Over the past few years, I've railed against QB Vision as a passing system in Madden. My distaste for it has been no secret, because it has been my biggest priority to seek out and infiltrate QB Vision discussions with all the ire I could muster. Eventually, I had so many issues with QB Vision that I wrote a 1400 word paper for a college class.

Recently, the topic was broached again. As expected, the thought of a return for QB Vision brought back old feelings, but as I read reasons to revive QB Vision I realized that it didn't make sense to rail against the concept of QB Vision, merely its original implementation. The arguments presented in favor of QB Vision were convincing. So I changed my stance - sort of. Instead of being the thorn in any effort to bring QB Vision back, I'm now looking for ways to help bring it back without sacrificing the legendary gameplay that Madden fans have come to equate with the series.

QB Vision blurred video game presentation with reality.

As with any improvement, the first step is identifying the problems and QB Vision had many of them. This post is a re-release of my college paper detailing the problems with QB Vision as it existed in Madden NFL 2007. This paper, originally published to kill QB Vision, is now being re-published in the interest of reviving a passing system that uses the QB's eyes without the negatives that plagued the initial version. From dual-function controls, a clunky interface, and unrealistic visual effects, spotting the mistakes was easy. Correcting them may be more difficult.

QB Vision Is Turning Heads

When it comes to simulating the National Football League (NFL), no video game turns heads like the Madden NFL series from Electronic Arts (EA). Famous for fully customizable experiences, consistent intuitive gameplay, and unbelievable strategic depth, Madden continues to set standards for realism and sales in the football gaming genre. With each incarnation, Madden wows users with wonderful new features. Sadly the implementation of Quarterback Vision (QBV), an innovative replacement for the traditional Read and Lead (RNL) passing system, has created more division than cohesion amongst Madden fans.

QBV, unveiled in Madden NFL 2006, incorporates the quarterback's awareness rating (AWR) to distinguish top tier quarterbacks from the rest of the fold. On the field, a cone of light illuminates what the quarterback can 'see' while users see the action from a bird's eye view from the end zone. To throw accurate passes, users must manually turn the quarterback's head to look in the direction of intended receivers. Quarterbacks with higher passing ratings, have a noticeably wider vision range and are tougher to defend. Players can accurately place passes in the cone, while passes thrown outside the cone are exponentially less accurate (Scoppettone, 2005). Defenders react to the quarterback's eyes and defend passes better when quarterbacks stare in one direction for too long. Savvy users can "look" defenders out of position with a well-placed head sway. RNL, on the other hand, does not require manipulation of the quarterback's head to throw accurate passes.

Reactions to QBV have been mixed. As Dino Scoppettone, writer for EASports.com foretold, longtime Madden players began noticing 'a difference from the first snap of the ball' (2005). "There is no questioning that the vision cone is the source of much controversy with online Madden (Sanner, 2006, p.1). It's true, some tout QBV as the feature that rescued their gaming experience, while others equate the inability to turn QBV off in some modes with 'ruining people's lives' (Powell, 2006, p.1). "When it comes to the cone, you either love it or you hate it" (Sanner, 2006, p.1). Douglas Payne, a former quarterback at Salisbury University in Maryland explained, "There are certain realism factors I do not want to see incorporated into a video game and one is QB vision, which takes the fun out of the game" (as cited by Powell, 2006, p.1).

Suggestions that "old-school Madden NFL players will have the option to turn off the Vision Cone system and use the previous passing system" (Scoppettone, 2005, p.1) are not entirely true. In an effort to expedite the migration from RNL to QBV, game developers are not so subtly squeezing fans by mandating QBV in all ranked online games (ROG) and on All-Madden, the highest difficulty level available on Madden NFL 2007. Neither mode allows users to consciously choose the RNL passing system. To play with RNL, users are limited to the three lowest offline skill levels or unranked online games (UOG). ROG record statistics and create in-depth scouting reports; UOG do not record scores, win-loss results, or statistics forcing RNL users to resort to third-party utilities or a pencil and paper to scout their own performances. QBV users employ Did Not Finish percentages (DNF%) to select honorable opponents who finish what they start. On the other hand UOG do not record DNF%, giving unscrupulous gamers the ability to exit UOG without penalty. For RNL fans, online games are tough to find and even tougher to finish.

Fans of RNL are also awash with peer pressure to switch to QBV. The decision to require QBV in All-Madden and in ROG has created an environment of discrimination against those wishing to use the traditional system. Users who prefer RNL passing routinely face ridicule in online gaming lobbies and message boards across the Internet. Players use online play to face the fiercest competition without leaving the comfort of their favorite reclining chairs; however, online league commissioners and tournament directors overwhelmingly require participants to use QBV in league and tournament games. An aversion to QBV for any reason is often considered a skill deficiency instead of a user preference.

Normally, unhappy consumers are able to get the simulated NFL experience elsewhere; however, in December 2004 EA inked a five-year deal with the NFL worth approximately $300 million (McEachern, 2005) granting exclusive rights to feature NFL teams, stadiums, and players (Van Autrijve, 2004). The deal makes Madden both figuratively and literally the 'only game in town' (Tuttle, 2005, p.1). Though it remains to be seen whether users will elect QBV based on merit alone, many fans eventually relent and accept QBV as their passing system because there are no other games with which to exercise their NFL gaming addictions.

Arguments rage about the effect of QBV on the realism of the game. Fans agree there is a difference between quarterbacks, but disagree on whether QBV is the best way to simulate those differences. Before QBV elite quarterbacks and backups were practically indistinguishable (Sanner, 2006). While QBV quarterbacks vary vastly in their vision ranges, real quarterbacks are differentiated by the ability to make good football decisions, not their eyesight. Previous versions of Madden used the AWR rating only for computer-controlled players. By influencing human players with the AWR rating, Madden handicaps players who consistently make good decisions with less talented quarterbacks.

Madden NFL 2006 also exemplifies how sloppy football fundamentals can work to produce unrealistic results with QBV turned on. Tom Bass, author of Play Football the NFL Way, explains that properly executed hook route passes should be thrown at the receiver's numbers. "The worst thing a passer can do is throw the ball high over the receiver's head" (Bass, 1990, p. 35). Users who throw high frequently rely on computer-controlled receivers to make acrobatic catches in traffic despite the inherent football dangers. Realistically, passes over a receivers head most often result in interceptions and leave receivers exposed to injury (Bass, 1990); conversely, QBV on Madden NFL 2006 allows users to throw high without fearing the shortfalls in technique. RNL, on the other hand, charges the user with the responsibility of manually compensating for poorly thrown balls.

Common QBV arguments contend that the 'vision cone lends a new air of realism' to Madden (Scoppettone, 2005, p.1) by showing where the quarterback is looking; once again, fans of RNL disagree. Some users feel the vision cone's unrealistic representation requires effort to overlook. Indeed, the quarterback seems to be the only player with eyes, as no vision cone is present for the other 21 players on the field. TNT713, Webmaster at MaddenUniversity.com, addresses realism by saying a quarterback's field of vision is invisible in real life (TNT713, 2006, p.1). "As much 'realism' as QB Vision brings to the game, every ounce is lost by having a coal miner sling the pigskin." (TNT713, 2006, p.1). Chris Sanner, Webmaster of MaddenMania.com, quotes TNT713 as saying of the quarterbacks peripheral vision, "Quarterbacks look more like stroke victims than professional athletes. Nobody would sign a [quarterback] that 'saw' like these guys see" (as cited in Sanner, 2006, p.1).

The chasm between RNL and QBV supporters may have generational ties. "There is plenty of criticism from long-time Madden followers" (Oakland Tribune, 2005, p.1). Describing QBV as an atrocity echoes the sentiment of Madden 'old-heads' (Powell, 2006, p.1). Older Madden fans dislike the cone because they have not been playing video games their entire lives while younger players enjoy the advantage of better 'stick skills' (Sanner, 2006, p.1). Despite Madden producer Phil Frazier's claim that Madden NFL 2006 users can revert to RNL 'if they don't feel comfortable' (as cited in Gaudiosi, 2005, p. WUP20), many users do not know how because the default settings are the only ones they have ever used.

For many longtime fans of the series, Madden is no longer playable right out of the box. "The learning curve on QB Vision is brutal" (Tuttle, 2005, p.1). For the first time in a decade (Sports video game review, 2005), users began watching tutorial videos and consult user manuals to learn new mechanics for basic gameplay. Unfortunately, many long time Madden fans feel disinterested in learning basic controls for a game they have already mastered. As critics predicted, players 'find the new systems more frustrating than invigorating' (Sines, 2005, p.4C).

The frustration stems from the many dual-function controls that plague the QBV interface and make it less intuitive for some Madden fans. The RNL passing system maintains a separate function for each button used to control quarterbacks throughout a play, while the lock-on trigger button of QBV turns the quarterback's head and fakes passes to receivers. The duality can result in inadvertent pump fakes, high sack numbers (Tuttle, 2005), and lost yardage. The dual-function analog joystick directs the quarterback's head and reroutes receivers on the fly. Users must apply downward pressure on the joystick to toggle the direct receiver function, while RNL allows users to direct receivers by simply flicking the analog stick in the desired direction.

Yet another counter-intuitive mechanic functions to move players and directs passes high. Precision Passing (PP) places passes in relation to the receiver by shifting the frame of reference 90 degrees at the moment of the throw. Users can easily become discombobulated moving in relation to the field one instant, throwing in relation to the receiver the next, then moving in relation to the field again on pass plays. In contrast, RNL uses the field as a steady frame of reference for both player movement and pass placement.

The way a user grips the controller preference may also influence the varied attitudes toward QBV. Madden players on the Playstation2 console preferring a 'shooter' style grip use an index finger to activate two trigger-style buttons located on either side of the controller. Players using a 'claw' grip use two fingers on each set of triggers to operate both triggers independently. Focusing the quarterback's attention on the halfback after the snap sometimes requires two simultaneous trigger activations, a mechanic not easily translated with the shooter grip. Users can choose to alter their grip, but long-term changes lead to short-term blisters (TNT713, 2006). To avoid changing grips, some users contort their hands uncomfortably just to throw to a single receiver. RNL does not require toggle buttons for any aspect of the passing game.

Still other opponents point to the control inefficiencies of QBV as reason to stay with RNL. Fans of RNL often take issue with being required to turn the quarterback's head to 'see' an open receiver that has already been spotted by the user. Douglass Payne, agrees, " If I see a receiver open, I just want to throw the ball" (as cited in Powell, 2006, p1). 'The function makes response time slower and adds a redundancy' that 'takes the joy' (Powell, 2006, p.1) out of the game. RNL users pass by pressing only one of six buttons but passing with QBV can require users to press more than three.

Control inefficiency coupled with online conditions may also contribute to the contention between RNL and QBV. Lag adversely affects online gameplay like never before. With online latencies of 500 milliseconds diminishing performance by up to 30% ( Nichols and Claypool, 2004) each additional manipulation may create excessive delay causing passing online to be a futile exercise . RNL allows users to throw with the least input, meaning external forces such as network congestion and bandwidth restrictions play a lesser role in gaming results.

Proponents of QBV argue that the imposition of QBV on all users is necessary for gameplay despite evidence that conflicting control systems can coexist peacefully. Since analog control was introduced in Madden NFL 1999, it has coexisted alongside the digital (D-Pad) player movement system. Analog users have more speed control, while D-Pad users make sharper cuts. Unlike QBV and RNL though, analog and D-Pad control methods are both allowed in every gaming mode. Indeed, maintaining the availability of both analog and D-Pad control has helped EA avoid controversy in the past.

While Madden could allow users to choose between the QBV and RNL (Sanner, 2006) there is no danger that consumers will defect to another football title. By mandating QBV for ROG and All-Madden games the first year of an exclusive NFL license, players of all skill and experience levels have been indoctrinated into the false idea that QBV players are more skilled. Discrimination and division in the community are prevalent because QBV was never submitted for consumer approval. Critics assert that denying users the opportunity to evaluate a feature before it is made the default nullifies a long-standing practice of allowing Madden players to select their own preferences and skips a valuable step in the consumer feedback process. Unfortunately, cash is king and with Madden setting new sales records annually, consumers weary of QBV may be turning their heads for years to come.

Although the references are dated, the initial shortcomings of QB Vision continue to overshadow its potential future. It's clear that the implementation of QB Vision was problematic from the start, leading to significant backlash within the Madden community. The system, intended to add realism by simulating a quarterback's field of vision, was criticized for its complex mechanics and the unnatural way it forced players to control their quarterbacks. This often resulted in a less intuitive gameplay experience, detracting from the fluidity that fans had come to expect from Madden NFL games.

Moving forward, there is hope that developers, alongside feedback from fans and users, can refine and adapt QB Vision. The goal would be to harness the sophistication the system aims to provide, but without the cumbersome and unintuitive mechanics that marred its introduction. Madden enthusiasts are eager for innovative features that enhance gameplay realism, but they also demand that these features augment the gaming experience seamlessly. The future of QB Vision, therefore, lies in its ability to evolve—balancing innovation with user-friendly design.Madden NFL has many controversies, but none like

References:

Bass, T. (1990). Play football the NFL way. New York, NY: St. Martins Griffin.

Gaudiosi, J. (2005, August 12). The News & Observer, p. WUP.20.

Madden NFL 1999. (1998). [Playstation2 software]. Gainesville, FL: Tiburon Studios for Electronic Arts.

Madden NFL 2006. (2005). [Playstation2 software]. Gainesville, FL: Tiburon Studios for Electronic Arts.

Madden NFL 2007. (2006). [Playstation2 software]. Gainesville, FL: Tiburon Studios for Electronic Arts.

"Madden takes stores by storm." (2005, August 10). Oakland Tribune, p. 1.

McEachern, M. (2005, October). The only game in town. Computer Graphics World, 28(10).

Nichols, J., & Claypool, M. (2004). Effects of latency on online Madden NFL football. Worcester, MA: Computer Science Department at Worcester Polytechnic Institute. Retrieved January 12, 2007, from University of Phoenix ACM Digital Library.

Powell Jr., J. (2006, September 29). Tweak sidelines. Retrieved January 27, 2007, from http://www.newsobserver.com/442/story/492042.html

Sanner, C. (2006, September 5). The vision cone: Good or bad? Retrieved January 28, 2007, from http://www.maddenmania.com/articles/2006/09/vision-cone-goodbad090506.html

Sines, S. (2005, August 29). "Madden NFL update deserves a pass: 06 version keys on quarterback, vision-zone passing system, but little else to excite players." Columbus Dispatch, p. 04.C.

Scoppettone, D. (2005, July 26). Vision and Precision. Retrieved February 5, 2007, from http://www.easports.com/madden06/news.jsp

TNT713. (2006, November 3). Cone or no cone??? Retrieved February 5, 2007, from http://www.maddenmania.com/forums/showpost.php?p=2295215&postcount=24

Tuttle, W. (2005, August 9). Madden NFL 06 PS2. Retrieved January 28, 2007, from http://ps2.gamespy.com/playstation-2/madden-nfl-2006/640399p1.html

Van Autrijve, R. (2004, December 13). Electronic Arts Signs Exclusive NFL License (PS2). Retrieved February 5, 2006, from http://ps2.gamespy.com/playstation-2/madden-nfl-2005/572780p1.html

Losing Isn't An Option...

MaddenUniversity.com is the proving ground for the players who hate to lose and refuse to quit. Sharpen your skills and dominate your opponents. Show naysayers that whining and giving up is not in your playbook.

Strategies

Master Madden and beat your opponents. Use your elite skills with guides and tips for those who refuse to be outplayed. Whether you’re on offense, defense, or special teams, get the edge to adjust, and execute flawlessly to leave the field victorious.

Communities

Join the team and connect with like-minded players who strive for victory. Whether you’re looking for advice, matchups, or just some banter, our community is built for those who are driven to be the best and never back down.

Competition

Wanna be the best? Prove it. Every game. Whether in friendly contests or a high-stakes tournaments, winners are made in the arena. Never miss an opportunity to show off your skills and prove that losing is not part of your DNA.

  • MaddenUniversity.com provides a wide array of tools and resources to help players dominate in Madden NFL. Discover what you can achieve with our strategic guides, tutorials, and community insights.

    • In-depth Strategy Guides
    • Custom Playbook Building
    • Offensive and Defensive Tips
    • Community-Powered Tactics
    • Player and Team Analysis
    • Tournament Preparation
    • Live Gameplay Sessions
    • Play Breakdowns
    • Advanced Control Tutorials
    • Real-Time Strategy Adjustments
    • Historical Play Insights
    • Dynamic Game Planning
    Explore more about mastering Madden NFL with our resources in the Madden University portal.
  • Unlock your Madden NFL potential with our exclusive strategies section at MaddenUniversity.com. Enhance your gameplay with detailed guides and tactics developed by top players.

    • Offensive Strategies
    • Defensive Playbooks
    • Special Teams Tips
    • Beginner Guides
    • Advanced Tactical Adjustments
    • Player Skill Level Tailoring
    • Game Situation Strategies
    • Effective Use of Formations
    • Countering Popular Tactics
    • Maximizing Player Stats
    • Interactive Strategy Discussions
    • Community Driven Content
    Explore deeper into the strategies that can elevate your game at MaddenUniversity.com/strategies.
  • Join the vibrant Madden NFL community at MaddenUniversity.com. Connect, share, and grow with players from around the globe.

    • Forum Discussions
    • Player Interviews
    • Community Events
    • Strategy Sharing
    • Gameplay Tips Exchange
    • Member Spotlights
    • Live Chat Sessions
    • Online Tournaments
    • Community Polls
    • Team Building Advice
    • Networking Opportunities
    • Real-Time Game Updates
    Discover more about our active community and how you can be a part of it at MaddenUniversity.com/communities.
  • Step into the competitive arena at MaddenUniversity.com. Challenge yourself against some of the best players in the Madden NFL community.

    • Ranked Online Matches
    • Local and National Tournaments
    • Leaderboards
    • Seasonal Leagues
    • Prize Competitions
    • Player Statistics Tracking
    • Team Rankings
    • Exclusive Member Events
    • Head-to-Head Challenges
    • Strategy Execution
    • Playoffs and Finals
    • Game Analysis and Reviews
    Explore more about the competitive opportunities and how you can test your skills at MaddenUniversity.com/competition.
  • Become a Member of MaddenUniversity

    Unlock your potential in Madden NFL with exclusive access to our best content, community events, and expert tutorials. Join today and elevate your gameplay!

    Membership Benefits:

    • Members Only Strategies: Access in-depth guides and advanced strategies not available to non-members.
    • Community Events: Participate in members-only tournaments, meetups, and live sessions.
    • Expert Tutorials: Learn from the pros with our expert-led video tutorials and walkthroughs.
    • Direct Support: Get your gameplay questions answered with priority support from our team.
    • Monthly Newsletters: Stay updated with the latest Madden news, community highlights, and upcoming events.
Avatar

"As founder of MaddenUniversity.com, I’m excited to offer rich strategies, vibrant community resources, and thrilling competition for Madden NFL enthusiasts just like you. Dive in and see why MaddenUniversity.com is the ultimate Madden destination to get better so you won't get bitter."

TNT713 - Tim Turner

Develop CMS themes quickly and efficiently

Helium was crafted with love by the RocketTheme team to showcase the capabilities of the Gantry 5 framework. Helium is open source and available for free under a dual license system (MIT or GPL version 2 or later). You do not have to keep the Gantry or RocketTheme links and logos in the front end, however, you must ensure that all copyright notices in the code are retained.

Documentation for Gantry 5 is available on the official Gantry website. You can submit any issues or feature requests for Gantry through GitHub. A chat room has been set up using Gitter where you can go to talk about the project with developers, contributors, and other members of the community. This is the best place to go to get quick tips and discuss features with others.