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atombomb49
June 28th, 2004, 02:35 PM
MOYE'S BOYS

The NCAA® Football 2005 Producer and His Team Create
a Brand New College Gridiron Experience

With each passing year, it becomes harder and harder to improve on games like those in the NCAA® Football series from EA SPORTS™. This year, however, producer Rod Moye and his talented team have accomplished that feat once again, adding the nuances of home field advantage -- among other new features -- to NCAA Football 2005.

We chatted with Rod about what's new in this year's game, and what we can expect when we tee up the ball for the opening kickoff.

EA SPORTS: The theme for the game this year is Home Field Advantage. First off, what do you think makes home field advantage in college football different than in other sports?

Rod Moye: There are many things, but the two main things that create home field advantage are the fans and the actual size of the stadiums. The fans of college football take this sport very seriously, and they’re not only fair weather fans either. College fans pick a school and stick with it until the end; winning season, losing season, it doesn’t matter. Come Saturday, fans are ready to go, and when they get into their stadium, it becomes a mad house.

Then there are the stadiums themselves. For most schools, they are either huge or architected in a way that ensures the maximum crowd noise possible. Stadiums get so loud that sometimes they’ll actually shake like an earthquake. Combine those two factors and the visiting team is in for a very long Saturday.

EA SPORTS: What sort of effects will home field advantage have on visiting teams in this year's game?

Rod Moye: The visiting team will be fighting an uphill battle right from the opening kickoff, so right out of the gate you’ll notice that players are affected by the crowd. The louder the crowd, the more the visiting team feels the pressure. Not all players feel the pressure the same, though. We added a new composure rating for all players. The composure rating determines how each player will handle the pressure. A player with low composure can become rattled, which in turn decreases his overall rating. A player with high composure has that “been there done that” attitude and is less affected by the pressure.

The Stadium Pulse is another key factor. If the stadium is rockin', this meter will show it. The object is to get the Stadium Pulse meter maxed out. Something really cool is that you can repeatedly press on the L2 button and really get the Stadium Pulse going. This faster the better too. When the Stadium Pulse gets maxed out the visiting team will become rattled and confused. From there the effects of home field advantage are in full force.

We can't forget about the thing that really creates the home field advantage, the fans. There's nothing like a playing in a packed stadium on Saturday with 100,000 fans packed to the gill. We've modeled 3D fans that wear team specific stuff and do team specific animations, and these guys are crazy. They cheer, boo, mock, and generally act like wild people.

EA SPORTS: How will players be able to build their own home field advantage for programs that traditionally don't have one?

Rod Moye: It's all about making your stadium one of the top 25 toughest places to play in the nation. Building home field advantage for teams that currently don't have them is easy: win, win, win at home. By winning on your home turf, the stadium will get a crowd factor boost. Since the crowd can make the visiting team's life real tough, this becomes extremely important. So getting your stadium into the top 25 toughest places to play is definitely an advantage you want to have during the course of the Dynasty.

EA SPORTS: What is the Match-Up Stick?

Rod Moye: When we first started working on this year's project, we sat down and discussed how we could get quick reads on the playing field. The real concept being, where does my team have the advantage, and where does my opponent have the advantage. Do I have the advantage running the ball or do I have the advantage throwing the ball? Getting even more detailed, where can I run or throw the ball? So we came up with the Match-Up Stick.

How did we do it? Well, the Match-Up Stick displays meters for all of the players on the field. The meter tells you if a player is good or bad, and how good or bad they actually are. A green meter means the player is above average while a red meter means the player is below average. The more green that is in the meter, the more above average the player is. The more red that is in the meter, the more below average the player is. Average players do not display any color in their meter.

The meter also displays each player's composure level. A full circle means the player has high composure, and an empty circle means the player has low composure or is rattled.

EA SPORTS: What are interactive timeouts?

Rod Moye: If your players become too rattled, you'll be able to take a timeout and have your team captain calm them down a bit. During a timeout, you're giving a choice on which group to coach. It displays the group's overall rating (good or bad) and their overall composure level. Based on this, you'll have to make a decision on which group to coach. Be sure that your team captain is a high composure player though. If he's not, he can rattle the other players even more.

Since we're on the subject of timeouts, you can finally call timeouts to "ice the kicker." "Icing" a low-composure kicker can decrease his kicking ability, thus increasing the chance that he'll miss that game-winning field goal. Be careful, though -- "icing" a high-composure kicker just might make him better.

EA SPORTS: How about custom celebrations?

Rod Moye: We changed the system so that you can choose to play a mascot, fan, or player animation. You can also choose between mild or extreme animations. So if you choose an extreme fan animation, you'll see the fans going nuts.

EA SPORTS: What sort of enhancements have been made to Dynasty Mode?

Rod Moye: We really set out to please our hardcore fan base this year. Basically, we went through and added a lot of depth to our already deep Dynasty Mode.

The biggest thing we added for 2005 is program integrity. You now have to keep tabs on your players off the field as they may have academic issues or team rule violations. You can choose to discipline these players by sitting them for a quarter or suspending them for a game (or the entire season). If you fail to maintain your program, the penalties can be quite severe -- from losing scholarships and television exposure, to the inability to play in bowls or for championships, to even the death penalty.

We also added transfers to the mix this year. Players who feel that they don't have a chance to get on the field may ask to transfer to another school. Conversely, you can have players wanting to transfer to your school if you lack depth at certain positions.

Recruiting has also been totally re-worked for 2005. We added a pipeline feature to allow you to build on your recruiting success out of a certain state or region. We also added the ability to recruit a high school athlete that excels in a variety of positions. You can then switch him to a position that best suits your team and he will progress accordingly at this position.

To top it all off, we added detailed scouting (where you can unlock a prospect's attributes without offering him a scholarship), offensive/defensive coaching strategies (which affects play-calling, simulation, and recruiting), 70-man roster, and accurate conference schedule rotations. Needless to say, our hardcore fans will really appreciate the wealth and depth of features in Dynasty Mode for 2005.

EA SPORTS: How about gameplay?

Rod Moye: Gameplay was our main focus this year. We really wanted it to feel different right from the first play. From run blocking to QB awareness in the pocket, the game plays a lot different than it has in the past. You'll notice that running up the middle is greatly improved. If you have a good offensive line, you can really dominate with the running game now. Running lanes open up now; you simply have to hit the them and trust that your linemen will block for you. Trust me, it's awesome.

To make the running game even easier we added a new agile run animation. This new animation gives you greater control of the ball carrier than ever before. You can weave in and out of traffic for bigger gains. No more getting stopped on an offensive lineman. You now can make those cuts that you always wanted to. This is something that will change the way you think of controlling the player.

On the defensive side of the ball, we added Big Hits. Big Hits are triggered with the L2 button while controlling a defensive player. Right before you make contact with the ball carrier or intended receiver, press the L2 button and the defender will explode into a bone crushing tackle. This increases the fumble or dropped ball chance as well as lowering the offensive player's composure. He'll think twice before coming into your zone the next time!

EA SPORTS: What are the benefits of playing online on the PlayStation 2 or Xbox?

Rod Moye: We've added a lot of cool things to online this year, so you'll have stuff online that you can only get online. One of the things that we really wanted to prevent this year was cheating. We've added a new scouting report that allows you to check any player's tendencies. You can look at their favorite playbook and formation, as well as look at how much they no-huddle, call hot routes, and audible.

We've also put in quick tournaments, which allow you to get into a 4- or 8-player tournament without having to worry about when it will start. We've got mini-games, new leaderboards, an Even Teams mode which will let fans of smaller schools compete with the big boys, and lots of other cool stuff. But you'll have to go online to check it all out.

EA SPORTS: Any new statistical tracking, awards, magazine covers, or anything of that nature?

Rod Moye: One of the things that our fans enjoy is the "User Pick" stat that appears in game. This year, we added a few more of these "User" stats and these are now tracked in your Record Book.

As far as awards and trophies go, each year we add more and more to the mix. We now have support for the Rimington Trophy and the Doak Walker Award. We also have the actual trophies for all 28 bowl games, along with the 49 traveling trophies for rivalry games that we support.

The SI feature was a huge success in 2004 and we really focused on beefing up this feature with even more stories and insights. For this year, we've added the Top 25 Toughest Places to Play to allow users to see the tough venues to play in, as well as to work their way up the rankings. We also added All-Conference teams to go along with our already extensive list of awards. The great thing about SI is that it keeps users involve with their dynasty - if a top school is on probation, they'll read about it, if there is an upcoming rematch, they'll see it, and if there's a big face-off between two high-ranked quarterbacks, they'll know it.

EA SPORTS: Anything else about NCAA Football 2005 that you want to talk about?

Rod Moye: I'd just like to say the entire team (production, art, development and marketing) worked very hard and is extremely proud of this game. I truly believe that everyone is going to love playing it.

paniero
June 28th, 2004, 02:45 PM
god i cant wait

do we have a release date?

Ajax19
June 28th, 2004, 06:51 PM
release date is like two weeks away 7/12/04

Porky
June 28th, 2004, 06:55 PM
Uhhhh why would anyone want to play college when you can play nfl madden?

Ajax19
June 28th, 2004, 07:09 PM
I get them both so it don't matter to me

BlazeRocUp
June 28th, 2004, 07:18 PM
i cant wait for this shit jus readin dis joint is gettin me hyped

atombomb49
June 29th, 2004, 04:41 PM
The reason i play both is the college game is a little different than madden plus you can import the draft classes from NCAA to Madden

So for example if you you can use Miami ring up big stats with their Running Back Frank Gore then upload his recruiting class into madden and draft him

If you play the Dynasty on Madden it gives it more longevity

JBalfour4
June 29th, 2004, 09:18 PM
can you post up a Madden interview, i'm coo with the college shit, but the only college game I play March Maddness

Ajax19
June 29th, 2004, 09:29 PM
Madden Inerview Link To EA'S Madden Page (http://www.easports.com/games/madden2005/home.jsp)

With Memorial Day now in the past, that means summertime is here for all intents and purposes -- and it also means that Madden NFL 2005 will soon be on the shelves. In order to give fans a sneak peak at what's in store for this year's top football gaming experience, we had a chat with line producer Phil Frazier, who divulged some key facts about what we can expect from the all-time best-selling gridiron title.

EA SPORTS: What exactly is the Hit Stick?

Phil Frazier: The Hit Stick is a brand-new control innovation whereby players can attempt to lay a big hit on their opponent by flicking the right stick. They are risky, as a mis-timed hit can be devastating to your defense, but it can all pay off with a huge hit and a fumble or dropped pass.


EA SPORTS: What other modifications have been made to defensive play this year?
Phil Frazier: We started over and re-did our DB coverage, especially man-to-man. Good DBs will just blanket their receivers this year. We really feel that we've portrayed the shut-down corners extremely well, and it will actually force the offense to rely more on strategy and mismatches than money plays. Adding to that, defensive matchups let you assign a particular defensive player to cover a certain guy all game. Imagine sticking Champ Bailey on Randy Moss, and not really having to worry about that side of the field for the rest of the game. We also added defensive hot routes where you can customize nearly everything about your defense before the snap. There are just too many things to mention -- it truly is an exciting year for defense.

EA SPORTS: Talk to us about the new Storylines involved in the game.

Phil Frazier: Storyline Central is a new addition to Franchise Mode this year that focuses on every story that is at the forefront in the NFL. The stories around your team now impact your team. If the rookie RB is pushing the veteran for playing time but not getting it, his morale will drop and it will affect his performance. You hear about the stories three different ways.

The first is the newspaper. Every team in Franchise has a newspaper from their local city that discusses only the stories that pertain to that team. We also feature USA Today, which is the franchise's national newspaper. In USA Today, the most important stories from the entire NFL appear.

The second part of Storyline Central is EA Sports Radio. We've added sports talk radio to Franchise, where host Tony Bruno breaks down the week's biggest stories. Each week's show includes call-ins, coach and player interviews, trivia questions and from time to time, Tony will rant about important issues in the NFL.

The last aspect of Storyline Central is email. Every week on your PDA, you'll receive emails about everything going on with your team. You will receive emails from players, coaches, general managers, the PR department, etc... If a player is upset about his playing time, you're definitely going to hear about it!

EA SPORTS: What sort of changes have you made to Franchise Mode this year?

Phil Frazier: We've added more to franchise this year than we've ever added before. Some key additions include:

Restricted Free Agents - Allow your young guys to test Restricted Free Agency.
Preseason Position Battles - Let two players who are similar in talent battle it out for the starting job.
Player Personalities - Players react to everything that happens to them and if things get really bad for them, they demand a trade. If you're not throwing the ball to your star receiver, you'll hear about it.
Franchise Tags - Tag players who refuse to re-sign with your team.
New Realistic Off-season Free Agency - Players no longer only care about money. They now look at your team, the players you have, your team prestige and lots of other factors.
Weekly Gameplan - Your coordinators provide you with a gameplan each week that contains keys to stop your upcoming opponents.
NFL Icons - We've acknowledged the stars in the NFL and they become Icons in your Franchise. These players influence free agents and affect morale if something happens to them.
Practice in Franchise - You can now practice with your current franchise team.
Improved Team Management - Teams intelligently manage their rosters now. They cut dead weight and sign regular season free agents.
Name Team Captains - You can now name your team captains every year in Franchise.
Rivalries - Rivalries are a new addition to Franchise this year.
Team Prestige - A new aspect of Franchise is prestige. Turn a perennial loser around to become a true powerhouse.
In-Season Player Progression - Players now progress based on how well they're doing during the season. Breakout players are rewarded for their performance.
Improved Draft - A ticker, announcer and trading during the draft highlight our draft improvements.
Change Player Positions - You can change the positions of players in Franchise every season now.
EA SPORTS: Are there still training camps and other skill-improvement features?
Phil Frazier: Practice Mode, Mini-Camp, Situation Mode, Football 101, and several tutorial videos are all available to help people that may have difficulty with the game. Even experienced players use these to keep their skills sharp. We've also added a mini-game called Rushing Attack that allows two users to go head-to-head in our Ground Attack drill.

EA SPORTS: Fans are now a more important part of the game. What does Create-a-Fan do?

Phil Frazier: Create-a-Fan allows you to make a crazy fan to your liking to have him show up in games that you play. You can customize everything about him, from a foam finger to a dog bone, and you can team specific objects to your fan. We have added numerous fan cut scenes this year -- be sure to check this out because there are some pretty hilarious ones in there.

EA SPORTS: Are you adding any new old school teams, players and uniforms this year?

Phil Frazier: No additional old school teams or players; however, we have included all of the alternate jerseys teams are now wearing in the NFL.

EA SPORTS: Any changes to the graphics engine, physics engine, animations or anything else that dictates the way the game looks and feels?

Phil Frazier: Madden NFL 2005 looks and feels like a completely new game. We're updated our player models to look more intense, and more realistic. The environments, including stadiums, lighting, and the sky, have all been redone as well. Check out the sidelines: we've added tons of players, media, and other 'stuff' to make the sidelines look more realistic.

All-new running animations provide a much more realistic looking and feeling running game. We've added over 1000 new animations to the game this year.

EA SPORTS: What sort of new features will be available for online play with PlayStation 2 and Xbox LIVE?

Phil Frazier: This year, online play features a ton of refinement over last year's game. We've added a lot more ways for users to match-up with a player who is closer to the skill level, as well as more powerful EA Messenger that will allow you to keep track of dozens of friends while online. One of my favorite new features is the quick tournaments, which allow you to play in 4 or 8 player tournaments in one sitting, without having to wait for your opponent to show up. We've also added an insanely addictive Rushing Attack mini-game, which lets you go head-to-head with other players online to see who can pick up the most yardage. Add to that unlockable trophies and medals, a robust scouting report that lets you size up a player before you play him, a real-time score and stats ticker and a deeper stats book, and you've got the best online football experience out there.

EA SPORTS: Anything else you want to add about Madden NFL 2005?

Phil Frazier: The addition of the Hit Stick and our other defensive enhancements is sure to change the way video game football is played, I promise… defense is fun to play this year! Storyline Central adds even more depth to Franchise Mode and gives you even more to think about as you run your team. Create-a-fan really adds a little something else for the user to customize.

Overall, there are a TON of new features throughout the game that we think our fans will enjoy!

JBalfour4
June 29th, 2004, 09:49 PM
lol props, that was fast

RandyMoss
July 2nd, 2004, 02:28 PM
Originally posted by Porky@Jun 28 2004, 05:55 PM
Uhhhh why would anyone want to play college when you can play nfl madden?
so you can build up the college players then bring them into the NFL :jumping:

Porky
July 4th, 2004, 08:43 PM
fuck that. college players have no names

Jrocc
July 5th, 2004, 02:21 AM
NCAA Football 2005 > Madden 2005

atombomb49
July 5th, 2004, 03:44 PM
Pork by NCAA rule EA can't put the names in but you can go to the roster and change them and if your on line I think you can download them plus the game is Bangin

atombomb49
July 15th, 2004, 06:36 PM
This Game is the Truth :guns: :guns: Guns and Butter

JBalfour4
July 15th, 2004, 10:40 PM
yeah i pick'd it up, ima trade it off when Madden comes

chilltown_solid
July 15th, 2004, 10:48 PM
Can you download rosters ?

mgw
July 18th, 2004, 10:12 AM
played it on the hiesman level against my boy, we played 4 games of 3 minutes and we both only scored ONE touchdown in regulation. I like it much better than the last. It takes some skills. You cant just run that zig zag out route every play. Home field atvantage is crazy. The screen shakes for the visiting team when they are on offence. And sometimes you cant get the team to hear the audables

Reppin Tha Dirty Dirty
July 19th, 2004, 07:28 AM
i sure do hope my LSU tigers fire on it