Sunday, June 17, 2012

Attribute Spotlight - Block Shed (BSH) ratings DE's and DT's in Madden 12.

The idea for this blog came from Clifton Beeker Jr (twitter: @blood9585) who won the first Annual Madden Manniac giveaway contest.  I selected his idea as the winner and preordered him a copy of Madden 13 through Amazon.com.

Here is his idea:

May 28, 2012 7:49 PM
Interested to see really how the block shed rating is determined for top run stuffing and elite pass rushing defensive linemen.

Xbox 360
@blood9585
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The rest of this blog post will be my take on this idea.  He wanted top run stuffing and elite pass rushing defensive lineman in this blog, so I decided to use Madden 12's final overall (OVR) ratings to select these players.  Why not use EA's own ratings and see how it plays out. (Please note - I typically don't use OVR rating for anything in my blogs because I believe the formula is extremely flawed.)  In the end, the cut for each position ended up being 84 OVR or better.  I also got the average BSH rating for all LE's, RE's, and DT's in Madden 12.  

One of the reasons I choose this idea as the winner is because I knew it would be a challenge.  If you have followed my blogs in the past, then you know I believe attribute ratings should be as objective as possible.  The block shed (BSH) attribute has a component of subjectivity that can't be ignored, therefore it's a challenging attribute to rate.  

The biggest problem with rating BSH, is how to rate players who get constantly double-teamed.  Many dominate defensive lineman face a lot of double-teams, this has a negative impact on their statistics.  Not to mention, defensive lineman in a 3-4 scheme tend to face more double-teams then those in a 4-3 scheme.  That said, some of the best defensive lineman can even beat double teams from time to time.  In the case of the block shed (BSH) attribute, statistics can't possibly tell the whole story.  Don't get me wrong, I still think statistics play an important role with this attribute, but so does the eye test and that is where the subjectivity (bias) comes in to play.  

To date I have not found a website that tracks the number of times or the percentage (%) of plays that an individual player is double-teamed.  If there was such a statistic I think the BSH attribute could be much more objective and less subjective.  The key to rating the BSH attribute is to watch a lot of game tape and  combine that with useful statistics.  Unfortunately, the "Madden ratings team" isn't big enough to give the BSH attribute that kind of attention, they just don't have the resources.  

My goal was to try and figure out what statistics (if any) were used to rate the BSH attribute.  I would also be taking a close look at the consistency of the attribute rating as well.

First, I collected the BSH rating for every LE, RE, and DT from the final roster update in Madden 12.  This allowed me to come up with an average, mode (the most reoccurring number), and a range for the BSH attribute.  Here are the results:


You can see from the above table that Defensive Tackles have the highest average BSH attribute, followed by Right and Left Ends.  The Modes (most reoccurring number) are very close and the ranges are similar as well.  

Next I created spreadsheets for all three positions which included:  Overall rating (OVR), Strength (STR), Power Move (PMV), Finesse Move (FMV), and BSH attributes.  I also included their sack totals from 2011 and the last three seasons.  The sack statistics where gathered from NFL.com.  

I added two ratings from www.ProFootballFocus.com.  The first is the Pass Rush Productivity (PRP) rating, which is derived from sacks, QB pressures, and QB hits.  Basically, the PRP gives you more information to consider when determining how effective a player is as a pass rusher.  Sacks alone don't paint a full picture.  The second ratings I used from www.ProFootballFocus.com was their Run Stop % rating.  This is their definition of stop %, "Stops constitute a "loss" for the offense so this table shows the percentage of stops per snap played only in run defense."

I choose these two statistics from PFF because I believe they can aid in rating the BSH attribute.  By no means do I think any of these statistics should be the sole resource for rating BSH.  
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Here is the spreadsheet for LE's:

BLUE = highest or best in that category.

An (*) indicates the player has been in the league less than 3 years.

The average BSH attribute for all LE's in Madden 12 was 75.8.  

The first thing that should jump out at you is that Robert Mathis has a BSH attribute of 69, that is almost 7 points lower than the average BSH attribute for all LE's.  You can look at all the statistics and game tape you want, but I would be embarrassed if I had to take credit for this rating.  Did you know that there is a longsnapper named John Denney who has a block shed of 70?  Mr. Denney has a total of 29 tackles in 7 seven seasons with zero sacks, yet he has a better BSH than Robert Mathis.  Really?

Mathis is not alone, there are several top LE's at or below the average BSH rating.  Why is this happening?  I will address that question later in this blog.
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Here is the spreadsheet for RE's:

BLUE = highest or best in that category.


An (*) indicates the player has been in the league less than 3 years.

The average BSH attribute for all RE's in Madden 12 was 76.2.  

The players that immediately jumped out at me in this spreadsheet, were:  Peppers, Freeney, Umenyiora, and Dumervil.  Again, these ratings are embarrassing.  Remember long snapper John Denney?  His 70 BSH is higher then that of Dumervil, Peppers, and Freeney.    

Look at Trent Cole; he is among the top players at this position in sacks and was first among this group in both PFF ratings. Yet, he only has a 77 BSH which is just a tick above the Madden average for RE's.
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Here is the spreadsheet for DT's:

BLUE = highest or best in that category.




An (*) indicates the player has been in the league less than 3 years.

The average BSH attribute for all DT's in Madden 12 was 80.5.  

The defensive tackles have the highest BSH attribute among the defensive lineman.  There is a lot of inconsistency among these 22 players.  Most defensive tackles don't rack up the sacks and in the case of the 3-4 Nose Tackles, they face a lot of double-teams.  Because they play in the trenches, this is probably the toughest position when it comes to rating BSH.  You may have noticed, that many of the stronger DT's have the higher BSH ratings among this group.  Hmmm.

Here are a few Defensive Tackles who have lower OVR ratings, but have high STR and BSH attributes:

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After reviewing all of the data, I started to see a trend.  It seems like many of the DE's and DT's with a higher strength (STR) attribute, also had a high BSH attribute.  This didn't occur in all cases, but enough to make me want to do a scatter plot to see if there was a correlation among these 63 players.

Here is the scatter plot comparing the BSH attribute to STR:


It's widely accepted that any R^2 value 0.80 or higher is a strong correlation.  The closer the R^2 is to 1.0 or -1.0, the stronger the relationship.  The closer the R^2 value is to 0 the weaker the relationship.    


You can see this data set has an R^2 of 0.7714.  While not over 0.80,  there is still a clear positive correlation.  Some might argue it's a strong correlation even though it's slightly below the 0.80 benchmark. For more information on this type of statistical analysis check out this link:  http://mathbits.com/MathBits/TISection/Statistics2/correlation.htm

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So what does all of this information tell us?  Honestly, it's does tell us much.  After going through all of the attributes and statistics I can't find anything truly consistent about how the "Madden ratings team" assigns the BSH attribute.  I do believe the strength attribute plays a part, but it's not as much of a factor when you look at players with a lower overall.  Strength is used by EA to manipulate the OVR ratings of some players, especially DT's.  Both awareness and strength are tied as the #1 factor in the Defensive Tackle overall (OVR) formula.  BSH, PMV, and FMV, are all tied as the 2nd most influential attributes in the OVR formula for DTs.  So, both STR and BSH can be used to reward or penalize a defensive tackle, even if it's not a true representation of the actual NFL version of that player.  For more on the Madden 12 OVR formula, check out this blog:  http://maddenmanniac.blogspot.com/2012/01/madden-12-what-attributes-effect-ovr.html

Can an NFL player be strong, but not excel at shedding blocks?  I believe the answer is clearly, "yes".  Shedding blocks is not all about strength.  With good technique a weaker player can shed blocks.  There are several techniques that defensive lineman learn to increase there chances of shedding a block.
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Out of curiosity, I wanted to know how much the BSH attribute factors into simulated seasons and gameplay.  I simulated three seasons with the NY Giants (Year 1 for all three, with the same schedule).  First I turned the BSH attribute down to 0 for all of their DE's and DT's.  I didn't change any other attributes.  I turned injuries off, because I wanted the same players to be available for all three seasons.  

After the first season, not one player on the defensive line recorded a sack.  That's right, zero sacks for the defensive line with the BSH attribute at zero.  

I restarted the franchise for the next simulated season.  I turned the BSH attribute up to 99 for all of the defensive lineman.  Again, I didn't change any other attributes.  This time the defensive line accounted for 38.5 sacks.

For the third and final simulation, I restarted the season and turned the PMV and FMV up to 99 for all of the defensive lineman and set the BSH attribute to 0.  Again, the defensive line did NOT record a single sack and they only accounted for 9 total tackles as a group.  WOW.

Some people tell me that attributes don't matter.  I believe several attributes matter and for simulation purposes, BSH plays a huge role in the both sack and tackle statistics.  I know this was a drastic comparison by using 0 and 99, but it was the quickest way to see if there was an impact.

On top of the simulated seasons, I played 3 games against the CPU, one with each of these attribute settings.  I even picked a horrible team to play against (Jacksonville), just to give my 0 BSH defensive line a chance.  In the end, the 0 BSH teams had a very difficult time.  They gave up a lot of big runs to MJD and put very little pressure on the QB.  I even controlled several of my lineman and had very little success getting off the block.  When I played with the 99 BSH team, they not only applied more pressure to the QB, they played the run much better.

The point with this experiment, is that having realistic (accurate) BSH ratings should be a priority for the ratings team.  I believe this attribute is one of the most important for defensive players and it should be as accurate as possible.  Players like Peppers and Mathis are not nearly as effective as they should be, due to having a poor BSH attribute.  This needs to change.

So how should the BSH attribute be rated?  First and foremost, the "Madden ratings team" needs to be expanded so evaluators can watch more game tape.  In my opinion, watching tape and reviewing the best available statistics will produce the most accurate and consistent block shed ratings.  The ratings team needs to be expanded not only because there is limited time between roster updates, but also by having more people involved will reduce bias.  BSH is also an attribute that should NOT change week to week.  I believe a player can improve, but this attribute should not be used just to manipulate a player's OVR rating.  Accuracy and consistency in player ratings should always be the priority, regardless of the impact on OVR.

I would like to thank Clifton for his great idea and I hope I was able to shed some light on the BSH attribute.  Hopefully, the Block Shed attribute can be more accurate and consistent when it comes to Madden 13 player ratings.
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*** View and vote on all of my Game Changer Ideas here:  http://mgi-gc.easports.com/a/ideafactory.do?id=18503&mode=author&discussionFilter=activeStay tuned for more Madden 13 player rating projections.  Thank you for following my blog.  You can also follow me on twitter @mannmicj

Happy Birthday to my wife, Julie and Happy Father's Day to all the great dads out there (mine included).











Saturday, June 9, 2012

As of now, Madden NFL 13 will NOT give gamers the ability to hold a fantasy draft.

**  UPDATE - Checkout my newest blog - Has EA and Donny Moore created a monster?    Click here for the answer.
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I wanted to do a quick blog to touch on the fact that as of now Madden 13 will not have fantasy drafts.  EA has wowed many fans by adding physics to Madden 13 and the new Connected Career mode.  Unfortunately, EA is putting out an incomplete product.

EA did not forget to put in the Fantasy Draft option, they want the Madden Community to believe that they didn't have enough time to add it to Madden 13.

Here is a twitter conversation I had yesterday with EA senior designer for Madden 13, Josh Looman:

 "Fantasy Draft needed" is now the 3rd most voted on Game Changer idea:Please respond to community.


 Not sure what to say. We don’t have fantasy draft.


 Why not go into to forum and explain to the hundreds for online league fans as to why the feature could not be included. TY


 We didn’t have enough time. Simple as that. We’ll get to it as soon we can.


I'm sorry, but this excuse just doesn't cut it.  If I was to read between the lines, I would say that the fantasy draft option was not a priority for EA.  This is another example of them not being in touch with the community.

EA invites several gamers to their Community Day events to test the game and give feedback.  It's hard for me to believe that leaving out the fantasy draft was shared with these folks ahead of time.  If the Game Changers did know about this months ago, I am very disappointed they didn't demand that EA leave the fantasy draft option in Madden 13.  My suspicion, is that the Community Day folks did NOT know it was left out until last week at G3.

Remember, we are talking about an option that has been in Madden for years.  Are they really going to try and sell us the "New Fantasy Draft Mode" for Madden 14?  A quick poll of the community in their own forums, would have revealed the importance of the fantasy draft.

Many leagues are initially built by starting with a Fantasy Draft.  All 32 managers have a chance to draft their very own teams to fit their gaming style.  Do I even have to mention how popular Fantasy Football is in the United States and beyond?  This is the first big failure of Madden 13 and the game hasn't even been released yet.

I am glad the game has physics.  The jury is still out on connected careers (I need to play it first and don't trust the hype).  What I know for sure, is that right now we will not have the ability to hold a fantasy draft in Madden 13, online or offline.

Wake up EA and do whatever it takes to get the fantasy draft option back into Madden 13.

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

In just a few days, the "fantasy draft" topic has soared to the top of the idea list.  The sad part is, it's not a new idea.  We just want the option back.

*** 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

Sunday, June 3, 2012

Attribute Spotlight - Projecting Madden 13 rookie TE and OLB speeds.

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 4rd installment of my Madden 12 speed series.  It includes my OLB and TE 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

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, TEs, RBs, OLBs, ILBs, and CBs (299 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 299 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.  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 OLBs (including all drafted, undrafted free agents who have signed with a team, and combine participants).




Courntey Upshaw received a 79 SPD for his MUT card, while I project a 77 SPD for Madden 13.  We all know MUT cards have inflated attributes, it's possible his speed will come down in the actual Madden 13 title.  Still, the projection is pretty close even if they use the MUT speed.

Melvin Ingram recived an 82 SPD for his MUT card.  He ran a horrible 40 at the combine of 4.79.  The fastest unofficial time I could find was 4.72.  His MUT card SPD is flat out inaccurate.  That said, his 3 cone drill and shuttle drill were very good at the combine, which shows good AGI and ACC.  I hope his Madden 13 speed is closer to reality.  EA tends to overrate 1st rounders, keeping his speed at 82 would be a perfect example of that.

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Here are my Madden 13 speed projections for Tight Ends (TE):


Coby Fleener was the only incoming rookie TE to receive a MUT card.  Fleener was giving an 88 SPD on his card, I projected a 87 SPD for Madden 13.  That is very close.
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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:  http://maddenmanniac.blogspot.com/2012/05/projecting-madden-13-rookie-qb-and-ilb.html

WR speed projections:  http://maddenmanniac.blogspot.com/2012/05/attribute-spotlight-speed-spd.html


*** 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


Have a great week.







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.