NCAA Football Discussion(video game)

LatinG187

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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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LatinG187

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Most people would probably agree that given the pageantry and ceremony in College Football, presentation could use a bit of an upgrade. Here are our Top Eleven ways that NCAA Presentation can improve this year.

11. More Equipment – While NCAA does a great job of adding more equipment every year, it seems that the actual players are always a step ahead. We’d like to see the long-overdue Towels, Forearm Bands, Leg Wristbands and Uniform Sponsors made popular by College Football Players.

10. Post-Play Reactions – What gives with players making big plays, TDs or interceptions and just standing there like Zombies? Yup, we HATE that too. What we do love however, are the dynamic reactions that Madden 2005 gave players after the plays themselves are over. One can only hope that NCAA 2005 is the last version of this great game that has a player score a TD and stop cold like he’s paralyzed or something.

9. Coach-Specific Commentary - although the player's are certainly off-limits, the coaches in College Football might easily be signed to licensing deals, this would be great in terms of commentary regarding a coach's record, accomplishments and history. As well as record versus another program, and could only serve to improve the general aspect of presentation overall.

8. More Varied Injury Cut-Scenes - NCAA players often complain about the "static" injury cut-scenes presently in the game. Injured players consistently walk or limp off of the field depending on where they are injured. What about a system that varies more based on the extent of the injury? Maybe a player could walk/limp off when an injury is not serious, be carried off by training staff when a moderate injury occurs and have to wait on the cart when there is a serious injury. Although variation should still factor into injury type (a player that is "carted off" might just be the victim of a "stinger" that would only keep that player out for a series or so)

7. More In-depth Analysis - Instead of just showing one dynamic player that could dominate, more in-depth pregame presentation would also show a "sleeper" player and go into detail about each team's strengths and weaknesses and illustrate what each team must do to win . More lengthy Halftime Analysis could show how the dynamic player and sleeper are performing, what "surprise players" have stepped up, along with what adjustments each team needs to make. Post Game analysis could center on how the dynamic and sleeper players performed, what "surprise" players stepped up, how the winning team won, why the losing team lost and what effects the game could have in the future. More in-depth pregame, halftime and Post-Game analysis would make for more varied analysis in contrast to the sometimes-bland pregame/post-game and non-existent halftime break-down we now see.

6. Profile-related Commentary - This feature would read opposing profile information and would have the broadcast team comment on what has transpired in past games between certain profiles. If my buddy has never beaten me, allowed a certain player to dominate, gotten shut out the last two times we played,or given up multiple touchdown passes or punt returns, the system could read the profile information and have the announcers comment on amusing profile-specific facts and information.

5. More Sideline Interaction - Tired of anonymous players on your sideline with incorrect uniform numbers? yeah--so are we. Sidelines should contain coaches, members of the media and players who are not currently on the field. Sideline players should cheer big plays and semi-participate in the game. Where is the ever-present "Hi Mom" cutscenes by players who have just made Big Plays and such? or the sideline presence of injured players who don't require X-rays? Better Sideline interaction would certainly do it's part to step up the aspects of game presentation.

4. Fans rushing the field - Let's face it, fans tearing down the goalposts and carrying them down Main Street will probably never make it into the game due to the protests of the NCAA, but what about the next best thing? Fans storming the field! One of the vital differences between the Pro and College game is the level of fan excitement and interaction and rushing the field is the perfect way to depict this in gameplay without a goal-post ending up on someone's front lawn.

3. Real Coaches - as stated before, while players will never make it into the game according to NCAA rules, Coaches have no such limitations, they can be included in licensing deals and their likenesses placed into the game. This is probably more accurate as they are essentially the only stability in a college program and the real stars of College Football as a whole. Having the actual coaches in the game would also lend much credence to the Presentation as a whole.

2. Sporting News Radio - Madden took their Presentation aspect to the next level with the addition of EA Sports Radio with Tony Bruno. On the heels of the trend-setting Sports Illustrated feature, what can NCAA for an encore? What about a similar radio show that has real callers, coaches and fans with enough variable content to allow for the deepest Dynasty Mode ever.

1. Team-Specific Entrances - Could there be anything that illustrates the pageantry in College Football more than the unique, fan-hyping entrances that many teams employ? Where is it written that only Notre Dame and Miami have enough winning tradition to get their specific entrances? What Clemson fan hasn't wanted to see the Tigers touch Howard's Rock and storm "The Hill"? Where is Georgia Tech's Ramblin' Wreck? Or Oklahoma's Sooner Schooner? What about Chief Osceola and Renegade whipping the FSU faithful into a frenzy with the flaming spear at midfield? Or the Ohio State* band dotting the "I"? and who can forget Michigan and the "Go Blue" sign? Or the Volunteers running through the "T"? There are countless other entrances that I'm leaving out. These traditions are as essential to College Football as Tackling. Generic entrances simply won't do--these traditions making their way into the game is a must.
 

LatinG187

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It's our opinion that the Gaming aspects of Dynasty Mode could be more challenging for the hard core player. To test this, we took a lower-level team (the University of Houston), and brought them to a National Title within 5 years. We were then able to win seven of the next 10 National Titles as well. We used no created players, or any other similar cheats, but we did aggressively pursue recruits, and use the Off-season to improve our players -- all "legal" within the current system. It should not be possible to construct this kind of Dynasty. We should be able to push very hard, and still win no more than one or two National Titles within a 30 year franchise stretch with a team of this caliber.
Considering that, many of the ideas listed below are aimed at producing a more challenging game. But, we do realize that Tiburon wants to make a game for the casual gamer as well. So, we recommend that many of the following be included as optional components to Dynasty mode.


10. Season-Related Commentary - While commentary needs to be more varied overall, what many players would like to see in Dynasty Mode is more season-related commentary. Things like a player breaking a game and career school record for sacks is nice, but things we'd like to hear more about are things like being undefeated in the conference, or a player leading the nation in receiving, passing or scoring. Another touch that would be nice would be the importance of "Big" games or tough losses.

9. Senior All-Star Games - Where are all the postseason All-Star games for our seniors before they get exported to a Madden Draft class? There are virtually a plethora of all-star games that allow some of our seniors to impress the pro scouts and coaches that are always on hand. It would be intersting to see NFL coaches recommending position changes for some players (based on height and attributes--a 5'10" QB with wheels for instance might be asked to play WR) and standouts and MVPs of these games could be rewarded with bonus progression points (for Madden) and/or a higher draft position.

8. Rotating Conference Schedules - These are virtually essential for Dynasty Mode not to have the same generic feel every year. At Happy Valley one year, and the next year the Nittany Lions come see me (or aren't on the schedule at all) right? We NEED things like this for some semblance of variety. We can't take reruns of the same "packaged" schedule every year.

7. AD Mode - This feature would essentially be a mirror of Owner Mode in Madden. A User would assume the role of athletic director and essentially oversee the entire football program. Things like concession prices, bad coaches, undisciplined players and spoiled alumni could make things interesting.

6. Bowl Selection Show - This could potentially add cut-scenes and reactions to the bland spreadsheet-type display that we now see. While some teams could be shown celebrating and ecstatic a team like USC in 2003 (left out of the National Title Game) could show major disappointment.

5. Year Round Recruiting - The few weeks that is dedicated to recruiting now is extremely unrealistic. Any College Football fan knows that recruiting is a year-round process that is filled with the excitement of player's committing during the early recruiting period--and changing their choice to a rival on Signing Day. The process for obtaining the services of the "next big thing" should be a lengthy process where similar to Madden, recruits could comment on their needs and wants. The player that wants a Cadillac Escalade for his John Hancock might be too good to pass up (until the NCAA starts investigating that is) while "Your team doesn't throw the ball enough" might be just the thing to prompt you to get a new playbook. Spoiled recruits might play programs against each other to see who will jump through the most "hoops", in short, a more varied and dynamic recruiting process is a must.

4. Post Season Award Presentations - This seems easy enough, but it begins with getting every post-season award added into the game, everything from the Groza to the Heisman. This would be another step away from the bland spread-sheet type award delivery that we now see. Instead of names on "lists" we should see actual cut-scenes or "stills" of the award presentations. What real fan of College Football hasn't wanted to see a picture of their star player holding the Heisman Trophy high in the air at the Downtown Athletic Club or posing in front of the Bednarik Trophy?

3. Recruiting too easy - It's just far too easy to sign the best recruits in the available, if you want to, even when the CPU has interest also. CPU teams need to be more aggressive in their elite recruit pursuits. Things like Program Integrity, Coach, Level of Program, Playing Time and how players will fit into the type of Offense/Defense run should factor more into recruiting.

2. Spring Practice/Spring Game - Instead of a generic off-season, maybe the end of the season can be followed by conditioning and then a simulated Spring Practice which would end with Progression points being awarded. This should culminate with a Spring Game that could be played or simulated, followed by a few more Bonus points for any players that excelled. The Spring should also be a period where random injuries could occur--many programs start off the year on the "wrong foot" after a spring where several or key players go down for extended periods of time or even the entire season.

1. Progression too fast - The progression system needs re-working this year, although in many ways it has improved. It's important that the "rating inflation" of NCAA gets kept in check, Dynasty players consistently complain that their players progress too fast. Players regularly progress 6-12 points in an off-season. This is an issue because 2-3 years into a Dynasty, Users and CPU-controlled teams having an inordinate amount of 90+ rated players is the norm. This needs to stop, elite teams like USC, Oklahoma and Miami have multiple elite rated players, but not all User-Controlled teams are Elite! The progression per year needs to be decreased so that while a small percentage of players will have a high upside (and progress an excess of 20 pts in 4 years) your average player should be limited to 5-15 progression points over a college career.
 

LatinG187

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TOM TAKES THE TROPHY

From a vastly increased focus on the Heisman Trophy to new gameplay features and animations, NCAA® Football 06 features a host of improvements, refinements and additions that will take one of the most highly-regarded football games of all time into new territory. In order to learn more about the game, we sat down with Tom Vuong, associate producer of NCAA Football 06, to learn more about what we can expect once we fire up our new season of college football.

EA SPORTS: Describe the journey the individual player takes on his Race for the Heisman.

Tom Vuong: The Race for the Heisman is the ultimate single-player experience where you play as a student athlete at a major Division 1-A program. Your goal is to win the most prestigious award in all of sports -- the Heisman Trophy. You start out by trying to impress college scouts in order to earn a scholarship to play for a top football program.



Once on campus, you can check out your dorm room, complete with a bed and a computer. During the week, you can go to practice, check out your stats, and even read your school's newspaper. Once gameday arrives, it's your time to shine. Perform well and you will increase your skill level as well as your popularity on campus. As the fan mail starts rolling in, so will the accolades and awards. If you continue to pile up the stats and the wins for your program, you may find yourself sitting pretty in New York hearing your name called as the next Heisman Trophy Winner.
Make a quick impact and you have a tough decision of declaring early for the pro draft (to be exported into Madden NFL 06) or coming back for your senior season. Once your playing career is over, you can even continue to leave your mark as a college football coach.

EA SPORTS: Will you need to be at a big school in order to win the Heisman, as is typical in real life?

Tom Vuong: No, you will not need to be at a big school, but performing in big games helps. Of course, it also helps to play for an elite program, but not a necessity as many players from smaller programs have won Heismans in the past.

EA SPORTS: How does the focus on the individual player affect Dynasty Mode -- or does it? How do you continue a career with your team after you graduate?

Tom Vuong: Race for the Heisman is its own mode (separate from Dynasty) based around the player. However, after finishing college as a player (as mentioned above), you can choose to continue on as coach in Dynasty Mode. Now you have the opportunity of engrossing yourself in the the many aspects of coaching, from training to recruiting.

EA SPORTS: What's different about recruiting?

Tom Vuong: For NCAA Football 06, we really focused on the most popular aspect of Dynasty Mode, which is recruiting. Now, in addition to the current off-season recruiting, users will be able to recruit high school prospects during the regular football season as well. We really wanted to introduce the concept of targeting prospects in the summer, inviting them to campus for official visits in the fall, and then getting verbal commitments based on how well their visits went.

We now also have soft verbals, which are prospects who have committed to your school, but are still looking at other schools. So as a coach, you will have to continue to pursue these guys until you're sure they are committed to your program. So the in-season recruiting experience, although familiar, is a totally new game-within-a-game for our dedicated fans. All of this is packaged neatly in our Rivals.com Recruiting feature, which will bring you news and prospect interest movements in the form of headlines of the popular online recruiting service.

For off-season recruiting, we've totally revamped the user experience as well. We've added your school's academic reputation as a factor in dynasty and during recruiting. Now prospects will look at your school based on your academic prestige in terms of program and in terms of graduating players. The flipside of that is that recruiting players on talent alone may affect your school's academic prestige.

Another great addition is the ability to build pipelines when recruiting. Now having success in a particular area will lead to better success recruiting that area in the future. With these elements, coupled with players that do not qualify based on grades, users will have to totally change up their strategy when recruiting.

EA SPORTS: What are the all-new Breakaway Controls?

Tom Vuong: This year, we're introducing the concept of Impact Players, which are players on your team that can break a game wide open. Along with that, we are introducing Breakaway Controls. This is basically a set of simple to use moves on the Right Analog Stick that is available to everyone, but Impact Players can really take advantage of this.

On offense, users can now pull off jukes with ease including the awesome "back juke," where you can leave defenders grasping air. You can also celebrate at anytime, anywhere when carrying the ball. Watch out, though, as showboating will increase your chances of fumbling the football if hit.

On defense, Breakaway Controls include the Impact Stick, which allows for defensive linemen moves as well as laying the big hit. Timing is the key here as you can really put a move on an offensive lineman or knock the ball loose with a crushing hit. The bottom line is that users can now control their players like never before.

EA SPORTS: How have you improved the graphics and physics engines?

Tom Vuong: The look and presentation of the game has undergone a major overhaul for the 06 product. We've gone the extra mile this year in maximizing the power of the PlayStation®2 and Xbox®. You'll notice immediately upon starting the game that the stadiums have received a major facelift. Player models and environmental lighting have improved dramatically. We even improved the grass textures, making the game look as realistic as ever.

We also modeled our three-man commentary crew of Brad Nessler, Kirk Herbstreit, and Lee Corso and put them into our pre-game show for the first time ever. You'll see Lee Corso with his famous tradition of putting on the mascot head when he makes his prediction. To top it all off, we've added broadcast-quality in-game overlays and cameras. All this adds up to a great visual experience and the best looking NCAA Football game to date.

On the physics and gameplay side, we've reworked our ball physics to be more realistic on passes and bounces. We also worked extensively on blocking ,as you'll now see offensive linemen aggressively opening up holes in the running game and creating lanes in the passing game. This year, we've also added the ability for users to break tackles by jamming on the corresponding button. So if you have a impact power back, you can pound the ball in there and drag defenders for that extra yardage.

On the defensive side, we've added gang tackling to help counter this. Of course, impact defenders will have an advantage wrapping up the ballcarrier and jarring the ball loose in crucial situations.

EA SPORTS: Do things like the Stadium Pulse still exist?

Tom Vuong: The Stadium Pulse was part of our Home Field Advantage feature which was very well received by the NCAA Football community. We've been able to tune this, along with the Dynamic Player Ratings feature (which allows for player ratings to fluctuate throughout the course of a game), to make it much more realistic. In fact this works seamlessly with our new Impact Players feature for 06. Impact Players can be "In the Zone" based on the current game situation and their performance. An Impact Player who's In the Zone can pull off moves others can't and can change the momentum of the game on his own.

EA SPORTS: What are the mini-games like?

Tom Vuong: Our Spring Drills feature is based on the drills used in actual college football practices. The most unique is the Oklahoma Drill. There are many different versions of this drill, but in ours, a ball carrier and an offensive lineman square off against a defensive lineman and a linebacker. The goal is to get the ball in the end zone with the running back or stop the score with your linebacker. First person to score seven times wins. This drill is the most fun playing against a friend.

Another unique mini-game is the Pass Skeleton. This is when the quarterback and his receivers face off against linebackers and defensive backs in coverage. There are no linemen on either side. In this mini-game, the goal is to march down the field and get as many touchdowns as you can in ten snaps. This drill is very useful when you want to learn how to read coverages because you can do so without worrying about the pass rush. Because of this, we also added it as a practice mode, so you can run the plays you want against any defense you wish in order to improve your passing skills.

We also have the Option Attack drill where you can learn to master running and defending the option. Round this out with the popular Rushing Attack and we have a great way for our fans to satisfy their NCAA Football cravings when time is a factor.

EA SPORTS: What makes this game better than past versions of NCAA Football?

Tom Vuong: For all the reasons mentioned above, we believe NCAA Football 06 is not only better than any previous versions of NCAA Football, but better than any other football game out there, period. It's got something for everybody. If you're a casual fan, we have a fun-to-play football game. Also the Spring Drills feature provides that quick fix when you want to get in and out quickly.

If you're more of a diehard football fan, we've gone even deeper in our Dynasty Mode with Rivals.com Recruiting and the emphasis on academics. If you're into the single-player experience, we're introducing the Race for the Heisman mode where you try to win the coveted Heisman Trophy as a player. If you like the multi-player aspect, we have a great head-to-head game filled with strategy and taunts. Also, our Play Online feature will keep fans who are itching for competition happy throughout the season. Overall, NCAA Football 06 is the complete package.

EA SPORTS: Anything else you want to add about the game?

Tom Vuong: I've been here since NCAA Football 2000 and this is the biggest development team we've ever had on this product. This has allowed us to add the big features stated above, but also many of the little things that won't be uncovered until our fans actually play the game. We have a great team (programming, art, production, marketing, and QA) who truly care about creating the best possible game and it shows. I want to take this opportunity to acknowledge their efforts and thank them for their hard work.
 

Yeagermeister

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I wish they'd make a pc version so we could import real players for the draft.
 

jksmith269

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Dude you have way toooooo much time on your hands....
 

Duane

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Yeagermeister said:
I wish they'd make a pc version so we could import real players for the draft.
Go to the Operation Sports forums and there are folks that input all the rosters and save them so they can be imported via an Action Replay device on the consoles.
 

Duane

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parchy said:
Is this game not coming out on Gamecube?
Doesn't look like it. The good news is that after the 360 launches you should be able to pick up an XBOX for cheap and play it.
 

LatinG187

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parchy said:
Is this game not coming out on Gamecube?

yea,duane's right,NCAA Football won't be on the Gamecube,but Madden '06 will be though.
 

Tio

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WHen is the release date? Im really tempted to give it a try this year...
 

Duane

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Tio said:
WHen is the release date? Im really tempted to give it a try this year...
July 11th

IMHO this is the best football game, ever. If you want to give it a try pick 2004 or 2005 up used for a fraction of the cost. 2005 didn't change much from 2004 and so I picked up 2005 for $20 used this December.
 

LatinG187

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Duane said:
July 11th

IMHO this is the best football game, ever. If you want to give it a try pick 2004 or 2005 up used for a fraction of the cost. 2005 didn't change much from 2004 and so I picked up 2005 for $20 used this December.

I was a little disapponited in 2005 although I still liked it alo.2004 however I feel was an amazing game and I still play it from time to time.NCAA 06 will be great with all the new things that are being added to it.I think this is the year that NCAA Football goes from being Madden's little brother to King of Football.
 

Duane

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LatinG187 said:
I was a little disapponited in 2005 although I still liked it alo.2004 however I feel was an amazing game and I still play it from time to time.NCAA 06 will be great with all the new things that are being added to it.I think this is the year that NCAA Football goes from being Madden's little brother to King of Football.
Honestly I'm not a huge Madden fan and my cousin Jason has worked for EA on the Madden series for years. If they screw with NCAA 2006 too much I'll simply play 2005 with updated rosters.
 

LatinG187

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Duane said:
Honestly I'm not a huge Madden fan and my cousin Jason has worked for EA on the Madden series for years. If they screw with NCAA 2006 too much I'll simply play 2005 with updated rosters.

I was a big Madden guy until NCAA Football 04.Since then I found myself playing waayy more time on NCAA than I do playing Madden.In Madden,I play nothing but Franchise Mode with my Boys,but NCAA's Dynasty mode is the greatest.It's so in-depth and I find myself playing with my 'Canes plus taking over a team that's not a powerhouse,like TCU and attempt to take them to the top.The new Race for the Heisman mode they've added this year sounds like it's gonna be great.I'm axious to see out it plays out.
 
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