Shaun Mason recently posted a thread about the 10 commandments of realism... and as I pondered what I might add to that list, I realized it would be best to create a new thread. In the attempt to create a more realistic football experience, perhaps we should look a bit deeper into how the general rating system has failed us a fans of video game football: My earliest memories of video game football were NFL '95 (Joe Montana on the cover with the Chiefs uniform) and Madden '95 both on the Sega Genesis. From that early time we were given "ratings" that determined how effective the virtual players would perform on their virtual field. While more and more ratings have been added throughout the years - I believe that they're being treated more like a character in a game of dungeons and dragons, and that football itself is being neglected. While a player is measured by his speed and strength in the most generic of terms as well as position related attributes (catching, pass blocking, returning) So we have a tackle with a high strength, low run block, high pass block. That's the only numbers that factor into his overall package with a lesser importance put on impact blocking and before this year footwork. Why is a poor run blocker? It could be becaues he isn't aggressive and doesn't look to finish his blocks. Is he slow out of his stance (maybe he played in the 2 point stance in college or high school)? Perhaps he has poor hand placement. Maybe he tends to lunge in his run blocks. He could just have poor lower body strength. I believe all of these things can be replicated mathmatically (and therefore can be programmed) providing a much more dynamic game than we've EVER seen before. Same goes for a outside linebacker playing in a 3-4. While you can attempt to duplicate 40 times or 3 cone drill, there's a certain ability the top edge rushers (see Demarcus Ware) have to bend their bodies while speed rushing so as to maintain a direct line to the QB while not sacrificing speed. Some corners are too high in their backpedal or have tight hips and can't turn. Not every offensive lineman can snap. Fewer can shotgun snap. EVEN fewer can long snap for special teams. Some players excel as "gunners" in special teams, running down the field... breaking through blocks and make tackles... but they don't have a specific role on the defense. Currently special teams studs are woefully underrated unless they're top returners. Madden took great strides to include some of the player tendencies they did last season (drops open passes, ect), but until MANY MANY more tendencies and ratings are added the games will continue to feel bland and static. I've seen several attempts through the years to "stretch" the ratings out as NBA Live once did, with only the very best players (maybe a few at each position) being rated 90 or above, but that's ruined recruiting/drafting and was really only good for a one year fix. Still, with those changes you began to experience a much different game that really became much more dynamic. A starting linebacker that's rated a 50 overall is a much bigger liability covering a slot receiver than that same journeyman player being rated a 75. Just some thoughts, and I have many more examples. What do the fine members of TSO think?