Hey Madden Community!
Agent K here! Welcome back to another installment of Madden 20’s Gridiron Notes. For those that are new to Gridiron Notes, Gridiron Notes is where we keep you up-to-date with the latest Madden 20 news. Our goal with this series is to provide you with deeper insight into our game and update you when we have new and relevant information to share about Madden 20.
Last week, Associate Designer Andre Weingarten and Animator Justin Rogers provided more detail on the QB throwing styles in Madden 20. If you didn’t get a chance to read last week’s Gridiron Notes coverage on this feature, make sure to check it out here.
One of the things we have heard our players asking about is how ratings are going to work in Madden 20. We had a chance to sit down with Associate Designer Andrew Weingarten and Dustin Smith (Ratings Guru) to provide more details on the Madden 20 player ratings stretch and their initiative to re-evaluate players on pre-attribute, and overall basis.
Our goals for this stretch were to help further the effort of the gameplay team’s Superstar and Superstar X-Factor abilities, and to truly make players (even if they don’t have abilities) feel different from one another.
To begin that process, we laid out a set of individual goals. To start, we divided players into tiers based on their on-field performance. The tiers, which were a bit rougher than truly defined, were as follows:
By increasing the ratings of the elite/near elite players, and decreasing the ratings of everyone else, the stars began to stand out even more than they did before. We went through every single attribute in the game and stretched them by position. For example, in Madden 19 there were 53 corners with 80 or better Man Coverage. There are 42 in Madden 20. We also raised the ceilings on some of those ratings to further the gap between the elite and the rest.
Next, we re-defined what is considered “starter quality,” which is probably the biggest change of this system. In Madden 19, 54% of the roughly 2,900 players (including free agents) were 70 OVR or better. In Madden 20, 41% of the players are at 70 OVR or better, which means that both low-level starters and depth players can be rated in the 60s—and maybe even 50s. From a gameplay perspective, this creates a drastic drop off from starter to backup. This solves a big issue. In previous Maddens, backups were almost plug-and-play if a starter was injured. But now, with the severe drop off in ratings, starters will have a distinct feel, while you will struggle much more with their replacements.
Furthermore, we slightly tweaked the overall formulas for every player archetype. With the changes we made to the QB (the West Coast archetype has been changed to Improviser) and WR archetypes (changing Possession to Route Runner and changing Red Zone Threat to Physical) we wanted to ensure that players were being labelled correctly. We created new overall formulas for these archetypes and adjusted the weights on the existing overall formulas to put a greater emphasis on the more impactful ratings per position.
Lastly, the greatest ratings stretch occurred for QB Throw Power, which is paired with the gameplay changes to pass trajectory. Without getting too deep into the pass trajectory mechanics, we lowered the maximum velocity for passes to help add more trajectory to all throw types. Because of this, players with high throw power will have less trajectory than QBs with weaker arms. In Madden 19, 53 QBs had a Throw Power of 90 or better, with 80 being the lowest. In Madden 20, 18 QBs are at 90 or higher Throw Power, with 72 as the lowest at the position. Every single QB is still a viable gameplay option, but you will need to pick your passer carefully to ensure they fit your playstyle.
With all these alterations in place, here are the differences between Madden 19 and Madden 20:
|OVR||Madden 19||Madden 20|
I hope this helps showcase all the changes we made to the ratings this year. As always, we will continue to update players’ ratings every week throughout the season!
Huge S/O to both Andre Weingarten and Dustin Smith for the detailed breakdown on how the Player Ratings Spread will work in Madden 20. Make sure to tune in next week for another installment of Gridiron Notes where Andre and Dustin are going to break down the top 10 rookies in Madden NFL 20!
If you have any questions regarding the player ratings spread or ratings in general, please let us know. You can send your questions to us on Twitter at @EAMaddenNFL or share your feedback on our EA Forums here. Each week, our community team will be working with the Madden development teams to get you answers and context around your Madden 20 questions.
Starting next Monday, the Rookie Premiere Program will be launching in Madden Ultimate Team (MUT). The Rookie Premiere Program is a special Loyalty program that allows players to get a Rookie Premiere player now in MUT19 and then also in MUT20.
You will be able to earn these players in MUT19 by completing their Rookie Premiere sets. Once you complete a set, you will receive a NAT 99 OVR version of that specific player in MUT 19 and a special “Rookie Premiere” version in MUT20. The player in MUT20 will have his ratings improve every single time we release a new player edition through February. A total of 10 Rookie Premiere Players will be released: 5 on Offense; 5 on Defense.
Here is a sneak peak at one of the Rookie Premiere Players coming to Madden Ultimate Team on Monday.
For more details on the Rookie Premiere Program, make sure to join us on Madden Daily Drops (www.twitch.tv/eamaddennfl) this coming Monday, July 1st at 10:00AM ET.
Madden NFL 20 is out worldwide on August 2. Pre-order the Superstar Edition and play 3 days early. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and EA Forums. Sign up for the Newsletter today to receive updates on Madden, and other EA news, products, and events, all season long.