EA
finally lets you become the most hated figure in professional
sports: the coach. by
Patrick Evans
July
5, 2006 - The
end of basketball and hockey seasons means two things
for sports fans in the U.S. For one, the only good
stories on SportsCenter will be about baseball, but
this summer lull also marks the eminent return of
football season. Capturing (or preoccupying depending
on who you ask) the minds of rabid men nationwide,
the NFL spawns some of fanatical fan support this
side of the Atlantic Ocean. No where else is football
hysteria more evident than in the fantasy football
leagues, where stat nerds of all ages battle each
other for the title of ultimate football fan.

It
is this crowd that EA Sports is aiming at with their
latest title, NFL Head Coach. Taking the gamer from
the playing field and placing them in the front office,
EA Sports strips control of the actual game from our
hands and places us in the ultimate leadership role.
In what can only be expected as the first of many
Head Coach titles, EA succeeds in providing the experience
of leading a team from the sidelines while weathering
a few expected bumps in establishing a new franchise.
Action
in Head Coach centers on the single-player Career
Mode where you act as General Manager and Head Coach
in search of NFL coaching glory. Presumably a coordinator
on the Championship Pittsburg Steelers, the next step
is to move up on the ladder and lead your own team
to a championship. In searching for your new job,
you have to first decide whether you were an offensive
or defensive coordinator beforehand, and then interview
with possible employers. Ensuring a fair balance in
the beginning of your career, statistics in various
categories such as motivation, work ethic, and knowledge
of the different player positions are determined by
your responses during the discussion. Interviewing
for the position also determines what jobs are offered
to begin your career, often providing opportunities
to either rehab a broken football program such as
the San Francisco 49ers or to head an established
division winner such as the Chicago Bears.
Action
in the front office is as deep and as tedious as one
would expect a coach's to be. After all, in real life
a head coach/general manager is responsible for dealing
with players' agents, the players themselves, practice
schedules, and the coaching staff. To the common football
fan it will defiantly seem like entirely too much
paperwork. Before the rookie draft in April you have
to hire position coaches and coordinators that fit
your offensive and defensive philosophies. On top
of that, you are also responsible for any players
with expired contracts and filling various gaps in
your roster. The list of responsibilities is extensive
and tedious, but it's rewarding for those willing
to put in the work to win games.

Winning
during the season is all about game preparation and
ensuring your players are in the best position to
succeed. Preparing for games includes two different
aspects; keeping your players' statistics high through
practice and keeping your overall team prepared by
practicing the specific plays you intend to use in
a game. Every player has a set of ratings that is
variable depending on how well he is prepared throughout
the week. If you spend all your time working on the
first string players, for instance, the backups may
not be prepared when a starter gets injured. In team
practice sessions the plays that you repeatedly run
become "money plays." When running money
plays in an actual game the ratings of the players
on field will temporarily increase to reflect their
extensive preparation in these specific situations.
By setting the game within this framework, EA Head
Coach succeeds in putting players in the driver seat
of their chosen franchises pretty successfully, allowing
the coach to focus on defense, offense, passing, stopping
the run, or anything else they choose.
But
all is not well in this front office sim. Many of
the slip-ups that one would expect in a franchise's
first are present and hamper the experience. Keeping
with the on-field action, there are certainly specific
strategic situations that a coach cannot simply take
care of. If you are getting torched by a wide receiver,
like Steve Smith torched Chicago in the NFC Divisional
round last year, then it is very difficult to swing
coverage to him consistently. You can certainly call
plays that double-team him with a safety (if you have
them in your defensive playbook), but adjustments
before a play are impossible, as I would assume they
are impossible in a real game. The problem is that
the corners and safeties cannot make human-instinct
decisions on the field that you would assume a premium
safety would. Your only bet is to call your coverage
his way an entire drive or game and pray that the
quarterback doesn't scorch you with another player
(which may not be a problem if their squad is light
on talent).
Another
problem in-game is the way plays in the playbook are
organized. Lifetime players of Madden will have a
difficult time adjusting to plays organized by situation
and not formation, especially on defense. A Cover-2
playbook by default has plays range various formations
such as the 4-3, the 3-4, Nickel, and Dime, all listed
in the base defense category. Players can certainly
go in and rearrange the playbook throughout their
preparation hours, but radically redesigning the play
calling from what players are accustomed to can create
a ton of headaches.

While
the on-field errors can be overlooked with time and
game experience, there are many off-field issues that
are drags on the overall package. While operating
throughout the various periods of the year, a coach's
life revolves around his weekly schedule, which can
comprise of many different activities including play
design, resigning players, acquiring free-agents,
scouting rookies, and various staff meetings. Much
of the freedom felt on the practice and playing field
is stripped once you hit the office and attempt to
sign a free agent during office hours. The problem
stems from trying to take command of your time in
the office throughout your days. If you have a staff
meeting in the morning and office hours in the afternoon,
you have to wait until the next day to acquire free
agents or talk to other GM's for trades. When you
do want to sign or trade players, you have to swap
that activity for another "swappable" office
activity. I cannot explain the logic in restricting
a coach from signing a free-agent during hours where
he would otherwise be swiveling around in his office
chair and staring at his trophy case.
Sometimes,
office hours will be replaced by other un-swappable
events, such as an agent callback. Scheduled for two
hours of your day, an agent callback is usually a
three line conversation on whether or not the player
accepts the contract presented to him. That's it-a
30 second conversation that takes two hours of your
time. And if he does reject, there is no chance to
make a counter-offer right on the spot. You better
hope you can dump a practice session or a trading
session for a signing session to get that player before
another team does. This inane restriction of the coach's
office time defiantly kills the experience of running
a team. It feels as if you are put on a rail and told
when and what to do, hoping that you actually have
players to sign at that time or any use of the nearly
useless office hours shoved into every weekday.

After
all these knocks, NFL Head Coach still puts together
a convincing effort in placing gamers in the front
office instead of on the field. When Head Coach hits,
it slams it out of the ballpark. Excellent structure
and balance in the practice periods before game day
ensure that you take your time and prepare extensively,
while tasks at the front office put you in control
of every aspect of the franchise. It would be interesting
to see what aspects of Head Coach would be carried
over to Madden and its Franchise mode. I was completely
won over by the ESPN integration throughout the game,
especially in the NFL Draft with Mel Kiper. The war
room mentality translates exceptionally as you wait
for your pick, deciding whether or not to trade up
with that higher picking team for the quarterback
of the future. Mel Kiper's commentary was especially
welcome as it sounded fluid and insightful throughout
the entire draft. Head Coach certainly has some rough
edges and logic issues, but the overall package is
certainly sufficient for the most hardcore football
junkies.
Product
Info:
NFL
Head Coach reinvents football gaming by introducing
the first 3D strategy sports game that challenges
gamers to build and manage every aspect of a football
team from the ground up. A simple conversation system
and an engaging 3D graphical interface allow users
to immerse themselves into the lives of an NFL Head
Coach. As head coach, you develop a team strategy,
execute it on and off the field, and try to build
a winning organization year after year. Your status
as a coaching legend will rise and fall based on all
of your actions as you strive to become the greatest
head coach of all time. Behind the desk, on the practice
field, or while wearing the headset on game days,
take the reins of your favorite NFL team and lead
it to victory.
By
Patrick Evans
CCC
Staff Writer
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