Thursday, May 24, 2012

The Madden Manniac's 1st Annual Madden NFL giveaway. Win a copy of Madden 13.

In lieu of a Memorial Day weekend blog, I decided to have a contest.  For the winner, I will preorder a copy of Madden NFL 13.  Below are the details (Read them closely, otherwise you may be disqualified).

HOW TO WIN A COPY OF MADDEN NFL 13

1.  In the comment section of this blog post, propose a unique Madden attribute topic that you would like me to explore.  This must be a topic that I have never blogged about.  (Tip:  Review my blog archives to see what I have done in the past; it goes back to December 2011. You can access the archives by scrolling down the right side of that page.)  

If you fell lucky, you can post your suggestion and hope I haven't covered it already.

2.  Please indicate what gaming system you own (PS3 or Xbox 360).  This will determine what copy of Madden 13 you will receive.  

3.  You must have a twitter account.  Include your twitter name with your suggestion.  I will contact the winner via twitter.  At that time, I will need your shipping information.

4.  Only one entry per person (twitter account).  If you are found to be using two or more accounts, you will be disqualified.

5.  The entry deadline is 12 midnight PST on Sunday, June 3rd, 2012.

Picking a winner:

1.  I will review all of the suggestions and select ONE winner.  I will announce the winner via twitter on June 5th, 2012 at 7pm PST.  I will follow the winner on twitter and that person will need to follow me.  This way the winner can send me their shipping information privately through direct message.

After researching the winning topic, I will blog about it no later than Sunday, June 17th, 2012.

Good luck to everyone.
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You can follow me on twitter @mannmicj

Have a safe Memorial Day weekend and please DON'T DRINK AND DRIVE.









Sunday, May 20, 2012

Attribute Spotlight: Speed (SPD) Projecting Madden 13 Rookie Wide Receiver's


ATTENTION - As of now Madden 13 will not give gamers the ability to hold fantasy drafts, online or offline.  If you would like to let your voice be heard by voting and commenting on the "fantasy draft" topic, please go to this link  http://www.easports.com/gamechangers/ideas?campaignId=27782
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This is the 3rd installment of my Madden 12 speed series.  It includes my Wide Receiver (WR) speed projections for Madden 13.  For a full description of how I went about collecting the data and  projecting speeds (RB and CB included), please see my original speed blog at this link:  http://maddenmanniac.blogspot.com/2012/05/attribute-spotlight-speed-spd-rookie.html

Also, here is the 2nd blog in the series were I projected QB and ILB (MLB) speed ratings for Madden 13:  http://maddenmanniac.blogspot.com/2012/05/projecting-madden-13-rookie-qb-and-ilb.html

I strongly encourage you to read the first blog if you haven't already.  My projections will make more sense if you do.

I collected the speed ratings and 40 times of all Madden 12 rookie QBs, WRs, RBs, ILBs, and CBs (214 players total).  I am fine tuning my formula as I collect more data, so there may be slight differences from my last blog as a result of that additional data.

Here is the new graph which now includes 214 rookies from Madden 12:




Remember the closer the points are to the trend-line, the stronger the correlation between 40 time and Madden 12 speed (SPD).  Several points are actually in the exact same location, basically stacking on one another.  My goal is to collect this data on all Madden 12 rookies, I still have several positions to go.  As discussed in my previous blog, any R^2 value over 0.80 is considered a strong correlation.  After adding the WR's, the R^2 value actually increased from 0.866 to the current 0.8671.  The correlation is getting stronger as I add positions to the data.  If you are interested, here is a link that explains this type of statistical analysis:  http://mathbits.com/MathBits/TISection/Statistics2/correlation.htm

These predictions are based on Madden 12 rookie speed rating trends.  I don't claim that it is 100%, but I believe in many cases it's going to be very close.

Here are my Madden 13 speed (SPD) attribute projections for the incoming rookie WRs (including all drafted, undrafted free agents who have signed with a team, and combine participants).





* PLEASE NOTE - If a player didn't run at the combine, I used their Pro Day time.  I consider Pro Day times less reliable since all players are not timed together like at the combine, but it's the best available data.




Justin Blackmon (#5 overall pick) received an 88 SPD in MUT12 (Madden Ultimate Team).  His ProDay time of 4.46 resulted in me predicting a 90 SPD, he did not run at the NFL combine.  I would not be surprised to see Blackmon get a bump in SPD by the time Madden 13 is released.


Michael Floyd (#13 overall pick) received a 91 SPD in MUT12.  My projection has him rated an 89 SPD based on his 4.47 (40) at the combine.  He was just a tick slower than Blackmon's ProDay time.  Although my formula has Floyd at 89 and Blackmon at 90, that is really splitting hairs when you are talking about a difference of .01 seconds in 40 times.


Kendall Wright (#20 overall pick) received a 92 SPD in MUT12.  I projected him at a 91 SPD based on his ProDay time of 4.42.  Either of these ratings could be debated due to Wright running a horrible 40 time (4.61) at the Combine, which would project to an 82 speed.  The reason I used his Proday time, was that I believe EA will use that time as well, when it comes to Wright.  His 40 time was a complete shock to many observers at the combine and the general belief was that Wright was much faster then 4.62.  Wright redeemed himself at his ProDay; for that reason, I believe his combine time will be disregarded when it comes to his Madden speed attribute.  The MUT12 speed of 92 also supports the use of his ProDay time.


Stephen Hill (2nd round pick) received a 96 SPD in MUT12.  I projected him at 94 based on his combine time.  I stand by the 94 SPD projection and I hope EA will come down from the 96 he received in  MUT.  I don't believe every rookie MUT attribute is set in stone, but I could be wrong about that:)


Alshon Jeffrey (2nd round pick) received an 87 SPD in MUT12.  His ProDay time of 4.48, projects to an 89 speed based on my data.  Jeffrey did not run the 40 at the combine, so his ProDay time is the best available data.
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Many of my WR projections are in the ballpark based on the few MUT ratings that are available.  I am finding that the later a player is picked in the draft (or if they go undrafted), the correlation between 40 time and Madden speed tends to be even stronger.  I am planning a separate blog about that.  


This entire blog series was created to refute claims from EA's (Donny Moore), that in his own words "40 time does not equal = Madden speed rating, that is the quickest answer."  He has tweeted similar statements several times.


Is the correlation between a rookie's 40 time and the assigned Madden speed 100%?


No, but the statistics don't lie.  An R^2 value of 0.8671 is a very strong correlation and that can't be denied.  I believe many of these predictions will be very close to the actual speed attributes given to these rookies in Madden 13.


I am very glad that EA uses something objective like 40 time, to assign SPD to Madden rookies.  Why they deny it, is beyond me.  I plan to do every position, so that I have the best possible data set.  


Moving forward, I don't want to hear anyone at EA claiming that 40 times don't contribute heavily (if not solely in many cases) to Madden speed.  It's just not true.  The 40 does contribute, and I believe it's the most important factor in determining rookie Madden speed attributes.


By insisting that they use "game speed", EA will continue to lose credibility when it comes to player ratings.  They simply can't afford that.  "Game Speed" sounds cool and some people might think that is what fans what to hear.  I would argue, that "Game Speed" is the opposite of what fans want to hear.  When I hear them say, "we use game speed", I instantly think about how subjective (bias) that term is.  Many Madden fans already believe that there is too much bias in player ratings.  There are no clear procedures for objectively assigning player attributes to every player regardless of the team they play on.  Why in the world would EA want to add fuel to that fire by denying the use of something more subjective (unbiased), like 40 times?
  
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** Some final thoughts for EA:


1.  Ratings and attributes do matter in gameplay, even though some folks continue to believe they don't.  If attributes didn't matter, then why is Tom Brady better in the game than Colt McCoy?  Oh Oh.  They do matter.  The difference between Brady and McCoy in Madden is the assigned attributes.  The fact that fans want those attributes to be objectively and accurately assigned is not too much to ask.  Is it?  


2.  Since attributes do matter when it comes to gameplay, you need to give the ratings department the resources and respect it deserves.  Donny Moore can't be expected to provide accurate and consistent ratings on his own, it's too much data.  


Give the man more resources.  By that I mean, more people to help him and more funding for his department.  My guess, is that the ratings department is toward the bottom of the list when it comes to funding the development of Madden games.  


3.  Please, for the love of all things good and evil, give Donny Moore a new Overall (OVR) formula to work with.  Anyone who has spent some time dissecting the OVR formula in Madden, can see that it's broken and it forces Donny to assign inaccurate attribute ratings.  Get rid of OVR and go to an independent ranking system that has no connection to attributes.  Rating attributes to reach a predetermined OVR is simply inexcusable and only adds to the inaccuracy and inconsistency in player ratings.


4.  Develop a clear set of procedures for rating each and every player attribute.  Those procedures should be objectively applied to all players and teams regardless of popularity.  After you develop this set of standard operating procedures (SOP), train your staff on how to use them, that way everyone is on the same page.  Having SOP will allow others to step in and help Donny, but will hold everyone to the same standard as well as providing guidance.  This would require you to build a ratings team, "yes" a real team.  Donny will no longer be the punching bag for frustrated gamers.  


I will be the first to admit, that no ratings system will be flawless and fans will always defend their favorite players and teams (right or wrong).  


The #1 question that Madden fans want answered, in regards to player ratings is, "How is each of these ratings and attributes being determined?"  If you develop a set of Standard Operating Procedures for player ratings and release that information to fans, it would not only educate them on the your process, but it will eliminate the frustration of not knowing.


5.  Last, but not least.  Ratings and attributes need to be giving the same respect and time at community day events that other aspects of the game receive.  Donny Moore and the ratings "team" should be allotted time to hear:  ideas, suggestions, and concerns, in regards to ratings/attributes.  This is were the added resources come into play.  Donny can't be everywhere, he needs help.  The ratings department needs to represented by people who know how deliver accurate and consistent player ratings.  Remember, it's not just fans of popular teams that spend $60 a year on Madden NFL football.  Each and every fan base is entitled to objective, accurate, and consistent player ratings.


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If you want to see the projections for the Madden 13 rookie RB's and CB's, you can find them here:  http://maddenmanniac.blogspot.com/2012/05/attribute-spotlight-speed-spd-rookie.html

QB and ILB (MLB) speed projections are here:  http://maddenmanniac.blogspot.com/2012/05/projecting-madden-13-rookie-qb-and-ilb.html

The projections are toward the end of the blog.

Stay tuned for more Madden 13 player rating projections.  Thank you for following my blog.  You can also follow me on twitter @mannmicj


Next week I plan to take a break from rookie speed projections and release a blog I have been working on for a few weeks now.  It's should be fun and will be out early due to Memorial Day weekend. I will be on a fishing trip and won't have time to release it over the weekend.


As always, have a great week.



*** View and vote on all of my Game Changer Ideas here:  http://mgi-gc.easports.com/a/ideafactory.do?id=18503&mode=author&discussionFilter=active



Friday, May 11, 2012

Projecting Madden 13 Rookie QBs and ILBs speed.

See my blog on the Block Shed (BSH) rating for DT's and DE's:  http://maddenmanniac.blogspot.com/2012/06/attribute-spotlight-block-shed-bsh.html  (You will be surprised.)

ATTENTION - As of now Madden 13 will not give gamers the ability to hold fantasy drafts, online or offline.  If you would like to let your voice be heard by voting and commenting on the "fantasy draft" topic, please go to this link  http://www.easports.com/gamechangers/ideas?campaignId=27782


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This is the followup to my last blog which focused on Madden 12 speed and how it was determined for incoming rookies.  Here is the link:  http://maddenmanniac.blogspot.com/2012/05/attribute-spotlight-speed-spd-rookie.html

My previous blog describes the steps I took to evaluate and project speed the for the Madden 13 rookies.  My first blog projected the speed (SPD) attribute of the incoming rookie running backs and cornerbacks.  I strongly encourage you to read the first blog if you haven't already.  My projections will make more since if you do.

In this blog I am projecting the speed (SPD) of the Madden 13 Quarterbacks and Inside Linebackers.  I collected the speed ratings and 40 times of all Madden 12 rookie QBs, RBs, ILBs, and CBs (141 players total).  I am fine tuning my formula as I collect more data, so there may be slight differences from my last blog as a result of that additional data.

Here is the new graph which now includes 141 rookies from Madden 12:


Remember the closer the points are to the trend-line, the stronger the correlation between 40 time and Madden 12 speed (SPD).  Several points are actually in the exact same location, basically stacking on one another.  My goal is to collect this data on all Madden 12 rookies, I still have several positions to go.  As discussed in my previous blog, any R^2 value over 0.80 is considered a strong correlation.  After doing two more positions, the R^2 value actually increased from 0.8494 to the current 0.866.  The correlation is getting stronger as I add positions to the data.  If you are interested, here is a link that explains this type of statistical analysis:  http://mathbits.com/MathBits/TISection/Statistics2/correlation.htm

This predictions are based on Madden 12 rookie speed rating trends.  I don't claim that it is 100%, but I believe in many cases it's going to be very close.

Here are my Madden 13 speed (SPD) attribute projections for the incoming rookies QBs (including all drafted QBs or undrafted free agents that have signed with a team):



* PLEASE NOTE - If a player didn't run at the combine, I used their Pro Day time.  I consider Pro Day times less reliable since all players are not timed together like at the combine, but it's the best available data.




Robert Griffin III (#2 overall pick) received a 93 SPD in MUT12 (Madden Ultimate Team).  His combine 40 of 4.41 resulted in me predicting a 92 SPD, which is pretty darn close.  RGIII was the 2nd overall pick in the draft and had a rumored unofficial 40 time of 4.32.  To be fair, RGIII was also a very accomplished high school track athlete who set several state records in Texas.  There is a lot of information out there that would back up a 93 SPD rating.


Andrew Luck (#1 overall pick) received an 82 SPD in MUT12, I projected a 79 SPD.  Being the #1 overall pick, I believe EA is giving Luck the benefit of the doubt here.  Some at EA will call it game speed.  If it was based on so-called "game speed", it would have been against college competition.  There is a significant difference in the speed of the NFL game versus the college game.  If you were going to ATTEMPT to rate a player based on "game speed" and Madden NFL, would it not make more sense to do it against NFL competition?  In my previous blog, I showed that 40 times have a significant impact on rookie speed, despite mixed information on twitter from EA --- see my first speed blog.  That said, it also shows that after the rookie year the correlation between 40 time and Madden speed weakens.  It should be noted, that MUT attributes tend to be overrated and inflated in many cases, so 82 might not be Luck's final Madden 13 speed.


Update (5/12/12)*** There is some conflicting information Andrew Luck's MUT12 card speed.  This image from PastaPadre.com, shows 78 SPD, which would be closer to my projection.  Here is the link:  http://www.pastapadre.com/2012/05/11/how-to-get-andrew-luck-for-use-in-madden-nfl-12-and-13-ultimate-team-modes


Here is a link that shows 82 SPD for Andrew Luck:  http://maddenmatrix.com/2012/04/select-rookies-receive-madden-nfl-mut-cards/

The first card has several bloated attribute ratings (with the exception of SPD) and the other has more reserved attribute ratings, with the higher speed.  This indicates that MUT rookies speeds are not guaranteed to be the initial Madden 13 rookie speed, but it's probably in the ball park.


Ryan Tannehill (#8 overall pick) received an 83 SPD in MUT12, my data projects an 80 SPD based on NFLDraftscout.com.  It's in the ball park, but not dead on. Again, my research does not guarantee 100% accuracy, but these projections will be very close in most cases.  


*** (Update 5/13/12) Please note - This article by NFL.com says Tannehill ran a 4.62: http://blogs.nfl.com/2012/03/29/tannehill-runs-4-6...yard-dash-at-texas-am-pro-day/ .  Based on my projections, a 4.62 would result in a 82 SPD.  That makes his 83 SPD in MUT 12 a pretty fair rating.

Brandon Weeden (#22 overall pick) received a 64 SPD in MUT12.  My data projects a 69 SPD, based on a Pro Day 40 of 4.89.  He did not run at the combine which may have cost him in his MUT speed rating.  
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Here are my Madden 13 speed (SPD) projections for the rookie Inside Linebackers:






Note - Bobby Wagner didn't run at the combine.  My guess is he will end up in the high 80's, not at 90.  The 90 speed is based on my formula and no other adjustments.  


Luke Kuechly (#9 overall pick) received an 86 SPD in MUT 12, I projected him at 84 based on his combine time.  Kuechly was the only Inside Linebacker (MLB) taken in the first round and was well hyped going into the draft.  Being a top ten pick gives him an edge over other rookies based on EA's previous rating trends.  Again, I believe many of these projections will be right on or within a point or two, especially for the rookies draft after the first round.


No other Inside Linebacker (MLB's) received a MUT 12 rookie card.  


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If you want to see the projections for the RB's and CB's, you can find them here:  http://maddenmanniac.blogspot.com/2012/05/attribute-spotlight-speed-spd-rookie.html

The projections are toward the end of the blog.


*** View and vote on all of my Game Changer Ideas here:  http://mgi-gc.easports.com/a/ideafactory.do?id=18503&mode=author&discussionFilter=active


Stay tuned for more Madden 13 player rating projections.  Thank you for following my blog.  You can also follow me on twitter @mannmicj


Happy Mother's Day to all of the moms out there.  Guys do something special for your mom, grandma, and wife this weekend.  Like they say, behind every good man(n), there is a great woman.


I will do two more positions next week, enjoy.

Sunday, May 6, 2012

Attribute Spotlight - Speed (SPD) Rookie RB's and CB's

UPDATE - See my blog on the Carry (CAR) attribute for QB's (Sack fumble % included): http://maddenmanniac.blogspot.com/2012/07/look-at-madden-12-qb-carry-car.html  See who is the worst QB at protecting the football.


ATTENTION - As of now Madden 13 will not give gamers the ability to hold fantasy drafts, online or offline.  If you would like to let your voice be heard by voting and commenting on the "fantasy draft" topic, please go to this link  http://www.easports.com/gamechangers/ideas?campaignId=27782
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I have been putting off this blog for sometime.  I wanted to make sure I covered all my basis and could deliver the information accurately.  So here it is.

The Madden attribute of Speed (SPD) is considered by many to be the single most important attribute in the game.  For years, SPD dominated Madden (bombs to Randy Moss and running tosses with Chris Johnson), it was the first attribute you looked for when setting your lineup. That said, in Madden 12 it seemed speed was not quite as powerful as it once was.  Don't get me wrong it's still important in the game, but offensive players no longer blew by the defenders with ease.

Here is a nice article by ESPN Blogger Jon Robinson: http://espn.go.com/blog/playbook/tech/post/_/id/408/rookies-envision-their-madden-characters  He interviewed 9 incoming rookies about their Madden characters, 5 out of them specifically mentioned their speed rating.  

For some time, the general assumption in the Madden community was that the SPD attribute was determined by 40 Yard Dash times (combine and pro day).  Recently, there have been claims by EA's top ratings person (Donny Moore) that "game speed" is more important than 40 time.

Something to also keep in mind w/ SPD ratings/40. We use game speed. Not, running in shorts & no pads speed. It factors in, but not only

So funny after the draft, everyone sending me 40 times (some legit, others questionable) for only the players that go drafted on their team

That was after tweets like this:

Remember the name Nick Taylor. Former FIU Point Guard signs 3 yr deal with Vikings to play CB. Ran 4.27-4.33 at Pro Day. #95+SPD

@JORO12 seeing low 4.41 being reported on some stopwatches for Mr. @JustBlack81. Low 90's range is in the ballpark for his SPD#madden13

Last May, Donny said this:
@Begasu26 40 time does not equal = Madden speed rating, that is the quickest answer




Ok, so if you are confused don't worry, you are not alone.  It seems like two different messages are being put out here.  No wonder fans send Donny tweets about 40 times.  Well, I set out to find the TRUTH and let the numbers speak for themselves.  I am not trying to bash Donny or EA here, but this is the type of information fans are currently receiving.  One of the main things I have asked for in Madden ratings/attributes is consistency, these tweets are far from consistent.

What you are going to see in the following data, is that 40 times have an incredibly strong effect on a players initial (Rookie) Madden SPD attribute.  You will also see that the effect of 40 times on the SPD attribute lessens after the rookie season.  This must be the "game speed" Donny is talking about.

BTW - I could not find a "game speed" calculator anywhere and I found no data available to advise someone how to determine "game speed".  <---This is truth and sarcasm mixed in.

To me, saying "We use game speed", is just another way of saying we just guess.  In most instances, that is the guess of only one person.  Talk about a subjective (bias) way to rate players.  My guess is... it would take a room full of skilled NFL scouts to accurately determine "game speed" and those scouts would have to watch every player in every game to consistently and objectively assign those game speeds.

I hate to break the news to all of you, but Donny doesn't watch every player, every play, of every game. It's not his fault, it's impossible for one person to do that.  That is were 40 times come into play.

Here is a link to NFL.com Mike Mayock discussing combine drills (including the 40):
http://www.nfl.com/combine/workouts

Click on the drop tab in work out drills to listen to him about the 40 yard dash. Here is a blurb from the webpage:
   "40-yard dash
The 40-yard dash is the marquee event at the combine. It's kind of like the 100-meters at the Olympics: It's all about speed, explosion and watching skilled athletes run great times. These athletes are timed at 10, 20 and 40-yard intervals. What the scouts are looking for is an explosion from a static start."

The great thing about using 40 times to determine initial Madden speed, is that it's the most objective way for one person to do it.  These times help reduce bias when one individual is doing most of the player rating.  Every player is on the same page at the NFL combine, the same set of procedures are used to time all players.  ProDay times are the 2nd best source in my opinion, since not every player is at each school's ProDay, but it is the best available data for non-combine invitees.  Unofficial reported times for players who didn't go to the combine or have a documented ProDay are the least reliable in my opinion.

Here is my process for data collection and interpretation:

1.  I collected the initial (1st Madden 12 roster) SPD attributes for all rookie RB's and CB's in 2011, plus I collected their final (Last Madden 12 roster) SPD rating if there was any change.

2.  I then collected all of their 40 times.  If they participated at the NFL combine, I used that 40 time.  If they didn't run at the NFL combine I used there college ProDay time.  Otherwise, I noted the only unofficial reported time I could find on the internet.  My primary references were ESPN.com, NFL.com, and NFLDraftScout.com.

3.  I created a spreadsheet for each position and transferred the data to a scatter plot to determine if there was any correlation between Madden 12 rookie SPD attributes and their 40 times.  I used initial Madden 12  SPD attributes for the scatter plot.

4.  I repeated steps 1 thru 3 for all 2nd year RB's and CB's in Madden 12 for a later comparison.

5.  In the end I used this information to predict the Madden 13 Rookie speed (SPD) attributes for every RB and CB the went to the combine, was drafted, or signed as an undrafted free agent (UDFA) this off-season.

Here is the data, enjoy:

M12 SPD (O) = Original Madden 12 roster speed


M12 SPD (F) = Final Madden 12 roster speed (if blank, SPD did not change from original SPD)


* = Not on original Madden 12 roster, this is final Madden 12 roster speed






Here are the scatter plots:

Just a quick glance at these graphs and you can see the relationship between Madden 12 rookie speeds and 40 times.  I inserted a trend-line and the R^2 (R squared) value to show how strong the correlation is.  The closer the point is to the line, the stronger the correlation.  It's widely accepted that any R^2 value over .80 is a strong correlation.  The closer the R^2 is to 1.0, the more accurately you can predict future SPD ratings.  

You can see all three of these graphs have an R^2 over .80.  If you are interested, here is more information on this type of statistical anaylsis:  http://mathbits.com/MathBits/TISection/Statistics2/correlation.htm

The bottom line, is that in regards to rookie RB's and CB's there is a strong relationship between the assigned Madden 12 speed (SPD) and their 40 times.  


Maybe the folks at EA are not aware of their own tendencies, but in this case the numbers don't lie.  I am actually happy they use something more objective like 40 times, it beats the alternative of one person guessing "game speed."  Since most of us can now agree that EA uses 40 times as the primary factor for rookie SPD attributes, why won't Donny Moore just admit it?  Why deny it?  

I say, keep sending Donny legit 40 times for the incoming rookies, because they clearly have a significant impact on a rookie's initial Madden speed.

* Please note - While there is a strong correlation between M12 speed and 40 times (for these positions), I am not claiming to be able to predict future rookie speeds with 100% accuracy.  These R^2 values indicate that over 80% of the time, SPD can be explained by looking at the 40 time.  Also, this blog only pertains to rookie RBs and CBs (I plan on doing additional positions in future blogs).

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Well, that explain rookies.  What about after their rookie year?  Well that is when the so-called "game speed" takes over.  Or in other words, if your performance is good, you get rewarded with a SPD boost, if you are bad you get penalized with a SPD decrease.

Remember, SPD is the top factor (tied with AWR, CAR, BCV) in determining a RB's overall (OVR) Madden 12 rating.  Therefore, as player does better throughout his career he is likely to see an increase in speed regardless of 40 time.  The opposite is true as a player struggles, SPD is likely to be decreased regardless of 40 time.  It's not about "game speed", it's about performance and manipulating the OVR formula (which of course is a horrible formula, that is why you see low CAR attributes even though a RB doesn't have a fumbling problem).  Granted, you can't use the 40 time forever.  Players do age and will naturally slow done.  How much they slow down should be determined by a group of people, not one person.  Again, the goal should always be to reduce bias and be as objective as possible when assigning player ratings/attribues.    

For CB's, SPD is the 2nd most (tied with ACC) important attribute in determining the Madden 12 OVR rating.  MCV is the most important.  So speed will also be manipulated for non-rookie CB's to either increase or decrease OVR, regardless of their actually speed.  "Game Speed" when it comes to Madden attributes is only a myth.  Is anyone at EA really confident enough to say they can accurately determine a player's speed by watching a live game? (Even if they claimed they could, are they really watching every player, every play, and every game to objectively determine that?  NO, they are not.)  Let's call it what is it.  It's a way to reward or penalize players.

Again, let's look at the data.  Here are the 2nd year RB's and CB's in Madden 12:

* Please note - for Dexter McCluster I used his ProDay time since his Combine was viewed by many as a disappointment.  This is also what I believe Donny Moore did based on my research.



* Please note - for Joe Haden I used his ProDay time since his Combine was viewed by many as a disappointment.  This is also what I believe Donny Moore did based on my research.  Not to mention, Josh Looman at EA is huge Browns fan and I'm sure he had an influence on Haden's SPD attribute (he had a horrible 4.62 combine time, 84 SPD range).    

Here are the scatter plots:



A quick glance here, shows a drastic difference in the the Madden 12 speed and 40 time relationship.  The RB sample size was clearly smaller (just the nature of the position in the NFL), but still shows a correlation between SPD and 40 time.  That correlation can no longer be considered strong, but it's there.

The CB's have a larger sample size, but more of them are further from the trend-line.  You have to see through the clutter and look at the R^2 values.  The 2nd year CB's have very little correlation with their 40 times.

Combined, the CB's and RB's still show a correlation, but it's considered weak.

What does all of this mean?  Basically, performance will have a bigger impact (increase or decrease) on SPD with 2nd year players than reported 40 times will.  If you look at the spreadsheets, I believe you can safely make that assumption.  This is what EA calls "game speed".  I call it a more subjective (bias) way of rating player attributes, especially when one person is doing most of the rating.

When Madden 13 comes out, I will revisit the speed attributes of all of the players in this blog.  My guess is the biggest speed adjustments for non-rookies will take place when going from one title to the next (i.e. Madden 12 to Madden 13), that would be EA's opportunity to make those speed adjustments with fewer fan noticing.  In season speed decreases are not a welcome thing by most Madden gamers.

There is currently no indication that EA is going to adjust (fix) the current broken overall (OVR) formula, so comparing M12 attributes with M13 should be credible.

To wrap this section up.  Donny is both right and wrong.

He is wrong when he says, "40 time does not equal = Madden speed rating", because it clearly does (in most cases) in regards to rookies.

He is right when it comes to non-rookies, yet there is still a correlation (albeit weaker).

In the absence of a complete Madden ratings team (this would be a huge undertaking, with at minimum of one skilled ratings representative for every NFL team), I would prefer the 40 time be dominant factor in regards to player SPD (noting that age will catchup to most players and eventually reduce their speed).  Sorry, but using so called  "game speed" factor to determine player SPD, won't provide consistent and accurate attributes.

Please, anyone who can tell me the true definition of "game speed" please let me know.  While your at it, please tell me were I can get fully educated and certified to assign a "game speed" number to every NFL player.  I simply haven't be able to find it.

I think there is a reason why the 40 time is included at the NFL combine.  If it wasn't important, it wouldn't effect the draft position of so many players every year (Yes, other teams besides the Raiders look at combine numbers).
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Here is what you have all been waiting for.  Below is my projected Madden NFL 13 Rookie speed (SPD) attributes for all RB's and CB's that participated at the combine, were drafted, or reportedly signed as an UDFA.

I included draft position, because I believe (and have shown in my Rookie ratings blog series), that Donny will overrate rookies based on draft position.  I believe he will go with a lower ProDay 40 time for the higher draft picks if they disappointed at the combine.  I do not claim that these projections are 100%, but I do believe they will be very close to the Madden 13 speed attributes for rookie RB's and CB's.  Also, I wouldn't be surprised if Donny continues to deny the impact that 40 times have on rookie speed ratings.

After the projections, I will discuss the 2012 Madden Ultimate Team speeds that some of these players received on draft night.  Some people think the MUT ratings might indicate Madden 13 ratings/attributes.

* Please note - The formula for RB's is slightly different than that of CB's based on my research.  There may be some small differences in the two positions, even with identical 40 times.  It's a very small difference, but this is based on current EA speed rating tendencies.

RB's First:



  - David Wilson received a SPD of 93 in MUT12.  I projected an 89 based on his combine time.  He ran a 4.4 at his ProDay which would have resulted in a 93 using the same formula.  This is an example of the 1st rounder getting the benefit of the doubt.

- Doug Martin received a SPD of 87 in MUT12.  I projected an 87 as well.  He only ran at the combine, there is no ProDay 40 time to give him the benefit of the doubt.  I guess his "game speed" and combine time just happen to matchup.  Since he was drafted by Tampa Bay, I have no doubt EA will quickly increase his speed if he performs well.  Many folks at EA are Tampa Bay fans.  Keep an eye on this one.

- LaMichael James received a SPD of 91 in MUT12.  I projected a 91 speed as well (combine 40).  He ran a 4.41 at his ProDay, but slipped to the 2nd round which may explain him not getting the benefit of the doubt.  A 4.41 would have resulted in a 92 SPD using the same formula.  If he has success early, Niner fans will scream for a SPD increase and will likely get it.  Niners fan pound Donny Moore on twitter and he gives in to them more often than not.

- Trent Richardson received a SPD of 90 in MUT12.  I projected an 89 speed based on his ProDay time.  He didn't not run at the combine.

Here are the projected speeds (SPD) for the Madden 13 rookie CB's:


- Stephon Gilmore received a 94 SPD in MUT12.  I projected a 92 based on his combine time.  He did not have a recorded ProDay time.  I found a unofficial reported time of 4.38 (here: http://www.buffalobills.com/news/article-2/Bills-go-with-CB-Gilmore-at-10/e4577261-4e74-4136-9ea9-f915156512f4 ) ,which would have been a 94 using this formula.  He was the 10th pick in the 1st round, so again he was given the benefit of the doubt by EA.

- Dre Kirkpatrick received an 89 SPD in MUT12.  I projected a 88 based on his combine time.  An unoffical reported time of 4.39 will come out if research Kirkpatrick on the internet, but it has no real credibility.  EA correctly disregarded that number, but did give him a slight bump for being drafted in the 1st round.

- Morris Claiborne received a 92 SPD in MUT12.  I projected an 88 based on his combine time.  He ran 4.43 at his ProDay, which would have resulted in a 91 SPD using this formula.  EA gave Claibourne the benefit of the doubt big time.  This is overrating based on his draft position, he was the 6th overall pick and oh by the way, was drafted by the Cowboys.  Let the Cowboy bias conversation begin.  EA makes it too easy for fans to see the clear bias in favor of the Dallas Cowboys.  Come on EA, really?


And just for the fun of it.  Let's do RGIII.  I have not studied the 40 times of rookie QBs or the tendencies of Donny when rating their speed, but let's put his 40 time into the CB formula.

Robert Griffin III received a 93 SPD in MUT12.  His combine 40 was 4.41 which would have resulted in me predicting a 92 SPD based on the CB formula.  RGIII was the 2nd overall pick in the draft and had a rumored unofficial 40 time of 4.32.  To be fair, RGIII was also a very accomplished high school track athlete who set several state records in Texas.  There is a lot of information out there that would back up a 93 SPD rating.
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That's it guys.  I know it's a lot of information and I have no problem if you just skipped to the end to see the Madden 13 speed projections.  I plan on doing more positions in the coming weeks, but this kind of blog takes some time to put together.  I need a break.  I would like to thank my loving wife for her support and encouragement to follow my passion.  She is very understanding, while I juggle my real job, family, and this passion.  I would also like to thank all of you that follow this blog, you drive me to do better and dig deeper.  The blog went over 10,000 hits yesterday, I am still amazed.  Next stop, 100,000 hits.

Have a great week.  You can follow me on twitter @mannmicj

Also, don't forget to tweet Donny Moore all of your rookie 40 times (they are important).  You can tweet him @Donny_Moore or you can tweet @EAMaddenNFL

Saturday, April 28, 2012

Looking back on the 2011 NFL Draft 1st Round Ratings/Attributes (#27 - #32).

This is the 6th and final blog in my Madden 12 Rookie ratings review series (#27 - #32).  In case you missed the first blog covering picks 1 through 5, you can find it here:  http://maddenmanniac.blogspot.com/2012/03/looking-back-on-2011-nfl-draft-1st.html.  I encourage you to read the first blog, as I won't be repeating the entire introduction.


    Picks 6 through 10 can be found here:  http://maddenmanniac.blogspot.com/2012/03/looking-back-on-2011-nfl-draft-1st_25.html
    Picks 11 through 15 can be found here:  http://maddenmanniac.blogspot.com/2012/04/looking-back-on-2011-nfl-draft-1st.html
    Picks 16 through 20 can be found here:  http://maddenmanniac.blogspot.com/2012/04/looking-back-on-2011-nfl-draft-1st_08.html
    Picks 21 through 26 can be found here:  http://maddenmanniac.blogspot.com/2012/04/looking-back-on-2011-nfl-draft-1st_15.html

    To give you a short introduction, I am comparing the original rookie ratings to the final rookie ratings in Madden 12.  I will be giving EA a grade on these ratings/attributes.  As the release the of Madden 13 approaches, I believe EA still has plenty of time to make improvements to how they rate player attributes.  There is no reason to stand still and be complacent.  All it takes is a open mind and a willingness to be the best despite the absence of competition.  


** Look past Overall (OVR) rating ***

Blue = increase in ratings/attributes
Red = decrease in ratings/attributes

M12 rating = Madden 12 Player Ratings

Original = First Madden 12 Rating.
Final = Final Madden 12 Rating.
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#27 Jimmy Smith (CB), Baltimore Ravens




Jimmy Smith was the 3rd and final Cornerback taken in the first round of the 2011 draft.  He was viewed a being very talented, but some off the field issues caused him to slip.  EA gave him an elite MCV and PRS attribute from day 1.  Coming out of college he was considered to be very good in press/man coverage, but not as comfortable in zone coverage.  EA still gave him a very good ZCV attribute despite what the scouting reports said.  Smith was also viewed as not only willing to defend the run, good at it.

Here are Smith's 2011 stats (per NFL.com):


12 regular season games (3 starts), 20 tackles (all solo), 8 Pdefs, and 2 Ints.
2 playoff games (1 start), 3 tackles (1 solo), 1 Pdef, 1 Int.

Smith missed four regular season games due to injury (high ankle sprain).

According to Profootballfocus.com, Smith only participated in 254 regular season snaps (118 CB's had more snaps).  Smith also saw 81 snaps during the playoffs.

PFF gave Smith a final regular season overall grade of 6.3 (which is very good, but again a very limited sample), a coverage grade of 3.4, and a grade of 2.0 against the run.  QB's had a 74.9 rating against Smith and completed 48.5% of their passes for 3 TD's.  He didn't miss a tackle during the regular season.

Here is how Smith stacks up against other Madden 12 CB's final attributes:

75 BSH (2nd highest) Also higher than all but 5 FS's and 13 SS's including Chancellor and Roman Harper.

92 MCV (T-7th highest)

86 ZCV (T-11th highest)

93 PRS (T-5th highest)

71 TAK (T-3rd highest)

70 POW (T-8th highest)

70 STR (2nd highest) His strength is also higher than, 44 ROLB, 50 MLB, 39 LOLB, 1 DT, 13 RE, 4 LE, 2 C.

Let' take a closer look at how strength (STR) is determined for Madden rookies.  Some think it's based on the combine bench press results.  Well, Smith was 2nd among CB's at the combine with 24 reps.  That might explain his 70 STR.  Not so fast, Marcus Gilchrist (Chargers) was #1 out of all CB's at the 2011 combine with 26 reps and he only received a 50 STR attribute.  Both Jalil Brown and Byron Maxwell did 24 reps (tied with Smith), but Brown only received a 63 STR and Maxwell received a 59.  Ok, so that doesn't explain how Smith got a 70 STR.

Let's look at a few rookies at a different position.  Aldon Smith did 20 reps at the same combine, and he is rated an 87 STR in Madden 12 (rightfully so, if you've seen him push OT's around like rag dolls).  DE Parnell McPhee (Ravens) did 20 reps as well, and received a 91 STR attribute.

So it's clear, combine bench press results don't define rookie STR attributes (nor should they be the sole factor).  Was Smith giving the benefit of the doubt because he was a 1st rounder and the other three CB's were not?  Hard to say.  Was there something in his game tape that supports such a high STR attribute?  I didn't see it.  On the flip side, was there something in the game tape of the other 3 CB's that supported a lower STR attribute.  I don't think so.  It should also be noted that STR does not effect the OVR rating of a CB in Madden 12.

I give EA a "D" for Smith's final Madden 12 attributes.  First, they didn't bother to lower his injury attribute from the 90 it started with.  I think missing 4 games is enough to support a decrease below 90 (elite).  Somewhere in the 85-86 range would seem more accurate.  I don't think he has earned an elite MCV attribute, especially with such a low number of snaps and his ZCV had no business starting at 84, let alone receiving a boost to 86.  This is EA giving a player a boost based on a few good plays (Int's in this case).  Should attributes really be increased or decreased based on a few plays?  There is no need to talk more about the STR attribute, that is clearly a mess.  BSH is also very questionable, just go look at the BSH attributes of DE's Freeney (67 BSH) and Peppers (68), both are lower than Smith.  Since Madden Football doesn't take size/weight (physics) into account, Smith can shed a block better than some elite pass rushers.  Are you kidding me?
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#28 Mark Ingram (RB), New Orleans


Believe it or not, Ingram was the first running back taken in the 2011 draft.  Ingram missed 6 regular season games due to injury and he missed the playoffs.  He had some injury issues while in college as well.

Coming to the NFL he was considered a competitive RB with a nose for the endzone (46 TD's in college), but not necessarily good in short yardage.  He was viewed as having good strength and an aggressive running style, yet not someone who will push the pile.  Ingram was consider average in the passing game, but above average as a pass blocker.  

Most would consider his rookie season a disappointment.

Here are his 2011 regular season stats (per NFL.com):


10 games (4 starts), 122 ATT, 474 Yards, 3.9 YPC, 5 rushing TDs, 1 fum & 11 REC for 46 yards.

The first thing that jumps out to me is that Ingram only averaged 3.9 yards per carry.  The Saints as a team averaged 4.9 YPC.  Every RB on the Saints roster had a better average (excluding FB Jed Collins), hell even Drew Bress had a higher YPC with 4.1.  We can't just look at YPC, but I think the fact that Ingram averaged one full yard less than the team says a lot about his season.

The next thing that jumped out at me, was that Ingram only averaged 4.2 yards per reception, which was worst among Saints RB's (including FB Jed Collins who averaged 4.5 YPR).

On the positive side, he did tie (P. Thomas) for the team lead in rushing TD's with 5.

His rushing total of 474 yards was 5th among 2011 rookies and he averaged 47.4 yard per game.  If he had played 16 games at his current pace, he would have totaled 758 rushing yards (still less than fellow rookie DeMarco Murray's total of 897 in only 13 games.  In fact, had Ingram played in all 16 games, 758 yards would have only ranked 26th in the NFL.  As it stands now, his actual total of 474 rushing yards ranked 49th in the NFL.

Over the course of the season, Ingram's attributes remained the same.  If you consider his 2011 performance and his poor combine times (40 yard dash time of 4.62, 3 cone drill time of  7.13, and a 20 yd shuttle of 4.62 - which was worst among combine RB's), I don't think a 95 ACC can be justified.

ProFootballFocus.com gave Ingram a final overall grade of 3.4 (40th out of 69 RB's with at least 219 regular season snaps).  PFF gave him an elusiveness rating of 21.7 which ranked 46th out of 56 RB's with at least 87 attempts.  On the bright side, Ingram had zero drops on 11 "catchable" targets.

I give EA a "D" for Ingram's final attribute ratings.  His ACC, AGI, and BCV are all a joke and have no business being in the "elite" 90+ range.  He should be well below 90 in all three of those attributes.  EA's lack of research and reliance on perception resulted in overrated attributes for Mark Ingram.
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#29 Gabe Carimi (OT), Chicago Bears




** Please note - Carimi was switched from LT to RT which caused his OVR to increase, despite having decreases in other attributes.  This is another example of the horrible OVR formula.  While RT's are typically not considered as good as LT's, there is no excuse for this type of OVR rating system. 


Carimi came into the 2011 draft viewed as a very good offensive tackle.  The word "beast" was used to describe him several times, as well as the phrase "non-stop motor".  He was thought to be a better run blocker than pass blocker, and there were some concerns with his footwork.  Carimi was also considered to be somewhat injury prone due to knee injuries in 2008 and 2010.    

Carimi played and started in the first two games of the 2011 NFL season for the Bears (at RT), but he had yet another knee injury that cost him the rest of his rookie season.  According to ProFootballFocus.com, he participated in only 100 snaps, gave up two QB pressures and 1 sack.  His overall grade from PFF was -0.3.  That is not a big enough sample size to properly grade Carimi's rookie season.

I am basically grading EA's original rookie ratings since Carimi didn't log many snaps as a rookie.  I give EA a "B+" for Carimi's final rookie rating/attributes.  Donny clearly did his homework on this one, but the broken OVR formula prevents me from giving him an A (the 6 point OVR increase is unacceptable).  OVR needs to be a stand alone ranking with no connection to attributes until they fix the formulas.  I've said it 1000 times.

Last night (4/28/12), Donny replied to one of my tweets.  Here is the interaction:



If you have followed me for any period of time, you know I have given them several specifics.  This is my 27th blog and in several of them I have discussed the broken OVR formula and the need to either fix it or make it a stand alone ranking.  Obviously, those blogs have fallen of deaf ears.  I than tweeted him some examples with no further response from him.  The point is, it's clear that Donny doesn't see the problem, or he doesn't fully understand the differences in positions and schemes throughout the NFL.

While, I appreciate the interaction, I would rather see acknowledgement that there is a problem with the OVR formula and that they are trying to find ways to improve it.  This is a classic case and not being able to admit there is a problem.  Madden 13 player ratings and attributes will not get any better if the #1 ratings person (Donny Moore) doesn't see a problem.  I was sad to see his response, but it has motivated me even more.  Hopefully, one of my blogs will make sense to Donny and he will realize that improvements can and should be made to the OVR formula.

Please keep an open mind Donny.  If I need to do more research so that you can fully understand the problem, please let me know.
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#30 Muhammad Wilkerson (DE), New York Jets




Simply put, the Jets hit a home run with Wilkerson in the 2011 draft.  Unfortunately, the OVR formula for Madden 12 player ratings doesn't recognize the deference between a 4-3 DE and 3-4 DE.  The Jet's run a  3-4 defense, with means Wilkerson's primary role is to fill gaps and defend the run.

2011 Final Regular Season Stats:  16 gms (16 starts), 49 tak (35 solo), 3.0 sacks, 1 safety, 2 Pdef.

Coming out of college, Wilkerson was viewed as both a run stopper and pass rusher.  In the Jets defense, he thrived at defending the run, but struggled at rushing the passer.

ProFootballFocus gave Wilkerson a final overall grade of 4.7 (7.9 for run defense and -1.8 for pass rush).  One of the great things about PFF, is they rank 3-4 DE's against each other, not against 4-3 DEs.  I wish EA would do the same, as well as ranking 3-4 OLB's against other 3-4 OLB's, not against 4-3 OLB's.  PFF ranked Wilkerson 17th overall among 32 DE's (3-4 scheme) who had at least 287 snaps (he had 606 snaps).  He ranked 7th against the run and 18th against the pass (out of the same 32 DE's).

The one area were Wilkerson struggled the most, was the act of tackling.  He missed more tackles than any other 3-4 defensive end with 8 (missing a tackle every 6 attempts), yet EA gave him an increase in his TAK attribute.  Just how bad was Wilkerson at tackling?  PFF collected tackle statistics for all 63 DE's (3-4) who played at least one snap; the average 3-4 DE missed a tackle every 16 attempts compared to Wilkerson who missed a tackle every 6 attempts.  That is horrible.  This isn't an isolated case of EA producing an inaccurate TAK attribute; TAK is one of the most inaccurate and inconsistent attributes in the entire game.  If the TAK attribute determines the players ability to tackle in Madden 12, than missed tackles has to be a factor in determining the attribute.  Without considering missed tackles, the TAK attribute rating is no more than a guess, based only on tackles made.  TAK is also frequently used to manipulate OVR, with a complete disregard for the players actual ability to tackle.  Attribute accuracy should matter, especially if you are trying to simulate reality.  (*** So that is one more example for Donny, of course I have told him this several times).


I give EA a "C+" for Wilkerson's final attribute ratings.  In no way should he have received an increase in TAK.  His PMV should also be decreased a few more points.  Since the OVR formula doesn't give 3-4 DE's the credit they deserve when it comes to run defense, AWR (a 16 pt increase) was the only way for EA to satisfy the fans who expected an OVR increase.  Wilkerson had a great rookie year, with the exception of missing tackles.  Since his primary objective in the Jets defense is to defend the run and fill gaps, the lack of pass rush isn't as disappointing.    
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#31 Cameron Heyward (DE), Pittsburgh Steelers


Like Wilkerson, Heyward was drafted to play DE in a 3-4 defense.  You can see the he received no increases or decreases throughout the season. Heyward only played 197 snaps during the regular season and added 49 snaps in the post season.

Coming into the draft, Heyward was considered an average pass rusher and above average at defending the run.  After being considered a top 15 pick, he slid to the bottom of the first round.  The general thought was that he could play DE or DT in a 4-3 defense and was more of a DE in a 3-4 defense.

Final 2011 Regular Season Stats:  16 games (0 starts), 11 tackles (10 solo), 1 sack, 1 pdef.  
                        2011 Playoff Stats:  1 game, 4 tackles (3 solo).

Jets fans probably expected more from Heyward during his rookie season, but he was stuck behind starters Brett Keisel and Ziggy Hood.  Keisel was limited in the playoff game due to injury, which resulted in more snaps for Heyward.

Get this, Ziggy Hood received the worst overall grade from PFF for a 3-4 DE with -20.5 (the next closest was -13.3).  My question is why wasn't Heyward able to unseat Hood in the starting lineup?  That might say something about his development.  Although, historically the Steelers have stuck with veterans on defense leaving the younger players fewer opportunities to take the field.

In limited time during the season, PFF gave Heyward a 0.9 overall grade (2.1 versus the run and -2.4 at rushing the passer).  This is another case of having a very small sample to evaluate a player's rookie season.  The fact that he couldn't get on the field doesn't necessarily mean he won't develop into a good player.  

So once again, I am basically grading the original rating/attributes.  Based on my research I agree with most of the original attributes, with the exception of the 93 BSH.  That is an elite BSH for a player that has not earned it on an NFL field.  Certain attributes like SPD, AGI, and ACC transfer over from the college game to the pro game, but BSH is not one of those attributes.  NFL offensive lineman are on a different level than college lineman and I believe a 90+ BSH needs to be earned in the NFL.  A mid 80's BSH rating would make more since at this point.  EA needs to leave rookies room to prove themselves.

I give EA a "B+" for Heyward's initial and final attribute ratings (disregarding OVR due to formula).
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#32 Derek Sherrod (OT), Green Bay Packers




** Please note - Sherrod is another tackle who was switched from LT to RT in Madden 12 and received an OVR increase despite decreases in other attributes.  


The Packers selected Derek Sherrod as the last pick in the 1st round.  He only played in 5 games during the season and he was unable to crack the starting lineup.  In December, Sherrod broke his leg which ended his season.

Sherrod was not considered a powerful Tackle coming into the draft, although he was viewed as having good footwork.  NFL.com viewed him as a backup that could possibly become a starter and considered him a day 3 prospect.  ESPN.com (Scouts Inc.) thought more of him than NFL.com and ranked him 5th among offensive tackles going into the draft.  Both sources thought he had good awareness when it comes to run blocking,  but that he needed to improve awareness in pass blocking.

According to PFF, Sherrod only participated in 115 snaps and recieved an overall grade of -5.1 (-2.5 pass block and -1.2 run block).  He gave up 6 QB pressures, 1 sack, and was called for 2 penalties in his limited action.  Again, this is a very small sample.  Although, it does appear that he struggled when givien the opportunity to play.


I give EA a "C+" for Sherrod's final attribute ratings.  My biggest problem is the AWR decrease of -9, which was obviously just to bring down OVR since he changed positions.  The broken OVR strikes again in this case, it forced EA to drop his AWR even though he was viewed as having average to above average awareness (very good in the run game and needed work in pass game).
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After evaluating all 32 first round picks, here is the breakdown of how I graded EA (Donny Moore):

Letter grade = # of times given

A   = 2
A-  = 2
B+ = 4
B   = 2
B-  = 2
C+ = 4
C   = 5
C-  = 1
D+ = 1
D   = 6
D-  = 3

Total GPA = 2.2 for a "C"

So for the entire first round, I give EA and Donny Moore a "C" for their final Madden 12 rookie ratings/attributes.  Remember, this is after an entire season.  I am not grading them on the initial attributes (in most cases).  The beauty of the in season roster updates, is the ability to correct attributes and provide a more accurate representation of the player's actual ability.  Honestly, going in I thought it would be much worse, so I am happy to give them an average grade.  That said, there is plenty of room for improvement going into Madden 13.

For Madden 13 player ratings to be more accurate and consistent, EA needs to have an open mind.  There are several problems, but the biggest issue is the OVR formula and how it impacts the decision making of the player rater (in this case, Donny Moore).  They are too concerned with OVR and the formula is not good enough to allow accurate attributes.  EA and Donny Moore have trained fans to only look at OVR, this is their way of taking your attention off of the inaccurate and inconsistent attributes.  I urge all of your to look deeper than OVR and look at player attributes.  If fans show EA and Donny Moore that attribute accuracy is important to them, they will have no choice but to address the OVR formula in the future.  By the looks of the Madden Ultimate Team rookie cards (just released for 2012 first rounders), there is no change in the formula at this point.  I think it's safe to assume that Madden 13 will have the same broken formula.  My goal this year, will be to raise fan (and EA) awareness when it comes to the broken OVR formula, resulting in a fixed formula going into Madden 14.  Come on Donny, I know you are listening.

You can follow me on twitter @mannmicj 


Thanks for following my blogs, have a great week.