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Virtual Groin Pull Vol I: Taking a Page from Fallout 3
How a design element from Fallout 3 could make for a great football game innovation.
Date: Friday, April 10, 2009
Author: William Abner

So Manning drops back and tries to find Gonzo over the middle and all these factors are rolled into the equation and the game spits out hard numbers for the user. If the WR is wide open on a five yard slant then these percentages are all extremely high, but take the WR on a streak and throw into double coverage and not only will you get small completion percentage numbers listed but also red numbers showing you the odds of an interception. This not only adds a level realism but also keeps the decision making completely in the hands of the player. You’re the guy making the decision when to throw the ball – you can’t go back if you don’t like the percentages you are given. Deciding when to pull the trigger and who to throw to is still a user-made call. It’s still a blend of arcade, hands on play with simulation

But now you can see exactly how much better Manning is than your everyday QB. Not only that but the ability of the receiver and defender come into play and you can see—really see– the difference in your players. The numbers don’t lie. And in a college game you would see an even greater difference; a player who is controlling a team that runs the option and who has a limited passing quarterback would be hit in the face with lower passing percentages at every turn unless a guy is wide open instead of what we see today – players who more or less play basically the same.

Whether or not this idea would actually work in practice we may never know, but it’s my hope that designers can start to take “player ratings” into a new direction – give us some hard data to play with and do something to individualize the players because the days of the interchangeable “85” rated quarterback needs to come to an end.

Questions or comments? Send them here. .

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