NCAA Football 2010 - Megathread - Teambuilder is ALIVE!!! - Season Showdown is Alive!

Jan 29, 2009
7,187
NCAA Football 2010
Official Website: http://ncaafootball.easports.com/home.action

More info below in posts, will be adding screenshots as released.


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Publisher: Electronic Arts
Developer: Electronic Arts
Platforms: All Gaming Platforms
ESRB Rating: E for Everyone
Genre: Sports Simulation
Players: 1-2
Release Date: July 14th, 2009
PSN or Disc: Disc Based
Trophies: Yes, no list has been released
Best Screenshot:
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Description:

True to the tradition of the award-winning franchise, NCAA Football 10 continues to push the bar on innovation with new online modes. NCAA Football 10 brings the excitement of college football to fans across the nation like never before with its newest feature, Season Showdown: in this new mode, every game counts as fans declare their loyalty to a favorite school and give the ultimate show of support in a nationwide competition. Settle who's number one once and for all with NCAA Football 10. With the eyes of college football upon you, begin your Road to Glory in a fully customizable career mode featuring player progression, and authentic college football atmospheres. From controlling a player's overall progression to controlling the pace of a game, make an historic run for glory with NCAA Football 10. This is a football simulation game in which you can select teams from real NCAA collegiate conferences, create and execute plays, and manage the recruitment and development of athletes. Football games are presented with extensive player statistics, real college "fight songs," and commentary from Professional broadcasters.

Features:

* Practicing against an opponent's playbook during the week with up to 10 plays on offense in order to increase your chances against live competition.
* Experience the all-new Season Showdown, a career mode that includes Web-based games and a trivia challenges that sets players on the road to capturing the Heisman Trophy.
* The EA Sports TeamBuilder that allows you to build your favorite FCS, historical, or high school teams, and share them with the rest of the nation.
* An all-new play calling system featuring simplified game controls and playbooks makes NCAA Football 09 the most accessible college football game ever.
* Running back comboand other moves that allow you to set defenders like never before by stringing together multiple moves, including jukes, spins, and stiff arms.



Teambuilder:

Teambuilder is LIVE!!!! - Make your team now so its ready on July 14th!!!!

http://www.easportsworld.com/en_US/n...reate_a_school

Download the list of TeamBuilder created team names HERE that have audio accompanying them in game.

Season Shown:

http://ncaafootball.easports.com/showdown.action

Go here to support your team in Season Showdown!!!

http://ll-100.ea.com/cem/u/f/GPO/eas...ickidfinal.txt


Sweet Videos:

http://www.youtube.com/watch?v=sKadQ...layer_embedded
http://www.pastapadre.com/8802/e3-2009-day-one-videos



Screenshots:

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This year we were able to convert our gameplay cameras to a new system that can be tuned by the designers on the team while playing the game. The benefit to this is we now have the ability to prototype new camera angles quickly and see how we can make your view of the game even better and more dynamic.

One aspect of the new tech is the camera’s ability to frame all of your receiver options on-screen as much as possible. What we do is have the camera behave like a turret on your head and as you and the receivers move on the field the camera will focus at a calculated point on the field (called a proxy target) that will give you the best vantage point. We are able to add weights on the calculation that can force the camera to pay more attention to the QB’s location, the receivers, or even the player going out for the screen pass. In addition, we can lock this point to be a set distance from the line of scrimmage so that its location keeps a steady position instead of flying up, down, and all over the field as your receivers move in real time.

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Using this proxy target can really open up your ability to read the coverage on the play and make an educated decision on which player to pass the ball. And if there are no options available, you’ll be able to determine if you should tuck the ball and scramble. Also, we’ll be paying attention to how this benefits/burdens the defense’s perspective as well and update the camera’s placement and proxy target weights accordingly. The camera is a work in progress at this point, but you can see some examples of things we’ve can do with this new system.

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In addition, we are also able to create dramatic camera angles for some of the areas of the game. One example of this would be during kickoffs. With the new system we are able to cut from one camera to another and create some really interesting transitions. For instance, we can fly down to the ball on the kick off and create some great shots that weren’t necessarily easy to do on the old system. Also, when the ball is in the air we can give you a better view of it coming into your return man as well as show if someone is flying down a lane untouched.

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Lastly, this new system has given us the ability to implement another feature that has been requested by the community a number of times. However, we’re not quite ready to announce what it is, so stay tuned…

-Greg Heddlesten


P.S.: You’ve probably noticed the passing icons are somewhat transparent in the images. New to NCAA Football 10 is the hiding of the passing icons as you run further from the line of scrimmage. If you are looking to run 20 yards backwards and launch a crazy arcade-like pass, we hope you memorized the routes your receivers are running and their assigned button on the controller. Otherwise, you could end up throwing into double/triple coverage and giving the ball away.
 
Quick note before I get into the shots below; this is not the official post for NCAA Football 10 this week. Expect another drop of information really soon.

Hey NCAA Football Fans I wanted to jump in and show some work being done with the Offensive/Defensive Line play. Rather than just a bunch of stuff I read, figured it would be better to post some shots and comment a little on each one.

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Well there you have it, a full pocket. You can see that both Offensive Tackles (OT) were able to ride the Defensive Ends (DE) or Linebackers (LB) out wide behind the Quarterback (QB) instead of just standing them straight up. This year we are giving the Tackles the ability to take a Defensive End wide around the QB in a realistic fashion.

First look at the right side of the line:

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Here is a close up view of the LB being strung out wide by an OT; you can see the body lean as the LB is trying to get around the OT using a speed rush. Instead of being pushed once or twice and standing still you’ll notice the interaction between the OT and DE (or LB) play out in a more natural sequence.

Now let’s take a look at the other side of the line and the different rush style:

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This example is showing an attempt to use a bull rush and muscle his way to the QB; however the OT is able to keep the DE at bay. And like on the other side of the line push him out wide to help create that pocket from the first screen shot.

All the above shots are from the same play to give an example of how things are progressing on the NCAA Football 10 game-play front. And before you ask this does mean we are working on the ability of the Defensive Line to get to the QB as well:

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The edge rusher in this case was able to make a move back inside. Sorry to ruin the suspense… it ended in a sack.

We are still in the process of working how often the defender vs. the offensive line will win. Like how much does Finesse Moves factor against Pass Block Footwork? Or how often will AI defenders attempt special moves? And a number of other tuning issues. It is a high priority to the team right now to ensure our line play is balanced on both sides of the ball.

That is all for today... Check back in a few days for this week’s NCAA Football 10 Blog.

Russell Kiniry – Designer NCAA Football 10
 
Alright it’s time to take another look at NCAA Football 10. The design team has covered a wide array of info from Custom Conferences to our First Look into QA Auto Pass. We’ve really only begun to scratch the surface of this year’s game and we haven’t even hinted about a few of the biggest additions. Sadly we still are not ready to talk about them yet, but from reading all the comments and messages boards… I know one in particular will be a fan favorite.

This week we are going to cover the Player Pursuit Angles and how they have improved from last year’s game. First let’s take a look at an example of last year:

http://www.vimeo.com/3867630


You can see the defenders gave up huge play due to the angle they took. The entire team took a bad angle instead of trying to intercept the ball carrier down field. Basically you could gain extra yards (or a touchdown) because defenders would use the sideline and while trying to make a tackle. Let’s look at the same situation in NCAA Football 10:

http://www.vimeo.com/3869016


So instead of allowing the ball carrier to beat the whole defense to the sideline the defenders took a much better angle to stop a TD. What this means is all the extra yards picked up by just running to the sideline will be greatly reduced. Now if you are still able to get to the outside on a defense there are still yards to be had; but a much more reasonable amount.

The next example is from last year’s game as well:

http://www.vimeo.com/3867656


The reasons behind that video come from a few different factors… Defenders would take the exact direction the ball carrier was using to calculate their pursuit angle. So if you were a “twitchy” runner the defenders would continue to change directions while still attempting to chase you. This would cause the defenders to slow down each direction change and not get to the ball carrier as fast as possible (or at all in the worst examples). Now for NCAA Football 10:

http://www.vimeo.com/3867658

As you can see given the same situation as our previous example the defenders are not thrown off their angle by the direction changes. Long story short… the defenders do not fall for every direction change, but instead will move to intercept the ball carrier at a more logical location. This will really cut down on the effectiveness of “twitch” runs.

Also the new Player Pursuit will recognize a ball carrier pulling away from a slower defender and make them attempt a diving tackle. This creates more tackles and more realistic chase situations… more often than not a player will attempt a dive as a last ditched effort when they know they are falling behind, not just continue to follow the ball carrier.

That isn’t all; this new system has allowed us to have defenders sometimes take a bad angle using the Pursuit Rating (PUR) of the player. Bad pursuit is a part of football, not every player will play the perfect angle every play. So playing against lower rated players (or younger players with lower PUR) you will see them over run a play allowing the ball carrier to cut back against the gain and pick up some more yards.

And that is a wrap for this week’s look into NCAA Football 10. Leave your thoughts here or on our Forums.

-Russell Kiniry
Designer NCAA Football 10
 
Hello all, my name is Anthony White and I’m here to share with you all what work we did this year for the Flexbone offense. Going into our current development cycle for NCAA Football 10 our top playbook priority was making sure our version of the Flexbone offense is a more accurate representation of its real life counterpart. We didn’t necessarily want to just take what’s already in place on the Gen 2 versions of NCAA Football. Our goal was to take it above and beyond anything that had been done previously with the Flexbone offense on any platform.

Last summer we were able to acquire the actual coach’s game film of the Navy Flexbone offense. Having access to this valuable resource really gave us an advantage when it was time to identify what new formations that we needed to create, what plays did we need for those formations, and most importantly what new player animations we needed to mo-cap in order to get those plays working properly in our game. The results of our efforts produced eight new formations and over 200 new plays.

Here’s a look at the new formations that we created based on our film study.


Flexbone Twins Over

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Flexbone Slit Wing Z

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Flexbone Spit Wing X

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Flexbone Close

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Flexbone Slot Right

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Flexbone Trips Right

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Flexbone Trio Right

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Flexbone Tackle Over

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Running Game:

The running attack from this unique offensive system is what it’s most known for, and it’s not all about the triple option. There are numerous things that can be done with the running game out of the Flexbone. Some of the new plays that we were able create this year thanks to the new animations include Wingback Toss both weak and strong with a play action pass to compliment it, Midline QB Iso which is a double option scheme where the quarterback can either handoff to the fullback or duck inside the playside B gap following the lead blocks of the two wingbacks, FB and Wingback Load Option plays which also include play action compliments, and the Wingback Jet Sweep.

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Those are just a few of the new plays we were able to add for the Flexbone offense, but the most unique one of all we added in my opinion is the Trap Option. The Trap Option calls for the quarterback to open up to one side of the formation where he then fakes it to the fullback before he pivots and rotates counter clockwise and runs the option in the opposite direction with the backside wingback being his pitch man. It gets its name Trap Option due to the fact that the backside guard pulls and “trap blocks” the play side defensive end.

This play to the defense starts out looking like our normal Triple Option play to the defense, but it attacks the opposite side of the field instead. Before we could get this play up and running in game we needed to capture new player animations featuring the quarterback and fullback. What generally happens is we identify on film what we want and we in turn communicate that to our mo-cap talent so that they can go out and execute what we’re looking for. It’s very similar to coaching where you introduce a new scheme to your players and during its installation you walk through each of the finer points of the scheme with each player so that he knows exactly what he needs to do within the play.

Here’s the mo-cap video of the quarterback and fullback carrying out the first phase of the Flexbone Trap option play.

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Here’s that same animation in NCAA Football 2010.

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Passing Game:

Much attention was also paid to the passing game portion of the Flexbone offense. When you open up the playbook you’ll notice that most of the running plays have some sort of play action compliment that starts out looking like that run play. Many of these new plays are a both your more traditional play action passes along with the option passes. One of the new pass plays are PA Switch in which the outside receiver runs a post route and the wingback to the side runs a wheel route up the sidelines. This is a common scheme in the Flexbone offense.


We also wanted to bring some new fresh ideas to the drop back passing portion of the Flexbone offense. As many of you know this style of offense has the reputation of being a bad offense to run when you’re trailing in the game and need to throw the ball. Some of the new passing plays we added actually take a page from the Run & Shoot offense. Two run & shoot pass concepts we added are “60 Go” and “60 Choice”. In these two plays the left wingback goes in motion to the right slot which forms a trips alignment. On 60 Go the outside receiver on the now trips side runs a streak route, the motion wingback runs an option route where he can take it to the post or he can go straight up field, and the right wingback runs to the flat. The goal is to read the curl/flat defender. If he jumps the flat route, the quarterback should be able to make a quick throw to the option route, if said defender jumps the option route, then the quarterback makes a quick throw to the flat.

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We also included Four Verticals and WR Middle Screen out of Flexbone Trips Right, Left, and Trio Right. The goal of any offense is to be balanced and that holds true with this style of offense. If you’re playing with one of the Flexbone offense playbooks and your opponent is loading up to stop the run, you’ll have a multitude of viable passing plays at your disposal to keep your opponent honest.


Playbooks:

The team playbooks that feature the Flexbone offense prominently are Army, Georgia Tech, and Navy. Air Force also has multiple Flexbone formations in their playbook along with other more traditional formations. Here’s a look at the formations and sets that make up our Flexbone playbooks.

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Even the Goal Line formation for Army, Georgia Tech, and Navy Is a Flexbone formation.

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It was fun seeing the Flexbone offense through the design phase from concept to its implementation into the game. There's a perception right or wrong that we can just draw up a play and it magically appears in game working the same as it does in real life. There's a lot of planning that goes on amongst the design staff, software engineers, animators, and mo-cap talent to make it all work. It’s our hope that you guys will enjoy what we now have to offer with the Flexbone offense in NCAA Football 10.

Anthony White, Assistant Designer, EA SPORTS
 
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This time of year is always ruff. So many games comin' out around this time. NCAA and then Madden (Which I AM picking up this year.) I'm gonna be broke!!
 
In our recent reader question and answer session with NCAA Football 10's Ben Haumiller, the producer promised some new camera tricks in EA Sports' upcoming college-football game. Haumiller couldn't be too specific when we posed the question to him directly a few weeks back, but now, after playing the game for ourselves at EA's recent pre-E3 press event in Los Angeles, we got to see the changes firsthand. Frankly, we're impressed.


The biggest and most impressive change is the new player-lock system. At any point in the game, whether playing on offense or defense, you can choose to lock on to the player of your choice by first selecting him and then pressing the L3 button. Once you've locked on to a player, the camera will move to that player's position on the field, and the rest of the play will unfold with you taking control of the locked player.

Although you can lock players on the offensive side of the ball--which is especially fun with wide receivers, given that it lets you run routes and try to beat a cornerback in the process--the best way to experience player lock is on defense, and especially as a defensive back. If you're like us and spend most of your time controlling the defensive lineman because you're worried that you might get burned when playing as a cornerback or safety, player lock might just change your mind.

When you lock on to a defensive player, the camera spins around to give you his vantage point on the field, which makes it much easier than ever before to stay with your receiver while still keeping your eye on the quarterback or running back to see what's happening behind the line. In addition, reacting to changes on the field is even easier. With the camera essentially facing in the direction of the play (as opposed to the play happening on the bottom of the screen while you're concerned with staying with your man at the top), you can break off of coverage and go in for the tackle quicker than ever before. If there's a downside to player lock, it's that sometimes you aren't directly involved in a play (such as when playing safety on a short run). But, in all, we were very impressed with how the feature makes playing defense not just fun but even more effective than before.

No matter whether you choose to lock on to your favorite player on your favorite team, or simply play the game the traditional way, NCAA Football 10 has other features on offer. The strategy of the game is a particular area of focus for the developers at EA Tiburon this year, thanks to such new features as the game plan, as well as the ability to link plays together. Our time with the game gave us better insight into how these features will play out on the field.


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You can now send out individual instructions to your players. This probably wasn't what the coach wanted.

The game plan feature lets you customize how you want each position type on the field to play at any given moment. Are you down by a touchdown and need to get the ball back quick? Instruct your defensive backs to go for the ball more frequently in the hopes of grabbing a pick. Are you looking to kill the clock late in the game with a thin lead? Tell your running backs to focus on holding on to the football and not giving up any fumbles. Every position type on the field has three styles of play that you can choose from: aggressive, normal, and conservative. However, you have to be careful, considering that instructing your players to go for an aggressive play might just end up in your team getting burned.

Chaining plays lets you set up plays that are similar. For instance, you might run up the middle to set up a play-action pass using a similar formation (or vice versa). In practice, it takes a while for a play to be fully set up, though the producers did point out that you can actually set up a play after just one or two tries (assuming that both were very successful the first time). When a play is fully set up, the chance of players biting on that play action and giving up a big gain is much greater than normal, so be sure to save your set-up plays for when you really need them.

Although the concept of linked plays is fine, its presentation in NCAA 10 might be a bit subtle for casual fans. This is because you can see only which plays link up to one another in the "formation" play-call menu (though Lee Corso will sometimes suggest linked plays in the "ask the coach" screen). When calling plays using other menus (such as "by play type" or "by player"), you have no idea which plays link to their counterparts. Perhaps in next year's game, we'll see a "linked plays" play-calling menu, which would show you linkable plays in your playbook and their current level of setup.


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A much higher camera than this standard view is available during pre-snap formations.

There were other notable elements from our hands-on time with NCAA 10, including a much higher camera when using the left trigger before the snap to check out the player match-ups, and a defensive key feature that lets you try to guess the offensive play before the snap. You've got four choices: run left, run middle, run right, or pass. If you choose pass, you can select the receiver whom you think the ball will go to, which will make your defensive players more aware of that receiver.

One other feature of note, and one that seems to pair well with the defensive-lock feature explained earlier, is the defensive assist button. When pressing the A button (X on the PlayStation 3 controller), you'll temporarily give up control of your defensive player to the CPU. That player will follow his assignment according to the called play and you can take over at any time by simply letting go of the button and moving him yourself. The defensive assist is especially effective when playing cornerback because it's easier to stay with a defender who might be offscreen before the snap.

Couple the defensive assist and the player-lockdown button and it's even easier to play like a star in the backfield. It might not win your player a Jim Thorpe Award, but it just might get you a few more INTs. If anything, it looks like our days of simply "supersimming" the game when the other team has the ball are a thing of the past. Look for more on NCAA 10 up until the game's release in July, including continuing coverage of the game in the GameSpot sports blog and more information from GameSpot's coverage of E3 2009.
 
Every season EA Sports' NCAA Football is in the unenviable position of being compared to the professional football title known as Madden. Being developed out of the same studio means that each title needs its own niche of cool technology and feature innovations without feeling like identical products. This year NCAA Football seems to be staying away from earth shattering gameplay changes and, instead, is concentrating on brand new features and game modes that you won't find anywhere else.

I recently got my hands on an early build of NCAA Football 10 at a Pre-E3 event in Los Angeles. There's no doubt that it feels very similar to last year's NCAA on the field. The default gameplay camera angles are the same, animations are carried out at the same speed and the general ebb and flow on the field is the same that I remember from years gone by. That's certainly not a bad thing, but it's definitely going to feel like familiar territory to series veterans.

Probably the biggest single change to the core gameplay is the new player-lock ability. By clicking the left stick you'll be able to lock your controls to a single player, whether on offense or defense, for a given play. On defense, you'll get a nice rotated camera angle that lets you keep your eye on the offense's play as it develops. For a linebacker, that means having to read run or pass – or the dreaded play-action – and the same goes for the defensive backs. The feel isn't all that dissimilar from the Campus Legend gameplay that was used in the past and it's nice that you're not locked into that perspective for the rest of the game if you don't want to be.


The next change that impacts gameplay is the defensive-assist ability. It's extraordinarily easy to use and should help those who like to assume the role of cornerbacks or safeties. At the start of every play all you need to do is hold the A button (X on PS3) and the CPU will assume control of your player. His actions are dictated by the play you've selected, and you can retake control at any time by releasing the button. It's perfect for playing as a DB because all you need to do is release the button right before the quarterback lets go of the ball and you should be able to adjust and try for an interception.

The rest of the on-field additions are more subtle. You'll see a bundle of new animations like defensive backs and wide receivers jostling against each other as they make their way down the field and some very impressive mid-air collisions. I sent one of my wide outs over the middle with a pass that went a little higher than intended and a safety was able to impressively (and painfully) take out his legs when he jumped for the catch. It was both ugly and impressive. Had my wide receiver been injured, I would have been given the newly added option of keeping him in the game or sitting him down. There's obviously a high risk of re-injuring a star, but if your backup is sub par it just might be worth it.

The rest of the changes I saw during my demo of NCAA Football 10 were all presentational changes that, while some did impact gameplay, didn't present a new way to play. The first is setting up your game plan. This is done before the game, but can be accessed again from the play-call menu at anytime. It allows you to select aggressive, balanced, or conservative play styles for every aspect of football. You can tell your defensive squad to go for big hits and try to force fumbles, but the negative is more penalties. You can tell your offensive line to hold their blocks for as long as possible, or try to spring big runs with the downside of more holding calls.


On defense you'll have the added ability of being able to guess the direction of a play by holding the left-trigger pre-snap and flicking one way with the right stick. On offense you're now able to link running and passing plays with things like options and play-action. Running one play increases the likelihood of another working, and you'll get a convenient little percentage over linked plays so you know just how setup it is.

NCAA Football 10 presents pigskin fanatics with familiar territory on the field. There are enough changes that it certainly doesn't feel like a rehash of last year's game, but the real bread and butter is in the Season Showdown and TeamBuilder modes as well as a new mode that we'll be detailing on June 29.

NCAA Football 10 is scheduled to ship on July 14 on Xbox 360, PlayStation 3, PlayStation 2, and PSP.
 
Hey Everyone, by now most of you have started to hear some details about Season Showdown, and some of you got uncomfortably close with me as I talked with Pasta Padre and cdj about Season Showdown couple of weeks ago. This week’s blog will focus on the format of Season Showdown, and in the coming weeks we will go in-depth on the Skills, Strategy, and Sportsmanship components that make up a lot of what Season Showdown is all about.

Before I dig into the feature I wanted to mention that the seasonshowdown.easports.com site will not go live until we launch on July 14th. If you try to access the site before then you will just get redirected until the site is live.

Selecting your school

First let’s layout what Season Showdown is all about. This is a competition combining all Xbox 360, PS3, and EA Sports World members to put their school pride on the line to try and prove their school is the best. All you need to do is select the school you want to represent, and from that point forward every game you play will help your school’s cause. Your school selection is permanent, so make sure you’re picking the right school or else you might find yourself repping Miami of Ohio instead of “Da U”.

Schedule Format and Phases

Since there is a little over a month between NCAA Football 10 hitting the shelves and the start of the college football season we will treat that time as the Season Showdown pre-season. During this time you will be able to earn credits for your school by playing any game vs. the CPU or vs. an online opponent. We will track the number of credits each person has earned individually as well as how many credits each school has earned. Your goal is to try and get your school at the top of the leaderboard by August 31st, which is the start of our regular season. In addition to playing the game, you will also be able to earn credits by logging into seasonshowdown.easports.com and playing the NCAA Trivia Challenge. The credits you earn for showing off your college football knowledge will be added to your school’s total as well as your own personal credit count. Since the trivia game is completely handled on the web, you don’t even need to own the game to play trivia and help your school.

The reason you want to get your school at the top of the leaderboard is so you can make your school’s path to the championship as easy as possible. Since Season Showdown replicates the real world season, we will have our own weekly polls based on the outcome of the Season Showdown games. The initial poll rankings for week 1 of the regular season will be where each school finished on the leaderboard at the end of the pre-season.

Once the regular season begins, each matchup will last the entire week, and your school’s opponent will be the same as their real world opponent. So in week one Bama fans will be squaring off with Virginia Tech fans and Cal fans won’t have to wait all week for their chance to get some revenge over Maryland. Every week of the season you will have a new opponent, and a new poll will be released every Monday letting you know where your school stands in the overall competition. Once we hit the first week in December its conference championship time. This is the first time we will part ways from the real life season. The schools that will be battling it out for their conference titles are the schools that win their divisions in the Season Showdown regular season. So while the real world SEC championship game might be UF vs. LSU, if Ole Miss fans and Kentucky fans fight hard enough, they will be playing for the SEC title in Season Showdown. And if you didn’t finish #1 or #2 in the final rankings of the season don’t sweat it, cause the top 32 schools will be placed into a single elimination tournament to crown the Season Showdown champion. Each round of the tournament will last one week, just like the match-ups during the regular season, and the Season Showdown Championship week will be played out the same week as the real world National Championship game.

Once the champion has been declared, we return to the pre-season format where you will battle for leaderboard positioning.

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How does a school win their match-up?

Since the Season Showdown isn’t about the school with the most members or earns the most total credits for the week automatically wins, you will need to divide your credit earning into five categories. You can view the progress of each matchup by selecting the game from the schedules screen. Here you will see the match in progress screen, that shows each of the 5 categories, and who is leading. For the vs. Showdown Opponent category, we don’t show who is leading until the week is over, since this is the one instance where if you know you are in the lead for the category, you can guarantee your school wins the category by no longer playing any Showdown games for that week. The school that takes three of those categories gets the win for the week. These categories are:

Games vs. CPU – anytime you play a CPU opponent the credits earned from that game will count towards this category.

Games vs. your Showdown Opponent – This category is all about taking on someone that represents your school’s opponent for that week. So if it’s week 1 of the season, LSU and Washington fans will play against each other in an online game; and the credits won during those games count towards this category. There are a few ways to find a Showdown Opponent, you can search for one from the schedules screen, head to your match-ups lobby room, or take a look at someone’s Season Showdown ID card which is displayed in the top right corner of the screen whenever a player’s online info is displayed on the screen. Here you will be able to see which school they represent, how long they have been a member, their total credits earned, and their skills, sportsmanship, and strategy levels. By taking a look at these levels you can get an indication as to what type of player the opponent is before heading into a game with them. If their Skills level is off the charts, then expect that person to be a gameplay master, if they have a lot of total credits but their Sportsmanship level is low you can probably figure that their punter hasn’t seen much action.

Games Online vs. the Nation – These are games played online against anyone that is not representing your current showdown opponent school. So using the example above, if an LSU fan takes on someone representing Ohio State in week 1 of the season, the credits earned will be awarded to this category.

NCAA Trivia Challenge – Just like the pre-season you will be able to earn credits for your school by showing your college football knowledge. In addition to historical questions, we will also be adding questions during the year about the current college football season. Only your top score for the week will count, and your goal will be to finish in the top 50 for your school that week. At the end of the week we add up all of the credits earned and declare the winner for the category. If you are outside of the top 50 your credits will still count for your individual score, they just won’t be added to the team score for the week. The trivia challenge will be accessible from seasonshowdown.easports.com, and as stated above, can be played even if you don’t own the game.

Allies & Rivals – this category is 100% decided by your votes. Every day of the week everyone that logs into Allies & Rivals will have 5 votes to use however they want. At the end of the week the votes are tallied and whichever school in the match-up has the most votes takes the category. We track and display which school are your allies (who’s been voting for you to win) and your rivals (who always wants to see you lose). It’s up to you how you spend your votes each day, If you are an FSU fan it’s a pretty safe bet that one vote will go to FSU (you want to win right?), and one vote will go towards whoever is playing Miami and Florida that week, and with the other two votes, you can either try to help take down the top ranked school, or help an ally defeat their opponent. Once we hit tournament time, even if your school is out of it, you will still be able to have a say in who wins, as your votes will count towards who wins this category. Just like the Trivia Challenge, Allies & Rivals is accessible from seasonshowdown.easports.com and can be played even if you don’t own the game.

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How do I earn credits during a game?

There are a number of ways you can earn credits by playing the game. With Season Showdown, how you play the game is as important as winning the game. No matter if you win or lose, you will still earn credits just for participating, however you will be able to earn extra credits in a number of categories (Skills, Strategy, Sportsmanship, Loyalty, Underdog, and ESPN Instant Classics).

We will go into great detail in the coming weeks about Skills, Strategy, and Sportsmanship, so for this blog I’ll focus more on the other extra credit categories.

Loyalty – When you are choosing a school to represent, all credits you earn go towards that school, but that doesn’t mean you have to use that school in every game you play, you will still earn credits for Notre Dame even if you wanted to start a dynasty with Kent State. However, when you do play with the school you represent, you will earn an additional loyalty bonus.

Underdog – Without fail, whenever you go online you find that a majority of the people use the same top ranked teams whenever they play, instead of sinking to their level, take a lower ranked team and beat them to earn Underdog credits. The larger the gap between schools the more credits you will earn.

ESPN Instant Classics – If the game you have just completed is considered an ESPN Instant Classic you will receive credits for playing a thrilling game.
Quit Penalty – one of the goals with Season Showdown is to improve the quality of play online, and there are few things worse than an opponent that quits on you. With Season Showdown, you will actually earn credits for ending a game early the right way (by granting mercy, conceding defeat, etc.) that you don’t need to just pull your connection anymore. If you do, you will get docked 50% of your total credits earned the next time you play an online game.

Following along with Season Showdown

On the console as well as on the web you will be able to follow all of the Season Showdown action. There will be daily audio podcasts hosted by the Thompson Brothers that fire off automatically when you enter the Season Showdown feature in-game as well as weekly video podcasts that will wrap up the last week’s action and get you ready for the big match-ups ahead. Every Monday the latest polls will be released that ranks all 120 schools based on their season showdown performance, conference standings, credit history for that tracks the credits earned in each category for each player as well as each school, and leaderboards that allow you to see which player and which school are the best at any category.

There’s a lot that went into the creation of Season Showdown, and a lot to discuss here. Please feel free to post your questions about the feature in the comments.

-Ben Haumiller
 
Last week we focused on the structure of Season Showdown and touched on a few of the ways you can earn Extra Credits. This week we will focus on one of the three main pillars of Extra Credits that center around gameplay, which is the Skills category.

Simply put, Skills credits are earned by showing off your skills on the sticks. Your ability to perform these skill moves will earn you and your school extra credits. You can’t rely on the CPU to perform these actions to get the credits, you must be the one that got the interception or forced the fumble if you want the extra credit. So if you are using the new Defensive Assist feature, which puts the player you have highlighted under CPU control as long as you are holding the A/X button down, you can let the CPU guide your player to where they need to be, but to earn the credit you will need to take back control of the player and make the play. As you will see in a moment, a majority of the Skills events are defensive based, so if defense isn’t your strong suit, Defensive Assist will be a great way to put you in a position to make plays and earn credits.

Defensive Assist isn’t the only new gameplay feature that will help you earn Skill credits. Player Lock is a new addition that allows you to lock your control to one player for a play. This is your chance to basically pick and choose when you want to have a Campus Legend like experience during a normal game. Since you don’t have the ability to switch the player you are controlling after the snap, your ability to make the play while locked on one player will earn you a Player Lock bonus.

Here is the complete list of events that will earn you Skill credits:

User Tackle for Loss – Getting into the backfield and disrupting the other team’s running game is a key way into forcing your opponent to run a one dimensional offense. Time your defensive move with the right analog stick to get past the offensive lineman and wrap the ball carrier up to earn some Skill credits. With the addition of branchable tackles the ball carrier will have the ability to break free from a tackle by performing a move even after the defender has wrapped him up. You can also stop a ball carrier’s momentum and have another defender help complete the tackle.

User Big Hit – it’s pretty difficult for a ball carrier to spin out of a tackle when you’ve planted them into the turf. By this point everyone knows what Big Hits are all about and how effective they can be. They can even lead to the next Skill category.

User Forced Fumble – Knock the defender silly and try to get him to give up the rock. One thing to remember with Skills credits is that you can get multiple events on the same play. So if you Big Hit a running back in the backfield for force a fumble you will get credits for all three events.

User Sack –Since we have added the ability for QB’s to release the ball after a sack animation has started this one is going to be a little tougher than in years past. Previously the QB would always tuck the ball once a sack started, but before you cry foul and think that you are going to see a QB fire a laser while getting blindsided by a linebacker, you will see the ball is definitely affected by the impact of the defender, which could lead to a big turnover by the defense if you launch a duck. Disrupting the offense like this could lead to the next Skills event:

User Pick – Ah User Pick, the one that started it all. Longtime fans of the series will remember User Pick as the first “User” event to get called out in an NCAA game, helping to end the age old replay debate to determine if you actually made the play, or let the CPU make the pick. Some new updates to the WR/DB interactions will go a long way into determining the positioning the defensive back will have when they go to make a play. The updates to press/release at the line will allow a defender to jam the receiver and throw him off of his route. If the WR gets the upper hand, watch out, unless you have closing speed or safety help the WR will be in the clear. But it’s not just the play at the line, animations have been added while the routes are being run so you will see WR’s and DB’s jostling for position throughout the play. If your DB is able to take advantage of an opening and get positioning they will be in great shape to either go for a swat or pick the ball off.

User Swat – While it may not have the same chance to break the back of your opponent as an interception, a well timed swat can be another nail in your opponent’s coffin. There have been some additions to swats this year, in addition to the sellout animations where it’s all or nothing defenders will now attempt to wrap a receiver up and knock the ball out of the opponent’s hands before he is able to secure the catch. There are also new “knockout” animations where the defender will drill the receiver and knock the ball out of his hands before he is able to come down with it. Finally, the defensive linemen are getting into the action as well. QB’s will need to pay attention to their passing lanes if they don’t want to find their pass getting swatted down by the big paw of a defensive tackle. The defenders won’t always just knock the pass down; if they only get a piece of it they will wind up tipping the pass which could lead to a big turnover. Performing any of these actions will help your defenses cause and earn you some Skills credits.

User Catch – I’ve already talked about the new WR/DB interactions, but one other addition that will be a great addition for the passing game is catch steering. If you catch the ball near the sidelines the catch animations will try to turn you up field instead of forcing you out of bounds. You will also see some great new catch animations including new over the shoulder catches, so when you get past the pressing DB, and there’s no safety support as you are streaking down the sideline you won’t have to break stride to haul in the pass. Weather will affect your route running; wet conditions may cause your receiver to slip while making cuts, which could hurt your changes to make a user catch until you recover.

User Passing TD – In the User Sack section I talked about what happens when you attempt to pass the ball while getting hit, and in the User Swat section I talked about defensive linemen getting their hands up and forcing you to recognize your passing lanes, but another key improvement that will affect the passing game is the addition of offensive linemen steering defenders. This allows the tackles to fan the defensive ends out and create a true pocket. If you are a guy that scrambles as soon as the ball is snapped, you are going to find yourself scrambling right into a defensive end that has been pushed out wide. With all of these additions, before the ball has even left your hand you have to read the defense, keep an eye on the pass rush and step up in the pocket, identify your receiver, find your passing lane, and get the ball off before a defender gets a hand on you. If you are able to do all of that and convert for a touchdown, you deserve some Skill credits.

As I mentioned earlier, most of the skills are defense based. This was done intentionally as a lot of the offensive actions are based on the ratings of the players on the field instead of the skill of the person holding the controller. We wanted the skill credits to reflect your game skills, which are on display the most when on defense.

Just like every other credit category, we will track the number of Skill credits each person has earned, and display the player’s ability in each category through a leveling system. When you are looking to play a random opponent online you will be able to view their Season Showdown ID card, here you will be able to see who they represent, their total credits earned, and their levels for Skills, Strategy, and Sportsmanship. This gives you a snapshot of what type of player your opponent is, so if you see a high Skill level, you will know your opponent is well versed at the art of the “user” actions.

Sorry for the delay in the blog and video this week. We ran into some technical issues with the video. You can watch it below and we'll have a hi-res version on the NCAA Football 10 product site soon.

[media=youtube]vNTHZ1bbZew[/media]&feature=player_embedded
 
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t used to be that you could sit back, call the same play over and over again, and just “out athlete” your opponent. It used to be that you could hop around the playbook jumping from I Form, to Ace, to Shotgun without a care in the world for creating an offensive identity. And it used to be that you could know exactly what your opponent was going to know, know exactly how you would stop it, but didn’t have a way to tell your players that that without a doubt the next play is going to be a run to the right, go shut it down.

Thankfully those days are behind us. With NCAA Football 10 strategy takes on a huge role with three new gameplay features that put the emphasis on out thinking your opponent instead of just out maneuvering him on the sticks. By gameplanning, setting up plays, and keying in on what you think the offense will be running you can affect the outcome of the game just based on your coaching decisions.

And you are going to need to strategize your opponent like never before. With the inclusion of Adaptive AI CPU controlled defenses will learn what you are doing, and focus on shutting it down. Rush up the middle for a few big gains? Good Job. The next time you come to the line you will see that the defensive tackles have pinched in to take away the running lanes. Found that route you love to run if you need to pick up a first down? Be careful, you run that route too much the defense will be looking for it and blanket your receiver. Even if you try and get sneaky by calling the same route from a different formation, the CPU will be watching for that route, not the play, and shutting you down.

It’s not all about defensive upgrades for the CPU either. While on defense the CPU is going to test you deep to try and open things up. If you are the type of guy that likes to press all of the time, you’re now going to be the type of guy that also likes to chase a receiver down after they got past your DB and got hit wide open on a streak.

Gameplanning

The first feature we will talk about is Gameplanning. This feature is all about determining how aggressive, conservative, or balanced you want your team to play during certain situations. There are six defensive situations and five offensive situations you can adjust at any point during the game, based on your preferred strategy for that moment.

The Gameplanning screen comes up automatically after the coin toss, and at the start of the 2nd half, as well as after any timeout. You can also manually bring up the screen any time you are in the playcall screen (pressing LT/L2). From here you will be able to adjust your gameplan as you wish. While you may want to play more aggressive at the start of the game, if you are protecting a lead you will most likely want to ease off the throttle a bit and play more conservatively.

Each gameplan option has its own risks and rewards. For example, if you want your defense to always attempt to strip the ball, you will see the strip ball animations play on almost every play, and the chance of successfully stripping the ball increases. However, the more the defender is going for the strip, the more likely they are to get a hand up a little too high and grab hold of a facemask. If you don’t mind tacking 15 yards onto a play every now and then in order to force a turnover then you can set your strip ball gamplan to aggressive. You can also go more of a conservative route and tell your defenders to focus on making the tackle instead of stripping the ball. In this case you will get less facemask penalties, but you will have little chance of ripping the ball out. If you don’t want to play one way or the other you can set this option to “normal” which will allow for the defenders to choose how to play on their own (as they have in previous versions of the game).
All of the options for both offense and defense default to Balanced. You will be able to see what your current setting is by looking at the color checkmark next to the each option. Green means you are set to Balanced, Yellow is Aggressive, and Blue is Conservative. Based on your Gameplanning settings, you will earn Strategy Credits for Season Showdown when your Gameplan settings were successful on the field.

Since the screens do a great job of listing out what the pros/cons of each option are I’ll let the screenshots do the talking for each gameplan event:

Defensive Options

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Offensive Options (click to enlarge)

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Setup Plays

The next new Strategy feature is the Setup Play. This feature allows you to run one play successfully in order to “setup” a variation of a similar play. The easiest example of this is to run the Power O play to setup the play action pass based on the Power O play (PA Power O). At the playcall screen you will be able to tell which plays set each other by the chain links that connect the two plays. Here’s a screenshot of the Power O example:

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While the play action off of a run play is the easiest example, Setup Plays are not limited to just this type of playcalling strategy. There are pass plays linked to other pass plays, where one play may have a “mesh” route where the receiver streaks across the field, the linked version of that play involves the same receiver cutting that mesh route off and instead running a hook route. Another example is how a draw play can be used to setup a HB screen.

You can run either play to setup their linked play, so you can either setup the PA Power O by successfully running Power O, or you can setup Power O by successfully running PA Power O. As you run one play, you will see how close you are to fully setting up its linked play. Once the linked play is at 100% setup, the defense will be at its highest likelihood of getting faked out, increasing your chances of successfully executing your setup play. The chance that the defender will get faked out is all based on their individual ratings, so a top rated defender will still be less likely to fall for the play action than some walk-on freshman. The Setup Play just means that the defenders have the highest chance of getting faked out when you run that play.

The Setup Play only works once before you need to work on setting it up again, and if you run a play you are setting up before it’s reached the 100% Setup status, you will need to start over again as that play will be reset to 0% Setup. Here is a screenshot showing a play in the process of getting setup:


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There is no time limit on how long a play will be setup for. If you setup a play in the 1st quarter, and never run it again, the play will still be setup and ready to go in the 4th quarter.
The speed at which a play is setup is based both on the success of the play as well as the difficulty level. If you want to get a play to 100% setup on Heisman you will need to do a lot more than a couple of 5 yard gains.
If you are able to run a play that is 100% setup and either get a 1st down or a touchdown you will earn Strategy credits.

Defensive Keys

If you have ever been in a game and you knew, without a doubt, that your opponent will be running to the strong side of the formation, or its 3rd and 1 and you know a run up the middle is coming, or if you know your opponent will be throwing to a specific receiver on the play, but you have never been able to shut the play down based only playcall/defensive shifts alone then Defensive Keys is what you have been waiting for. During preplay while on defense you will be able to bring up the Defensive keys menu by holding LT/L2. You will then be able to choose what you want the defense to key on for that play. Here is a screenshot of what this looks like:

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With the right stick you will be able to pick your defensive key for that play. If you choose Run Right, at the snap of the ball you will see your defensive players flood toward the right, and if you guess correctly, the ball carrier will have nowhere to go. Now, if you guess Run Right, and your opponent instead runs a toss to the left, well you’ve just opened yourself up for a potential big gain by the offense. Selecting to play the pass will basically prevent your defenders from getting faked out by a play action play (which is a nice counter if you know your opponent is going to run a setup play action play).

In addition to this you can also choose to spotlight a specific receiver for that play. When you bring up Defensive Keys the camera goes into Coach Cam and each of the offense’s receivers will have a button callout over them. Select the receiver you want to spotlight, and the defense will make that player the focus of their pass coverage to make sure he doesn’t get into any open space. Since you are focusing on one guy the potential is there for another receiver to get into some open space and burn you.

The addition of Defensive Keys adds a new wrinkle to the chess match that is playcalling. If you are too predictable in your playcalling your opponent will be able to pick up on your tendencies and shut you down. Or you can try and out think your opponent by always running on 1st down only to surprise them by calling a deep bomb out of the blue when they are expecting another HB Dive.

You can only choose one key per play. If you select to spotlight a receiver, then select to key on a pass, you will no longer be spotlighting the receiver.

If you don’t want to key in on something, but you do want a quick way to mass shift your defense in a direction you can use the left analog stick towards the direction you want your players to shift. This will not change their assignments, only shift where they line up.

If you key in on a run and stop the play for a loss, or break up a pass play through a sack, swat, knockout, or interception you will earn Strategy credits.

Well, that’s a rundown of the three new gameplay features that make up the Strategy component of Season Showdown.

-Ben Haumiller
 
So far we have covered the Skills and Strategy elements of Season Showdown. This week we will focus on the third major component, Sportsmanship. Before I go into the details for what's considered good and/or poor sportsmanship I'd like to go into why we chose sportsmanship as a component for Season Showdown.

For the most part, the last remaining barrier preventing people from enjoying online games vs. someone they don't already know is the quality of play by your opponent. Everyone has been matched up in a game where the fun is completely lost because your opponent has never seen a 4th down they won't go for, and the only chance their kicker has of seeing the field is on a kickoff. Even worse, you sometimes find yourself baited by this behavior and the next thing you know your rationalizing your poor play as "well they did it first, I'm justified", or "everyone random online person is a cheeser, so I'm gonna cheese them before they have a chance to cheese me". It's a vicious cycle.

One thing we learned last year with Online Dynasty was the multi-game restart warning proved to be a very good cheat preventer. The simple act of calling someone out for restarting their game was often enough to prevent someone from quitting a game vs. the CPU if their star player went down with an injury. We applied that same concept when coming up with Sportsmanship. Let's call people out when they are acting like jerks, and reward them when they do the right thing. Now when you choose to go for that onside kick when you are up by 28 just to annoy your opponent, not only will it hurt your school, but it will also tarnish your image in the eyes of the online community as the more you do these things the more of a "bad sport" you will be considered.

Sportsmanship is the only category that you can gain and lose credits during a game. If you earned 400 credits in all of the other categories, but finished with -200 in Sportsmanship, you are going home with 200 credits for that game. Before you start to think that I've just shown you the way to tank a school just by signing up for them and losing as many credits as possible, we cap the number of credits lost at zero for the school, so you can never remove credits from a school. You will, however, go into the negative for your own personal sportsmanship rating. And then everyone will know what type of player you really are.

Before heading into a game with someone make sure to check out their Season Showdown ID card, here you will be able to see the school they are representing, how many total credits they have earned, and their Skills, Strategy, and Sportsmanship levels. These levels will let you get a good indication as to what type of player your opponent is, and what type of experience you can be prepared for if you play them.

Alright, enough about why Sportsmanship is in, now let's talk about how you can display good and bad Sportsmanship. First I'll start with the positives:

Punting on 4th down
I know, this is a foreign concept to some, but it is true, punting is a part of football. This is the single biggest gripe among gamers, you hold your opponent to a 4th down, and they go for it, regardless of distance, score, location on the field, etc. So this one is pretty simple, if it's a situation where you should punt it, do so.

QB Kneel
Pop quiz, outside of a Punt, what's the least used play during an online game in NCAA Football 09? If you said QB Kneel I'd venture to say you are correct. Even with a 1-point lead I've seen countless number of people risk a turnover to keep running the ball, or worse, passing the ball, when all they need to do is knee out the clock. Do this and you will get some easy Sportsmanship credits.

Chewing the Clock
One of the new additions this year is the ability to "chew the clock". This feature allows you to speed up the game and play clock to 12 seconds left on the play clock. This means when you are trying to preserve a win, instead of just sitting in the play call screen waiting for the time to tick down, you can call your play and have the time tick off automatically. Since the point of doing this is to run out the clock, you will need to wait until there are 5 seconds or less on the play clock before snapping the ball if you want credit. Also, if you are on the losing end of a contest and just want to get it over with you can turn on Chew Clock to help speed up the end of the game, you will get credits for doing this too. Remember, Chew Clock only works when the game clock is running, so if you turn it on before the start of a drive, it won't work on 1st down since the clock is stopped.

Concede Defeat
This one couldn't be simpler. If you just want to end the game cause you are getting waxed, waive the white flag and concede defeat, you will get credits just for doing that. If your opponent accepts they too will get some credits for being a good sport.

Now let's talk about the negatives. One thing to remember is that these are all situational based, so just because you can lose credits for going for it on 4th down doesn't mean that every situation would be considered poor sportsmanship. If you are losing in the 4th quarter, go for it as much as you want.

Going for it on 4th down
I guarantee that if you are reading this, you would score at least a 9/10 on a quiz called "Should I go for it on this 4th down". So you know what you should do any given situation. For the borderline cases, we will only hit you with a warning that lets you know when you are cutting it close.

Unnecessary 2-point conversions
Every coach has that little card that tells them when they should go for 1 or 2 based on the score. If you are up by 5, what's one point going to get you? You want to go for 2 to get your lead to 7. If you are up by 34, does going up by 36 really put you in a better position to win? No? Then kick the extra point.

Onside Kicking
Simple, if you have the lead, kick it off.

Calling a timeout just to get one more play
As the game is winding down and your win is secure, if you call a time out on defense just to try and get the ball back to pad some stats, or if you are already on offense and call a timeout with 2 seconds left just for one more stab at the end zone get ready to lose some credits.

Continuing to Pass late in the 4th quarter with a comfortable lead
This one is not an affront on the Texas Tech's of the world, but if you are passing on 1st or 2nd down in the 4th quarter with a 3 score lead, then you are going to lose some credits. Even Mike Leach would be fine with you running the clock out here.

Well there you have it. That's what Sportsmanship is all about. One last note, the situations and scores are all tunable after the game launches. So if we missed a situation, or need to make an adjustment to the scoring we will be able to do that automatically and not through a patch, which will allow for very quick turnaround if an issue comes up. And if one does, I have no doubt you will let me know.

- Ben Haumiller


Video here:

http://ncaafootball.easports.com/home.action
 
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