negative effects on linemen as well as skill players. Adding these fatigue elements would drastically enhance this strategic aspect of the game as fatigue elements like missed tackles, poor and ineffective blocking, sloppy routes and reduced speed, strength and effectiveness would be more prominent.
3. Bump and Run – Although steps were taken to dramatically lower the effectiveness of press coverage, it is still a work in progress. Fatigue is one of the major side-effects from press coverage. What is needed is a model where penalties (Defensive Holding and Pass Interference anyone?) fatigue, matchups and ratings are better used to depict press matchups. The abuse of press coverage is ridiculous in many instances with players who would normally NEVER attempt it, but playing press coverage has little consequences and so it persists. Press coverage on good and elite college players like a Braylon Edwards or Mark Clayton (even if they’re running curls) has the potential for disaster if an average defender is attempting it--and even elite defenders run the risk of getting beat badly (although to a much lesser degree). It sorely needs to be better depicted in gameplay. We need to see more "whiffs" on press coverage, physical play by receivers (pushing off) allowing them to run possession routes against press coverage and players falling, losing their balance and slipping as a result of bump and run.
2. The Option – The way the option pitch is depicted in the game is almost notorious in most NCAA communities, and it seems as though it could be so easily fixed. A much larger emphasis must be placed on the "timing" of pitches and the ability of the Offensive Line. As it stands now, QBs pitch the ball while being tackled and pummeled by defensive players and when the offensive line is overmatched and one has to wonder why such actions are permitted. In reality, pitches while being tackled should result in fumbles, errant and "wild pitches" 100% of the time. Pitches should be successful only if thrown before contact with a defender and never the opposite. Also, The Option is virtually impossible to run when the defensive line has consistent penetration and this needs to be evident in gameplay. These features in conjunction would depict a much more realistic example of the option game.
1. Running STILL needs Improvement - The problems with inside running are multiple, starting with the fact that offensive linemen are still ineffective at holding blocks. They release their blocks much too quickly to have inside running success and blocking does virtually nothing to slow defensive pursuit—hurting outside running. Looking at football tells us that linebackers make the majority of tackles in the running game. While Elite DTs can sometimes constantly disrupt the run game, most DTs make occasional plays and overall usually make less plays as the game goes on (due to fatigue) the current system that has our average tackles leading our team in stops at the end of games needs fixing. Also, the ability of defenders to make tackles while being blocked is excessive. Although in some instances defenders can makes plays while being blocked, the ability for any and all defenders to do this with regularity causes "holes" to close much too quickly and also renders them mostly ineffective. The majority of missed tackles are the result of attempting tackles while being blocked (since running through what appears to be a "hole" is often times no different from running through masses of defenders) Another thing that hurts the run game is the fact that running into a blocker somehow magically "releases" the defensive player being blocked into an "automatic" tackle. This is poor depiction because in college many times the talent gap between offensive and defensive lines is large indeed. A team like SW Missouri State would have a line of scrimmage nightmare against a team like Wisconsin with one the best Offensive lines in Division 1. We also need to see the tell-tale “push” on the line of scrimmage when good offensive lines dominate. A running game that is much more potent and difficult to stop would serve NCAA much better in terms of realism.
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