Case History: The
Evolution and Success of College Football Videogames
Jamie Brownell
STS 145: History or
Computer Game Design: Technology, Culture, Business
Professor Lowood
March 18, 2003
On first inspection the sports game
is one of the most paradoxical genres of videogames. There is the stereotypical view that videogames are to be played
alone in dark rooms by people who never get any real physical exercise. Yet, over the years increasing numbers of
gamers, whether athletic or not, are playing out their dreams as star athletes
through sports videogames. Therefore,
the present-day notion of a sports videogame triggers the stereotype of sports
fans gathered around a television in a living room yelling and laughing amongst
themselves while they compete against each other. In today's society, there are few if any, videogame genres that
have become as popular as sports games.
Currently, any ordinary gamer no
matter who they are or how old they are has the opportunity to be a football
star or to control an entire team to a national victory. With the ever-increasing popularity of
college athletics, it is inevitable that college football would evolve from the
broad category of football videogames. However, for a sports game to be a success,
it must offer something that the others do not; some kind of innovation or new
idea that will entice the players to play that one rather than the other games
under the same genre. College
football videogames accomplish this goal in several ways by offering a unique
sub-genre of the standard football games, remaining fundamentally the same with
each subsequent edition, fostering a social playing atmosphere, and providing a
plethora of new innovations for each new edition.
History of
EA Sports Football Videogames: NCAA Football
The story of sports video gaming parallels the story of
football gaming. Ever since the console and computer game industries got going
in the late 1970's, developers have been trying to build a better football game.
The concept of little black gaming boxes dragging Sunday afternoon and Monday
evening football through the rest of the week was a huge selling plus for the
console systems. Although there were originally serious draw backs with the
animation and playing options, football videogames were still popular in the
1970's and 1980's (Todd, Internet). The ability required to outsmart as well as
outplay one's opponents provided football gaming with an added strategic
element that could not be attained in baseball, basketball, or hockey
videogames.
At
the end of the 1980's, a new era in football videogames began. EA Sports, a
division of Electronic Arts, emerged as the particular company that stood above
the rest; it revolutionized not only the football games but also the entire
sports game genre itself (Todd, Internet).
With the advent of John Madden Football debuting in 1989 from EA, a
series would evolve into one of the most popular of sports game franchises over
the following decade.
After
spending 15 years on the sidelines in sports videogames, college football
finally got into the game in 1993. EA Sports founded a Sega Genesis series
based on the John Madden Football line; otherwise known as Bill Walsh College
Football, the game featured collegiate clubs instead of their professional
counterparts (Holmes, Internet). College Football debuted in 1993 and soon
developed a strong fan base. At the
outset, the videogame was nothing more than a basic copy of the latest Madden
game, with 24 clubs and 24 of the best college teams since 1978 taking the
place of the 28 NFL franchises (Holmes, Internet). At the time, there was no NCAA license, so the teams represented
simply fictional schools with close ties to their real-world equivalents
(Hawes, Internet). For instance, South Bend represented Notre Dame, and Los
Angeles stood in for UCLA. Thus, in many respects, this first college football
videogame was a quickie port of an NFL game; the season mode was absent, bowl
play was replaced with an unrealistic playoff system, and many trademark
college formations were left out. In actuality, aside from the presence of
football legend, Bill Walsh, there simply wasn't much of a collegiate feel in
this game.
However,
with the acquisition of the NCAA license for the sequel all that changed. By 1995, the Bill Walsh College Football
version boasted 36 of the top collegiate teams in the nation with complete
rosters. In addition, players had the
ability to put the teams through their paces in full season play that led to
either a bowl appearance or a playoff to determine a national champion.
Furthermore, the playbooks were eventually reworked to include such college
standbys as the offensive wishbone and the flex, along with the defensive plays
needed to counter them. Since its emergence
back into the gaming scene in 1997, NCAA Football has improved each year,
drawing in more fans and increasingly capturing the unique ambiance of a
college football game like never before.
Unique
Genre of Football Videogames
The NCAA Football series has taken off since its Bill
Walsh College Football days. Due to a
combinations of factors the series has now been able to step out of Madden's
shadow and be in a league of its own amidst the many football videogames on the
market. With football becoming the most
hard-nosed competitive sport developed these days in the gaming industry,
logical variations of the sport are clearly needed. Currently, there are at least 40 different football video games
out on the market, such as John Madden NFL 2003, NES Play Action Football, NFL
Blitz 2003, Pro League Football, Quarterback Attack, Tecmo Bowl, and
Unnecessary Roughness, just to name a few (Boulding, Internet). Because all these games and more are
competing for the gamers' interests, there is intense pressure to develop
better and more realistic games to beat out other competitors in the
market. This is where college football
finds its unique niche in the extensive and competitive category of football
videogames. It is able to set itself
apart from the NFL and Pro versions on the basic premise that NCAA Football captures the spirit and excitement
that is unique to college football.
Special features such as the crazed fans in the stands, to the mascots
on the field, to the fight songs played by the band help to distinguish NCAA
Football in a sub-genre of its own.
Furthermore, given the school spirit
with college athletics these days, it is inevitable that college football games
would be a popular genre of sports
videogames. Football gamers are most
often football fans. At topnotch
football schools, such as University of Miami, Ohio State, and Texas, each game
attracts about 90,000 people.
Therefore, given the rabid fan base for college football, it is not
surprising the NCAA Football videogames have been successful. College football videogames attract gamers
that can range anywhere from college students, parents of the players, kids who
aspire to someday play at the collegiate level, the players themselves, and
ordinary gamers. It doesn't matter who one
is in real life or what physical capabilities one lacks, football videogames
provide a gamer with the possibility to extend beyond their own physical
limitations (Poole, 32). When playing a
videogame, college sports fans want the real teams and players in the games;
they want to have the opportunity to play with the teams and players they know
and love. NCAA Football caters to these
interests on many levels; NCAA Football 2001 captures the college atmosphere by
incorporating many features such as the Momentum Meter, additional college
mascots, a new Hang Time Clock, and dynamic crowd cheers and chants, all of
which recreate the true-to-life ambiance of a college football game. Since
then, further advances in technology have only heightened the level of college
football atmosphere. The newest 2003
edition includes over 200 different college licensed fight songs, 3D
cheerleaders, and 144 Division I-A schools, all of which fosters that unique
ambiance of a college football game (Boulding, Internet). Thus, NCAA Football
has evolved to symbolize the natural extension of the EA Sports brand and
motto, "if it's in the game, it's in the game."
Fosters Social Activity
Athletic competition fosters the
concept of a social sporting event; this has been an integral part of human
culture since its inception. At a basic
level, social video gaming involves two, three, or four friends playing against
each other through colorful digital surrogates on the screen. With the option of multi-player controllers,
football videogames allow for and are specifically built for a form of social
play activity. The videogame console is mediating and providing the visual
forms for such contests, yet the pleasure remains largely a social one (Poole,
166). "One of the most enjoyable times
that people have when they're playing games tends to be good multi-player
games" (Poole, 166). In NCAA
Football, opposing college teams face-off against each other; friends and
gamers have the option of choosing among their favorite college football teams
to battle it out. Furthermore,
not only do football videogames provide the option of multi-player
capabilities, but they are also taking on a new realistic form of televised
sports broadcasting. In the newest versions of NCAA Football,
hours of football commentary are recorded from real TV commentators, such as
Lee Corso, Kirk Herbstreit, and Brad Nessler (Boulder, Internet). Their comments have become increasingly more
situational given the specific context of the game. In NCAA Football 2003, the XBox provides the Dolby Digital
Surround Sound while GameCube and PS2 makes use of the Pro Logic sound effects.
The surrounding fans, coaches on the sidelines, and commentators help foster
the ambiance unique to a television college football game.
In addition to sound, the animation
also attempts to capture the essence of a broadcasted sporting event. For instance, slow-motion replays from
multiple angles on outstanding plays emulate how television broadcasts portray
such similar plays. Furthermore, in
NCAA Football 2003 on GameCube, there is a noticeable blurring effect of the
players after each play is completed; as the players are getting up and heading
back to the huddle, the running back or receiver who just had the ball will be
in crisp focus, while everybody around him in both the background and the
foreground is blurry. This illustrates one of the many attempts of football
videogames to re-create the televised camera effect. Thus, this combination of
advanced sound and imagining options help to blur the division between a
videogame and a televised sporting event; NCAA Football is increasingly able to
capture all the frills of a Saturday morning including rabid fans,
cheerleaders, and fight songs more than its predecessors in the past. Thus the modern sports football game is
no longer a re-creation of an actual sport so much as it is a re-creation of
viewing that sport on television.
Furthermore, football video games are designed with the television audience
in mind. In this way, both the non-players and players alike can enjoy the
social activity of watching a football game on the screen which nearly
parallels one that is a televised broadcast. The main difference now is that
watching college football is no longer a passive experience; with the advent of
more realistic football videogames, the fans can really get into the
action.
Structure Stays the Same
The use of a sport as a videogame theme is very
appropriate since sports are inherently competitive, have established rules for
scoring, and the general population is familiar with how they are played in
real life. Therefore, the unbeatable
advantage of football videogames is
that the rules are already given and most people know them; one does not have
to spend precious time studying a manual to learn the rules involved of how to
win (Poole, 38). At the outset of the
sports gaming industry, the accepted logic was that a gaming business designed
and sold one version of a sports game, perhaps augmenting it with a season disc
or two. Yet, EA Sports' successful development of Madden football as a yearly
franchise revolutionized the way sports games were marketed (Holmes,
Internet). In today's sports gaming
industry, the updated version of a game is now released with calendar-like
precision, with the new version hitting the store shelves before the beginning
of the equivalent real-world season.
With
each new release, the rules fundamentally stay the same, yet game quality and
options keep improving annually with the new technological innovations
available. Therefore, EA's formula for
success with its football franchises is a continuing cycle revolving around on
a college football season, revamping the old-version of the videogame, and then
releasing the new one. Just about every
sequel in the NCAA Football series has offered newer and better features than
its predecessor. Recent additions over
the years, include Dynasty Mode, pitch and pump fakes, analog passing, and
polygonal players, plus a few other extra enhancements and options that help to
keep the old formula fresh. For
instance, in NCAA 1999 EA Sports gained exclusive licenses for the FedEx Orange
Bowl, the Tostitos Fiesta Bowl, and the Nokia Sugar Bowl, which were featured
in that series (Hawes, Internet). In
2000, EA Sports sponsored the Las Vegas Bowl to hype the release of the next
year's edition. The 2001 version
employs the use of the official real-life BCS rating system. The videogame contains the all-time top 25
teams, and allows the player to play in Bowl games and is home to the Nokia
Sugar Bowl and, of course, the FedEx Orange Bowl (Zdyrko, Internet). Subsequent
versions also provide the BCS rating system for their given year. Thus, the advancements in game technology
allow for the annually-released edition to improve upon the older version's
weaknesses, while the structure of the game remains the same over the years,
allowing the gamer to play just as he had on the older versions.
Innovations in Game Design
NCAA Bill
Walsh College Football 1993 was a forerunner of better things to come; the
original version suffered from weak graphics, yet set a standard that has only
been improved upon over the years.
Higher-resolution graphics on home computers and gaming systems ushered
in a new wave of sports games that have been highly successful. Graphics have become more detailed, control
methods more complex, and environments more colorful, detailed, and
changeable. When videogames cracked 3D
representation in the mid 1990's, sports games flourished more than ever before
(Poole, 38). With new possibilities in graphic design, realism began to take
over as the games increasingly included minute details, such as accurate
uniform designs, distinguishable faces in the crowds, as well as school mascots
and cheerleaders. NCAA Football 2003
has everything from the players' helmets, to fans in the crowd, to the
cheerleaders' sweaters displayed in perfection. The 2003 NCAA Football XBox
version features a polished sheen on the players' uniforms, even on the dark
colors the jerseys look like actual fabric rather than just dark paint. The
helmet reflections of the surrounding stadium and lights are particularly
noticeable in both the XBox and PS2; the detail is so advanced that one can see
the sun shining off their lids on a bright day or the ring of stadium lights
shining off the top of the helmet at night. Therefore, advances in graphic
technology and presentation allow for numerous new animations that help make
the game more realistic and exciting. With each new release of NCAA Football there
are continual improvements made to game play and graphics that year.
In addition to enhanced graphic and
animation abilities, with each new edition EA Sports has revamped NCAA Football
by incorporating numerous new options of gameplay. From the 2002 to 2003 edition of NCAA Football, several
improvements have made the jump seem like a quantum leap (Zdyrko, Internet).
The Create-A-School feature and Trophy Room lead the pack of new things that
put NCAA Football at the forefront of 2003's crop of football titles (NFL or
otherwise) and licensed sports games in general. Create-A-School mode allows a gamer to create their own football
team. Everything from the logos on the field, to stadium size, to their
school's fight song can be customized.
Thus the player can choose their favorite team and the game interface
will be based around their team's fight song, mascot, logos, and school
colors. Likewise, in Dynasty Mode, any
championships or individual season awards that one wins are placed under a
player profile's Trophy Room. This means conference championships, bowl
championships, coach of the year awards, and Heismans will all be in one
convenient location. The majority of
classic rivalries are acknowledged, for instance, Cal and Stanford's Big Game
have a traveling trophy at stake, USC and Notre Dame battle for the Jeweled
Shillelagh, while Michigan and Michigan State's Battle for the Paul Bunyan
Trophy. In this 2003 version, over 140
schools go helmet-to-helmet in the tradition and pageantry that is college
football; the announcers recap the plays, the school bands play the fight
songs, the 3D cheerleaders shout, and the mascots parade around (Boulding,
Internet). With the improved
innovations of plays, variable formation strings, and gameplay options, there
are numerous options of configurability and variety that one can extrapolate
from NCAA Football.
In
1984 Chris Crawford predicted that he "suspect[s] sports games will not
attract a great deal of design attention in the future" (Poole, 37). Yet, contrary to his prediction, the current
era of sports videogames has evolved into a multi-billion industry. Ironically, the challenges facing sports
videogames nowadays is no longer whether there will be a large enough consumer
interest, but rather if the game designers can create enough new and unique
sports games to quench the undying thirst of gamers. Presently, football gamers have a plethora of options to chose
from, which in turn has its pros and cons for the gaming industry. There are three major consoles, PlayStation
2, GameCube, and XBox, each with high-speed processors and large memory
capacities, with future generations of consoles in development (Takahashi,
217). When this is combined with
multiple software companies who design games across platforms, the result is
consumers that have a variety of high quality choices for their gaming
experience. Yet NCAA Football has
emerged successful in the sports videogame arena due a the combination of
several factors: capturing the unique ambiance of a college football game,
remaining structurally the same with each edition improving over the last,
fostering an alternative social environment for football fans, and providing
the latest innovations in every new version. These four aspects of NCAA
Football have helped college football games to emerge from the football genre
of videogames in a league of their own.
With technological advancements fueling game innovations and an
increasingly growing fan base of consumers,
the future
of such football, and sports videogames in general, is infinite. Yet, the
question remains of how far sports videogames can evolve until they can truly
get a gamer "in the game."
Bibliography
Boulding, Aaron. NCAA
Football 2003. 2003. Ps2.ign.com. 10 Mar 2003 <http://ps2.ign.com/articles/365/365325p1.html>.
Hawes, Kay. A License to
Play - Videogames. 2001. NCAA.org. 1 Mar 2003 <http://www.ncaa.org/news/2001/20011119/briefly.html>.
Holmes, Nolan. The History
of Madden Football. 2001. Videogames.com. 5 Mar. 2003
<http://www.videogames.com/features/universal/hist_madden/index.html>.
Poole, Steven. Trigger Happy: Video Games and the Entertainment Revolution. New York: Arcade Publishing, Inc., 2000.
Takahashi, Dean. Opening the XBox. Roseville: Prima Publishing, 2002.
Todd, Brett. A Gridiron History: More Than Two Decades of Football Gaming. 2003. Gamespot.com. 4 Mar. 2003 <http://gamespot.com/gamespot/features/video/hist_football/>.
Zdyrko, David. NCAA
Football 2002. 2003. Ps2.ign.com. 10 Mar 2003 <http://ps2.ign.com/articles/166/166229p1.html>.
NCAA Football 1993 Screen Shots
How It All Began...
Bill Walsh College Football
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NCAA Football 2003 Screen Shots
How Far We Have
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Boo CAL!