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	<title>Football (American) - Tagged Game News Content</title>
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	<description>Best sports management games. Top simulation reviews, previews, downloads on Windows PC, Mac, Android, iOS, Online. MLB Baseball, College &#38; NFL Football, NHL Hockey, NBA &#38; NCAA Basketball.</description>
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		<title>Draft Day Sports: Pro Football 2026 Expands Coaching Roles, Smarter AI, and Custom Leagues</title>
		<link>https://gmgames.org/2025/09/19/draft-day-sports-pro-football-2026-expands-coaching-roles-smarter-ai-and-custom-leagues/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Sat, 20 Sep 2025 00:41:34 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: Pro Football 2026]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NFL]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?p=19856</guid>

					<description><![CDATA[<p>The Draft Day Sports: Pro Football series has been a steady presence in the world of text-based sports sims, and with Draft Day Sports: Pro Football 2026 (DDSPF26), Wolverine Studios is looking to take the next step forward. Developer Brooks Piggott and his team have built a reputation for pushing depth and authenticity, and this latest release adds features that feel aimed directly at longtime fans who want even more ways to shape their football universe. Beyond the GM’s Office Traditionally, the DDSPF series has been anchored around the general manager role — drafting talent, managing contracts, setting depth charts, and overseeing the big picture. That hasn’t gone away, but DDSPF26 gives players the option to approach the game from an entirely new perspective. For the first time, you can take control as a head coach, balancing game management and play-calling. Want something more specialized? You can now dive in as an offensive or defensive coordinator, zeroing in on your side of the ball. And if you really enjoy the micro side of player growth, there’s even the option to act as a position coach, focusing on developing specific units. It’s a significant shift in design philosophy. Instead of assuming everyone wants the “big chair,” Wolverine Studios is acknowledging that some players prefer the strategy of Sundays, while others want the grind of developing talent week by week. Smarter AI That Feels Like Competition One of the most talked-about improvements in DDSPF26 is how the AI handles game strategy. In past editions, playbooks could feel predictable over the course of a season. Now, opponents are designed to adapt as the year progresses, reacting to what’s working across the league. If your passing game is tearing teams apart, don’t expect the AI to sit back and watch it happen. Defenses will start to adjust. Offenses will tweak their approach to counter your schemes. It’s a subtle change, but one that should make every matchup feel more alive. On top of that, players get more tools for game-planning. You can build out weekly strategies tailored to specific opponents, account for weather conditions, and make situational calls that add texture to the way each game plays out. Instead of just clicking through schedules, the tactical layer now demands attention. Presentation That Brings Games to Life While DDSPF will never be confused with a full 3D football simulation, presentation has always mattered. DDSPF26 introduces upgrades designed to make watching games more engaging: Highlight ribbons that showcase standout moments and key players. Rotating stat displays to keep important numbers in front of you. Improved pan and zoom features that let you track the ball and follow plays with more fluidity. It’s not just cosmetic polish. These features give you more context as games unfold, bridging the gap between the front-office management side and the feeling of actually being on the sidelines. League Creation and Replayability If you’re the type of sim player who likes to tinker with settings until you’ve built your own perfect world, DDSPF26 offers more tools than ever. The game now includes expanded salary rules, giving you flexibility in how player contracts and cap structures function. You can also export and import league configurations, which makes it much easier to reuse setups or share them with other players. Combined with additional options for structure and scheduling, the customization potential is broad. This is a subtle but important part of why DDSPF has kept a loyal following: the ability to create leagues that don’t just mirror the NFL, but reflect your own vision of how professional football might look. Why This Release Matters The football simulation space has always been niche, but it has also been fiercely loyal. Many games in the genre rely heavily on roster updates or cosmetic tweaks to justify annual releases. Draft Day Sports: Pro Football 2026 takes a different path. By adding new roles that reshape the way you experience the game, improving AI that adapts and evolves, and leaning into customisation that fuels replayability, this release feels less like an incremental update and more like a meaningful step forward for the franchise. Brooks Piggott and Wolverine Studios aren’t reinventing the series — they don’t need to. Instead, they’re layering in systems that give players more agency, more unpredictability, and more reasons to stick with their saves long into the off-season. &#8230; Come discuss this latest release on our GM Games sub-reddit!</p>
<p>The post <a href="https://gmgames.org/2025/09/19/draft-day-sports-pro-football-2026-expands-coaching-roles-smarter-ai-and-custom-leagues/">Draft Day Sports: Pro Football 2026 Expands Coaching Roles, Smarter AI, and Custom Leagues</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p class="p1">The <i>Draft Day Sports: Pro Football</i> series has been a steady presence in the world of text-based sports sims, and with <i>Draft Day Sports: Pro Football 2026</i> (DDSPF26), Wolverine Studios is looking to take the next step forward. Developer Brooks Piggott and his team have built a reputation for pushing depth and authenticity, and this latest release adds features that feel aimed directly at longtime fans who want even more ways to shape their football universe.</p>
<h2><b>Beyond the GM’s Office</b></h2>
<p class="p1">Traditionally, the DDSPF series has been anchored around the general manager role — drafting talent, managing contracts, setting depth charts, and overseeing the big picture. That hasn’t gone away, but DDSPF26 gives players the option to approach the game from an entirely new perspective.</p>
<p class="p1">For the first time, you can take control as a <span class="s2">head coach</span>, balancing game management and play-calling. Want something more specialized? You can now dive in as an <span class="s2">offensive or defensive coordinator</span>, zeroing in on your side of the ball. And if you really enjoy the micro side of player growth, there’s even the option to act as a <span class="s2">position coach</span>, focusing on developing specific units.</p>
<p class="p1">It’s a significant shift in design philosophy. Instead of assuming everyone wants the “big chair,” Wolverine Studios is acknowledging that some players prefer the strategy of Sundays, while others want the grind of developing talent week by week.</p>
<h2><b>Smarter AI That Feels Like Competition</b></h2>
<p class="p1">One of the most talked-about improvements in DDSPF26 is how the AI handles game strategy. In past editions, playbooks could feel predictable over the course of a season. Now, opponents are designed to <span class="s2">adapt as the year progresses</span>, reacting to what’s working across the league.</p>
<p class="p1">If your passing game is tearing teams apart, don’t expect the AI to sit back and watch it happen. Defenses will start to adjust. Offenses will tweak their approach to counter your schemes. It’s a subtle change, but one that should make every matchup feel more alive.</p>
<p class="p1">On top of that, players get more tools for <span class="s2">game-planning</span>. You can build out weekly strategies tailored to specific opponents, account for weather conditions, and make situational calls that add texture to the way each game plays out. Instead of just clicking through schedules, the tactical layer now demands attention.</p>
<h2><b>Presentation That Brings Games to Life</b></h2>
<p class="p1">While DDSPF will never be confused with a full 3D football simulation, presentation has always mattered. DDSPF26 introduces upgrades designed to make watching games more engaging:</p>
<ul>
<li>
<p class="p1"><span class="s1"><b>Highlight ribbons</b></span> that showcase standout moments and key players.</p>
</li>
<li>
<p class="p1"><span class="s1"><b>Rotating stat displays</b></span> to keep important numbers in front of you.</p>
</li>
<li>
<p class="p1"><span class="s1"><b>Improved pan and zoom features</b></span> that let you track the ball and follow plays with more fluidity.</p>
</li>
</ul>
<p class="p1">It’s not just cosmetic polish. These features give you more context as games unfold, bridging the gap between the front-office management side and the feeling of actually being on the sidelines.</p>
<h2><b>League Creation and Replayability</b></h2>
<p class="p1">If you’re the type of sim player who likes to tinker with settings until you’ve built your own perfect world, DDSPF26 offers more tools than ever.</p>
<p class="p1">The game now includes <span class="s2">expanded salary rules</span>, giving you flexibility in how player contracts and cap structures function. You can also <span class="s2">export and import league configurations</span>, which makes it much easier to reuse setups or share them with other players. Combined with additional options for structure and scheduling, the customization potential is broad.</p>
<p class="p1">This is a subtle but important part of why DDSPF has kept a loyal following: the ability to create leagues that don’t just mirror the NFL, but reflect your own vision of how professional football might look.</p>
<h2><b>Why This Release Matters</b></h2>
<p class="p1">The football simulation space has always been niche, but it has also been fiercely loyal. Many games in the genre rely heavily on roster updates or cosmetic tweaks to justify annual releases. <i>Draft Day Sports: Pro Football 2026</i> takes a different path.</p>
<p class="p1">By adding <span class="s2">new roles that reshape the way you experience the game</span>, improving <span class="s2">AI that adapts and evolves</span>, and leaning into <span class="s2">customisation that fuels replayability</span>, this release feels less like an incremental update and more like a meaningful step forward for the franchise.</p>
<p class="p1">Brooks Piggott and Wolverine Studios aren’t reinventing the series — they don’t need to. Instead, they’re layering in systems that give players more agency, more unpredictability, and more reasons to stick with their saves long into the off-season.</p>
<p>&#8230;</p>
<p>Come discuss this latest release on our GM Games sub-reddit!</p>
<div class="ose-reddit ose-uid-ab3f1ba188a47d2b632c418804b85088 ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/1mfdfnf/draft_day_sports_college_football_26_released_for/">Draft Day Sports: College Football 26 Released for Windows PC</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
<p>The post <a href="https://gmgames.org/2025/09/19/draft-day-sports-pro-football-2026-expands-coaching-roles-smarter-ai-and-custom-leagues/">Draft Day Sports: Pro Football 2026 Expands Coaching Roles, Smarter AI, and Custom Leagues</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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			</item>
		<item>
		<title>Draft Day Sports: College Football 26 Released for Windows PC</title>
		<link>https://gmgames.org/2025/08/01/draft-day-sports-college-football-26-released-for-windows-pc/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Sat, 02 Aug 2025 00:55:15 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: College Football 2026]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[College]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NCAA]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?p=19716</guid>

					<description><![CDATA[<p>Draft Day Sports: College Football 26 has officially launched for Windows PC. The newest entry in Wolverine Studios’ college football simulation series introduces a wide range of gameplay and system updates. The release continues the annual tradition of enhancing realism, customization, and depth in college football program management. Feature Overview One of the central additions in College Football 26 is a coach career progression system. Players can now begin as an assistant coach and work their way up to head coach positions. Career trajectory is shaped by reputation, performance, and job opportunities that become available over time. The game features expanded AI strategy, with CPU coaches adapting to performance trends and modifying tactics across the season. Opponent gameplans are now more reactive, offering variability and strategic shifts based on real-time results. A new animated game view replaces the previous 2D static displays. Play execution is now visualized with animated players, providing clearer context for how plays develop and where breakdowns or successes occur. This feature also improves player movement visibility during simulations. Recruiting mechanics have been updated with more detailed player behavior. Decommitments, transfer logic, and prospect interest are now influenced by multiple factors including coach trust level, playing time promises, program prestige, and team performance. Chemistry also plays a role in recruiting outcomes and team results. Game planning and scouting tools have been redesigned. Users can now analyze performance trends by formation, situation, and specific play types. In-depth metrics allow coaches to better prepare each week, and adjustments can be made at the team or coordinator level. The play design engine continues to support detailed creation of offensive and defensive plays. Users can define player routes, blocking assignments, formation shifts, and option logic. Playbooks can be built from scratch or modified mid-season for flexibility. Custom league building remains a core element of the game. Users can create entirely fictional leagues, replicate real-world setups, or modify the structure of conferences, bowl tie-ins, and playoff formats. Rivalries, scheduling, and end-of-season awards are also configurable. Presentation improvements extend beyond gameplay. The interface includes refined UI elements, with updated menus, faster navigation, and better data visualization across team pages, recruiting screens, and player profiles. Injury systems and roster management tools have been enhanced. Users can track player durability, set substitution thresholds, and plan for roster turnover using redshirt management, graduation tracking, and dynamic depth charts. System Requirements and Compatibility Draft Day Sports: College Football 26 is built for 64-bit Windows PCs. The title supports cross-game connectivity with other Draft Day Sports football titles, allowing users to export draft classes and maintain continuity between college and pro simulations. For fans of deep simulation and long-term program building, College Football 26 offers full control over strategy, development, and customization. Stay tuned to GM Games for more updates on college football management simulations and the broader sports strategy genre. &#8230; Come discuss this latest release on our GM Games sub-reddit!</p>
<p>The post <a href="https://gmgames.org/2025/08/01/draft-day-sports-college-football-26-released-for-windows-pc/">Draft Day Sports: College Football 26 Released for Windows PC</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p class="p1"><i>Draft Day Sports: College Football 26</i> has officially launched for Windows PC. The newest entry in Wolverine Studios’ college football simulation series introduces a wide range of gameplay and system updates. The release continues the annual tradition of enhancing realism, customization, and depth in college football program management.</p>
<p class="p3"><b>Feature Overview</b><b></b></p>
<p class="p1">One of the central additions in College Football 26 is a <span class="s1"><b>coach career progression system</b></span>. Players can now begin as an assistant coach and work their way up to head coach positions. Career trajectory is shaped by reputation, performance, and job opportunities that become available over time.</p>
<p class="p1">The game features <span class="s1"><b>expanded AI strategy</b></span>, with CPU coaches adapting to performance trends and modifying tactics across the season. Opponent gameplans are now more reactive, offering variability and strategic shifts based on real-time results.</p>
<p class="p1">A <span class="s1"><b>new animated game view</b></span> replaces the previous 2D static displays. Play execution is now visualized with animated players, providing clearer context for how plays develop and where breakdowns or successes occur. This feature also improves player movement visibility during simulations.</p>
<p class="p1"><span class="s1"><b>Recruiting mechanics</b></span> have been updated with more detailed player behavior. Decommitments, transfer logic, and prospect interest are now influenced by multiple factors including coach trust level, playing time promises, program prestige, and team performance. Chemistry also plays a role in recruiting outcomes and team results.</p>
<p class="p1"><span class="s1"><b>Game planning and scouting tools</b></span> have been redesigned. Users can now analyze performance trends by formation, situation, and specific play types. In-depth metrics allow coaches to better prepare each week, and adjustments can be made at the team or coordinator level.</p>
<p class="p1">The <span class="s1"><b>play design engine</b></span> continues to support detailed creation of offensive and defensive plays. Users can define player routes, blocking assignments, formation shifts, and option logic. Playbooks can be built from scratch or modified mid-season for flexibility.</p>
<p class="p1">Custom league building remains a core element of the game. Users can create <span class="s1"><b>entirely fictional leagues</b></span>, replicate real-world setups, or modify the structure of conferences, bowl tie-ins, and playoff formats. Rivalries, scheduling, and end-of-season awards are also configurable.</p>
<p class="p1">Presentation improvements extend beyond gameplay. The interface includes <span class="s1"><b>refined UI elements</b></span>, with updated menus, faster navigation, and better data visualization across team pages, recruiting screens, and player profiles.</p>
<p class="p1"><span class="s1"><b>Injury systems and roster management tools</b></span> have been enhanced. Users can track player durability, set substitution thresholds, and plan for roster turnover using redshirt management, graduation tracking, and dynamic depth charts.</p>
<p class="p3"><b>System Requirements and Compatibility</b><b></b></p>
<p class="p1"><i>Draft Day Sports: College Football 26</i> is built for 64-bit Windows PCs. The title supports cross-game connectivity with other Draft Day Sports football titles, allowing users to export draft classes and maintain continuity between college and pro simulations.</p>
<p class="p1">For fans of deep simulation and long-term program building, College Football 26 offers full control over strategy, development, and customization.</p>
<p class="p1">Stay tuned to GM Games for more updates on college football management simulations and the broader sports strategy genre.</p>
<p>&#8230;</p>
<p>Come discuss this latest release on our GM Games sub-reddit!</p>
<p><center><br />
<div class="ose-reddit ose-uid-ab3f1ba188a47d2b632c418804b85088 ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/1mfdfnf/draft_day_sports_college_football_26_released_for/">Draft Day Sports: College Football 26 Released for Windows PC</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
<p></center></p>
<p>The post <a href="https://gmgames.org/2025/08/01/draft-day-sports-college-football-26-released-for-windows-pc/">Draft Day Sports: College Football 26 Released for Windows PC</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<item>
		<title>Review of Draft Day Sports College Football 2025 for Windows PC &#8220;If you like calling plays, and you like recruiting, this is for you&#8221;</title>
		<link>https://gmgames.org/draft-day-sports-college-football-2025/review/</link>
		
		<dc:creator><![CDATA[John Comey]]></dc:creator>
		<pubDate>Sat, 21 Dec 2024 03:24:21 +0000</pubDate>
				<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[College]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NCAA]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?page_id=19074</guid>

					<description><![CDATA[<p>When it comes to Draft Day Sports: College Football, this is how I feel, I think. I was one of Brooks Piggott’s original testers and players of Pro Football Simulator, way back in 2012. (For the rest of this piece, I’ll refer to Brooks by his first name.) The game was marketed towards the online market; in this fashion, Brooks was ahead of his time. Of course, time catches up with you. When Brooks joined Wolverine Studios and began to expand the game towards a broader audience (the offline market), there were some glaring holes. But of course there were; Brooks is a solo developer. He is also very responsive to his audience, and clearly very dedicated. He has been given a long leash by rational gamers, the same kind that has been afforded Markus Heinsohn, Arlie Rahn, Jim Gindin, Adam Ryland, and Brooks’ colleague and founder of Wolverine Studios, Gary Gorski. (Author’s Note: I am absolutely pointing the term “rational gamers” at the irrational, this-game-sucks-because-you-didn’t-fix-the-small-thing-I-wanted crowd. Please note that rational gamers have issues with the games; however, the approach to those issues, and the patience given to those issues because, again, these guys generally run solo, makes them rational. I shouldn’t have to point this out, but have you met society or people?) My issues with Brooks’ games are well-documented, because I’ve written several reviews of his games. I had major issues with how data and information was presented within the game; namely, tons of dead space on screens that could have been better utilized. I had issues with recruiting, to the point that I actually had to abandon a review.  I can’t say I became irrational; I simply didn’t play the game. It wasn’t for me. But, compared to 2012 me, the one filled with so much hope and idealism that we’d get something deprived of us since Joe Stallings ran off with Total Pro Football…well, compared to that guy, I was Randy Quaid in Major League 2. That brings us to now. Well, “now” is relative; I’m writing this section on August 16th. Wolverine’s First Look video for Draft Day Sports: College Football 25 released on August 12th. I watched skimmed through it, and saw some things that are intriguing. It may have something to do with EA releasing their first college football game in a decade. It may have something to do with us inching closer to my sim fantasy since 2000, that being a universe that houses baseball, football, basketball, and hockey leagues under one roof (that has expanded to include soccer, tennis maybe, golf maybe, and pro wrestling). As I watched skimmed through that video, I thought…maybe this is finally the year Brooks and Wolverine reels me in.  And then I thought this. (Author’s EA College Football Rant: Thanks mainly to Reddit, but also my cracking Derby County save in FM24, I still haven’t bought EA College Football 25; I have an XBox Series S I got for free from Verizon for getting FIOS a year ago that has never been opened; I fully expected to have opened it and played a ton of College Football by now…but nope. The apparent bare bones feel to Dynasty Mode gave me the ick, as the kids and women say. 24-year-old me does not understand 44-year-old me at all.) A note before we begin: I began writing this some time ago. Life gets in the way; in this case, getting married, a honeymoon, and several curveballs thrown at my jobs (yes, jobs) caused this to get pushed off the backburner. It is December 20th as I’m writing this; I still have not played EA College Football, though my wife did get it for me for Christmas. Here are the front-and-center features in DDSCF25, per Wolverine’s website: Graphics / Interface The game has more of a DDSCB/PB feel, with a side menu akin to what you’d find in those games. There are also several buttons along the top, that send you to various other screens. I forget those buttons along the top exist. All the time. That’s more a me thing, but I’m so used to looking along the left…they just don’t register to me. If it were me, I’d love to have everything on the left, with expandable menus for the team pages. It would simplify things into one place to look, while keeping things neat. The pages do look neat, things look more organized and sharp. If I can train my brain into looking at the left being for league stuff, and the top being for things related to my team…that would be easier. Maybe with time, that’ll come to me. One thing I absolutely don’t like: The Teams screen. Why is this like this? Why is this not a simple pulldown menu with conferences and teams? This screen is an unnecessary waste of time (clicks) and space, in my opinion. I’m sure others may like it. But it’s not for me. When looking at how pages are organized…I was very unhappy with how information was accessed in the past, and how certain areas of the game–mainly the news and media sections–were tons of empty space. So I’m going into this with trepidation, but also in seeking out the positives. One page I rather like: Depth Charts. When you go there, you get the basic depth charts. However, in the top-right corner, there are two options: Formation View, and Quick View Roster. The Formation View is a pop-up that shows you what your lineup looks like in various formations. It’s fine. But the Quick View Roster menu…that’s pretty great. There’s a pulldown menu with all of the positions. Click on one, and it shows you the ratings of each of the players at that position. This can help you make more informed decisions, without having to go to different screens. It’s efficient and informative. I’m on board. Because I’m apparently a tinkerer…if I wanted to improve this one way, it would be to simply click on a position within the depth chart, rather than the pulldown menu. But it’s fine the way it is. It’s just one extra click the way it is…though you’re scrolling ALL THE WAY TO THE TOP RIGHT MY GOD THE WRIST STRAIN IS REAL Anyway, one screen I still really don’t like: The Magazines. The Magazines are supposed to be an easy way to learn about the world you are now in. And sure, that’s fine, to a point. But…well, what I was talking about, with regards to screens wasting real estate and not providing enough information…it’s right here. The Recruiting Preview is just a rehash of what you can get in the recruiting section. It’s uninspiring. That’s the best I can say about it. It’s disheartening to me, as I really get immersed into a world by the media that is provided. In previous versions, the way the media was displayed and handled is, far and away, my least favorite of any game I’ve ever played. To me, it’s disconnecting from the universe. I wish it were better. By the way, one thing I learned: If you’re in the Conference Preview issue, and click on a team…there’s no way to get back to the issue. So you have to start over. This can be frustrating if you’re in a conference that isn’t the ACC, which is where you start. The News section of the game is slightly improved from before, though not much. Previous versions, and this may be my DDSCFPTSD going here, but I remember previous versions of the game presenting news in just lines. Here, there are boxes. The font is better, the players are clickable (this is something that was available before)&#8230;but it’s still vanilla and repetitive. That is a major turn-off for me. Just…get away from the scrolling nonsense. Go to one screen, make headlines clickable, and have news occupy boxes on the screen. I hated this screen before. I still hate this screen. For improvements (a recruiting article is a nice touch here) made, and for the visual improvements made…this screen being the equivalent of scrolling beige is an instant disconnect. One thing that really frustrates me, and I remember this being a major issue for me before…the lack of basic organization…and links to boxscores…for “articles” like this screen: Seriously, what the hell is this? Who is looking at this for more than a second? This is what I was talking about before: it’s a disorganized mess. Why aren’t these broken into ranked teams and conferences, and WHY ARE THERE NO LINKS TO THE BOXSCORES?! This is a waste, and it’s a waste of my time and energy. Stuff like this breaks the experience for me. You may think I’m overreacting to this, and maybe I am. But how can you make the improvements you’ve made to make this game look better, and then just leave this like people want it? To be honest, the news section pisses me off even more after seeing the performance and awards screens. Those look fantastic, and more like what a game with 100+ teams and a mountain of information should look like. It’s all the more frustrating that the news section, which should be a daily driver of a text-based sim, looks the way it does. The game screen is better (low bar after what I just wrote); there are more games on the screen. The in-game screen hasn’t changed, as far as I can tell. You get the 2D screen so you can watch the game play out in real time. It takes up the vast majority of the screen, which is great. You get a scoreboard below the game, and then your coaching options on either the left (if you’re away) or right (if you’re home). Seems fine, right? I have issues. Why are there two scoreboards? That’s unnecessary, and create consequences for other aspects of this screen. Pick one or the other.  The commentary is shoved off the top right. It’s small. It should be highlighted as a way to help you process the game. ALL THE EMPTY SPACE BELOW THE SCOREBOARD BREAKS MY BRAIN. This could be where you put commentary. You could better line up the team stats and lineups below that screen. I’m not opposed to where it is now, but it would be better aligned if the stats and such were in that empty space. The screen gives you plenty of information…but the amount of work your eyes need to do to go around the screen to process it all…it makes for an unsatisfactory experience. I’m fine with the information that’s on the screen, but it needs to be optimized for a more efficient user experience. Even just flipping the scoreboards, and putting the one with logos on the top, would make things a lot better, in my opinion.  The focus should be on the field first, commentary second. The way my game is set up, the commentary is the red-headed stepchild of the screen. I’m not a fan, and hope it changes down the line. You can enter a full-screen mode, which shows just the field, and offers pop-ups for the boxscore and PBP. I’m on board with the screen…but you can’t call plays out of it. Again, there’s still empty space surrounding the scoreboard; why not allow for playcalling to the left of the scoreboard? You could have the opponent’s formation on the other side. Customization DDSCF25 offers three basic modes:  Career &#8211; Coach one school, variable level of team control, can be fired Sandbox: Control multiple teams, adjust level of control anytime, cannot be fired Multiplayer: Play against other people, cannot be fired The other basic options are playoff structures (2, 4, 8, 12, 16, or no playoffs), your starting year, and toggable options to be fired, disabling injuries, disabling the 2D display, and hard mode, which is basically…well, things are harder. All I could find from research was this, taken from the WS forums. Those seem pretty par for the course for most games. However, what comes after is rather intriguing. The default league format is Modern College I. However, there is a custom option, which you can use–presuming you have some XML editing experience–to create your own landscape. Given the landscape of today’s college football environment, I would say this is a major plus. Before you get on me: Yes, I know it has been around for many versions. It stands out more prominently now because of how screwed up college football has become. Also, this is the customization section of the review. Looking at the mods section on the WS forums over time, there have been some other formats created by users. Take OOTP historical legend Tiger Fan, for instance. He created a 1970s era, 82-team format back in 2019. As always, slybelle1, the MVP of Wolverine real world application, has their Real World Mod already linked in the First Access forum. This is a must for anyone, unless you want to go completely fictional. And that’s totally cool if you do. I need to note that you seem to need to create a dummy league first, so that the folder the mod writes to, located in your documents, will create. At least, that’s what I had to do. There is also a Documents Folder Finder app that will help you find the folder you need, if you need the help. (That said, I did test it out, and copied the location from inside that app…when I pasted the copied text into the RW Mod app, it only had DOCUMENTFOLDERFINDER RESULTS. I had to go and physically highlight and copy the location. That was my experience; yours may be different.)  The last piece of the customization is with your head coach. There are plenty of options, though it’s pretty obvious Wolverine only purchased one facepack and clothing set for all of their games. I have no issue with that at all, as to me, it’s fairly inconsequential. I just rather enjoy that I can have my coach wear what my DDS basketball coaches wear, which is basically the chill teacher look. (As a long-haired weirdo that wasn’t a long-haired weirdo until the pandemic, I am still terribly upset that there are no options for long-haired weirdos. We hippies just have to conform, man. There are two additional facesets here, but this feels like an ultimate troll. It’s just fifty bald sets.) Now, we have to come back and talk about something. Yes, you can also create your own schedule and rosters; I know that is difficult on its face here, because of how vast college football rosters are, and how difficult it would be to figure out ratings for average-to-good-but-not-great players if you tried to create a historical roster. The same goes for schedules, and this is the more frustrating aspect of DDSCF. You can create a custom schedule using a CSV file, which is fine. However, there are concerns here. I’ve been reviewing comments regarding scheduling on the Discord, and these are all recent (though, admittedly, with DDSCF23…I don’t think they are part of an open beta period, but I may be wrong). This is a valid concern. How a school has five straight home games, then five straight road games, makes no sense whatsoever. Looking at this in my initial DDSCF25 save, and this is going off an extremely small sample size…I haven’t come across anything that really sticks out as immersion-breaking. Here are the main things I see…and again, this is in one season of one save.  Utah has games in Weeks 1-6…then an open week. This is followed by three games, then back-to-back open weeks (11-12). This wouldn’t happen in the conference schedule. It’s easily rectified by moving, say, the Baylor (Wk 4) or Cincinnati (Wk 5) games to week 11 or 12. Utah also goes to Tennessee the final week of the regular season. I’m not sure how to feel about that. UConn has back-to-back opens in Weeks 7-8. They’re independent, and there’s probably some constraint in getting a game there.  Liberty is off for the first two weeks, and again in Week 4. They have no open weeks the rest of the way. Again, this isn’t too much of a concern. It just sticks out, compared to other schools I’ve seen. Where I worry about schedules, especially with these ridiculous monstrosities of conferences we have now, is in later seasons. I have no idea how the schedule turns over, and if there are set patterns in conference scheduling. But could there be a thing where Auburn and Alabama, who do play here (though in Week 12), don’t play in the future.  (Author’s note, as I have circled back to this after the game has officially released; I’m seeing more schools with several weeks to their season before their first open week. And I’m seeing a couple back-to-back open weeks late in the season. But overall, the schedules look decent.) Is there a way to hard-code rivalry games into a certain week of the schedule? The answer to that appears to be no. There is a place to hardcode historical games; however, that is working under the assumption that you know team IDs. There are issues with creating custom schedules, based on what I’ve seen in comments in various places. Mainly, the issue is that there are a ton of moving pieces, and it is hard to keep track of everything…making it even easier to make a frustrating mistake. While there are some folks who have created mods and have shared (or shared but just kidding, apparently), the basic gist is that you have to have great organizational skills, a bunch of patience, and some technical ability rooting around in core files, to achieve such a thing. So, why isn’t there an editor already? These core files don’t change that much from year-to-year. I understand why Gary Gorski doesn’t necessarily do it with his games, as he wants to simulate the current basketball universe as accurately as possible. But Brooks has always been about customization. Why can’t there be something more user-friendly to help achieve this? Why do we need to rely on the community AND have knowledge of how to properly edit the Teams.xml file to play the game the way we’d want? If an editor cannot be built, would Brooks be willing to create a base set of configurations? I understand that’s a bunch of work; however, if you’re going to offer the ability to do it, shouldn’t you ensure that the people who wish to use it can do so without worry that they’re going to get the first 527 steps right before messing up step 528, making the rest pointless? (Note, this actually happened. William Shanks, an amateur mathematician, counted out PI to 527 places correctly. He messed up at 528…then continued on until he got to 707. He spent decades on this. I don’t want to feel like William Shanks probably did when he realized he screwed up twelve years ago, and that the past twelve years were spent in horrible pointlessness.) I don’t think this is an unreasonable request. It’s in the game, but it’s not very well supported. This could be, in my view, one of the biggest available features for this game. But since it’s so difficult to do…it gets underutilized. I know I want a different configuration than what we have now; I’d rather want something akin to the early 90s. But with no safety net on such an endeavor, I feel defeated before I even step out on that tightrope. Please, Brooks…help us out on this, somehow. The one other thing that appears inexplicable: No commish or unemployed mode anywhere? Want if I want to fast sim 10 years into the future and pickup from there? In Sandbox mode, you can fire a coach, including yourself. So I guess that’s one way around it. But there’s no way to start unemployed in this game. As someone who likes to build a history, this is disappointing. One other thing I’m. Gameplay / Sim Engine The game places you into your coaching role on August 1st, before Training Camps…but after scheduling. I wrote about this in my 2023 review; it’s frustrating, because I’d like to schedule Pitt for my Penn State Nittany Lions. In the grand scheme of things, it’s not the worst thing for the first year. You can jump into recruiting  by adding players to your targets. One thing I like: The ability to delegate recruiting. In previous versions of this game, recruiting was an albatross to me. It was haphazard, random, with no rhyme or reason to what I was attempting to do. I also like the dashboard. One thing I’ve really not liked about previous games is how information is accessed. There was too much empty space. DDSCF25 still has some issues with dead space…but it has also improved. I like the position data and recruiting pipelines section, though I think they could be positioned better, so that no scrolling is necessary. This could be directly tied to my resolution (2560&#215;1600), too…so take that as you will. I do wish the positional needs were available on the main recruiting screen…even just as a “need” in the chart. There’s space next to the Target column, which would be perfect. One thing I’ve noticed: the AI will target three recruits for every possible opening. So I have three senior wide receivers, and my staff is targeting nine receiving recruits. I really appreciate it shows you how many targets you’ve lost, which you can see under the total targets you currently have. That’s a very nice touch. When you target a recruit, you get the basics of their scouting report, some commentary, and talking points. This is in line with DDSCB, where you are trying to pitch various things to recruits. The in-game experience is fine; I’m sure there are improvements over the years, I have no tangible way of telling you what the improvements are. Brooks is active in the community and offers patches regularly. However, I can’t give you a statistical argument as to whether the game plays like football or not. In my experience, it does. That said, I just noticed something. It’s this. If you can see Wyoming’s offensive formation (yes, it’s really tiny)&#8230;they’re in the Jumbo formation. Why is it suggested we run a Dime Press Zone Contain as a result? Why do I want six DBs against a run-heavy set with what is likely one receiver on the field? I switched to a 4-3 Mike Over; sure enough, they ran a QB Dive. The next play, they went shotgun, so I switched to a nickel. They ran a RPO. On third and four at their 27, they went back to a Jumbo set. My defense…went back to a Dime Press. What do I not know about this formation that I should? Why is it suggested against a Jumbo set multiple times? I ran it, and we stopped them. So, 4th and 4 on their own 28…here comes the punt team. My coaching staff suggested we go to the Nickel. I said sure and called it. The game overrode it and put in a punt return, so that I, the user, didn’t so something so brazenly stupid as run a nickel set on 4th-and-4 from their 28. So…maybe there’s some hiccups with the playcalling. Again, I’m not an expert; what I’m putting here is anecdotal. But it’s something to look at early on in your own dynasty. Overall: The basics here are recruiting and in-game coaching. That’s to be expected, and from what I can tell, it continues to do a decent job. Having a developer who continues to tweak the engine is extremely beneficial. This is one shining light for Brooks. Basically, if you like calling plays, and you like recruiting…this is for you. Online Modes It exists, yes. There’s not much else to say about it. This game was made for online leagues. So you can expect a reasonably streamlined experience for a commissioner, as you can see below. Overall: There’s really not much to say here; it exists, and it does what it’s supposed to do. As I say with this section each time…this is more of a pass/fail. Fun Factor I won’t beat around the bush here. This game isn’t for me, specifically. I’ll explain why in a bit. That makes it hard for me to grade this section. But I think I have a way, so I’ll try. If you like calling plays, building a system and recruiting to build that system, and look at things like the media as simply window-dressing, then this game is very much for you. Some could view this as repetitive; to that, I say…have you met text sims? Or most games? Of course they’re repetitive. The key to any good sports sim is to make it feel not that. With as much customization as there is in the game (as cumbersome as it may be to do in some cases), and with as many different ways you can build a winning program, DDSCF does more than its part to fight off repetitiveness. However, if you like having that fourth wall setting in around you…this game will leave you wanting more.  (I’m sure you were expecting more here. So was I.) The best thing for you to do is use what you have just read as a small guide, but go try the demo, and see for yourself. Official Download for Draft Day Sports: College Football 2025 Leave a comment for John or GM Games on reddit&#8230; &#160;</p>
<p>The post <a href="https://gmgames.org/draft-day-sports-college-football-2025/review/">Review of Draft Day Sports College Football 2025 for Windows PC &#8220;If you like calling plays, and you like recruiting, this is for you&#8221;</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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										<content:encoded><![CDATA[<p><span style="font-weight: 400;">When it comes to </span><i><span style="font-weight: 400;">Draft Day Sports: College Football</span></i><span style="font-weight: 400;">, this is how I feel, I think.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image12.gif" data-rel="prettyPhoto[image-19074]"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-19086" src="https://gmgames.org/wp-content/uploads/image12.gif" alt="" width="480" height="320" /></a></p>
<p><span style="font-weight: 400;">I was one of Brooks Piggott’s original testers and players of Pro Football Simulator, way back in 2012. (For the rest of this piece, I’ll refer to Brooks by his first name.) The game was marketed towards the online market; in this fashion, Brooks was ahead of his time.</span></p>
<p><span style="font-weight: 400;">Of course, time catches up with you. When Brooks joined Wolverine Studios and began to expand the game towards a broader audience (the offline market), there were some glaring holes. But of course there were; Brooks is a solo developer. He is also very responsive to his audience, and clearly very dedicated. He has been given a long leash by rational gamers, the same kind that has been afforded Markus Heinsohn, Arlie Rahn, Jim Gindin, Adam Ryland, and Brooks’ colleague and founder of Wolverine Studios, Gary Gorski.</span></p>
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<p><span style="font-weight: 400;">(Author’s Note: I am absolutely pointing the term “rational gamers” at the irrational, this-game-sucks-because-you-didn’t-fix-the-small-thing-I-wanted crowd. Please note that rational gamers have issues with the games; however, the approach to those issues, and the patience given to those issues because, again, these guys generally run solo, makes them rational. I shouldn’t have to point this out, but have you met society or people?)</span></p>
<p><span style="font-weight: 400;">My issues with Brooks’ games are well-documented, because I’ve written several reviews of his games. I had major issues with how data and information was presented within the game; namely, tons of dead space on screens that could have been better utilized. I had issues with recruiting, to the point that I actually had to abandon a review. </span></p>
<p><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">I can’t say I became irrational; I simply didn’t play the game. It wasn’t for me. But, compared to 2012 me, the one filled with so much hope and idealism that we’d get something deprived of us since Joe Stallings ran off with Total Pro Football…well, compared to that guy, I was </span><a href="https://youtu.be/xAZU6DYwTDM?si=mukNa9Zj0Gfg42vV" target="_blank" rel="noopener"><span style="font-weight: 400;">Randy Quaid in Major League 2</span></a><span style="font-weight: 400;">.</span></p>
<p><span style="font-weight: 400;">That brings us to now. Well, “now” is relative; I’m writing this section on August 16th. Wolverine’s </span><a href="https://youtu.be/y2LKDgMET48?si=CI-kepokbzmW-wtm" target="_blank" rel="noopener"><span style="font-weight: 400;">First Look video</span></a><span style="font-weight: 400;"> for </span><i><span style="font-weight: 400;">Draft Day Sports: College Football 25</span></i><span style="font-weight: 400;"> released on August 12th. I </span><span style="font-weight: 400;">watched</span><span style="font-weight: 400;"> skimmed through it, and saw some things that are intriguing. It may have something to do with EA releasing their first college football game in a decade. It may have something to do with us inching closer to my sim fantasy since 2000, that being a universe that houses baseball, football, basketball, and hockey leagues under one roof (that has expanded to include soccer, tennis maybe, golf maybe, and pro wrestling).</span></p>
<p><span style="font-weight: 400;">As I </span><span style="font-weight: 400;">watched</span><span style="font-weight: 400;"> skimmed through that video, I thought…maybe this is finally the year Brooks and Wolverine reels me in. </span></p>
<p><span style="font-weight: 400;">And then I thought this.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image20.gif" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter size-full wp-image-19094" src="https://gmgames.org/wp-content/uploads/image20.gif" alt="" width="210" height="130" /></a></p>
<p><span style="font-weight: 400;">(Author’s EA College Football Rant: Thanks mainly to Reddit, but also my cracking Derby County save in FM24, I still haven’t bought EA College Football 25; I have an XBox Series S I got for free from Verizon for getting FIOS a year ago that has never been opened; I fully expected to have opened it and played a ton of College Football by now…but nope. The apparent bare bones feel to Dynasty Mode gave me the ick, as the kids and women say. 24-year-old me does not understand 44-year-old me at all.)</span></p>
<p><span style="font-weight: 400;">A note before we begin: I began writing this some time ago. Life gets in the way; in this case, getting married, a honeymoon, and several curveballs thrown at my jobs (yes, jobs) caused this to get pushed off the backburner. It is December 20th as I’m writing this; I still have not played EA College Football, though my wife did get it for me for Christmas.</span></p>
<p><span style="font-weight: 400;">Here are the front-and-center features in DDSCF25, per Wolverine’s website:</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image13-3.jpg" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19087" src="https://gmgames.org/wp-content/uploads/image13-3.jpg" alt="" width="800" height="280" srcset="https://gmgames.org/wp-content/uploads/image13-3.jpg 1999w, https://gmgames.org/wp-content/uploads/image13-3-300x105.jpg 300w, https://gmgames.org/wp-content/uploads/image13-3-768x269.jpg 768w, https://gmgames.org/wp-content/uploads/image13-3-1536x538.jpg 1536w, https://gmgames.org/wp-content/uploads/image13-3-600x210.jpg 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<h2 style="text-align: center;">Graphics / Interface</h2>
<p><a href="https://gmgames.org/wp-content/uploads/image18-3.jpg" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19092" src="https://gmgames.org/wp-content/uploads/image18-3.jpg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/image18-3.jpg 1920w, https://gmgames.org/wp-content/uploads/image18-3-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/image18-3-768x432.jpg 768w, https://gmgames.org/wp-content/uploads/image18-3-1536x864.jpg 1536w, https://gmgames.org/wp-content/uploads/image18-3-600x338.jpg 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The game has more of a DDSCB/PB feel, with a side menu akin to what you’d find in those games. There are also several buttons along the top, that send you to various other screens.</span></p>
<p><span style="font-weight: 400;"><a href="https://gmgames.org/wp-content/uploads/image24-2.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19098" src="https://gmgames.org/wp-content/uploads/image24-2.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image24-2.png 1999w, https://gmgames.org/wp-content/uploads/image24-2-300x185.png 300w, https://gmgames.org/wp-content/uploads/image24-2-768x473.png 768w, https://gmgames.org/wp-content/uploads/image24-2-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image24-2-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a>I forget those buttons along the top exist. All the time. That’s more a me thing, but I’m so used to looking along the left…they just don’t register to me. If it were me, I’d love to have everything on the left, with expandable menus for the team pages. It would simplify things into one place to look, while keeping things neat. The pages do look neat, things look more organized and sharp.</span></p>
<p><span style="font-weight: 400;">If I can train my brain into looking at the left being for league stuff, and the top being for things related to my team…that would be easier. Maybe with time, that’ll come to me.</span></p>
<p><span style="font-weight: 400;">One thing I absolutely don’t like: The Teams screen.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image1-5.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19075" src="https://gmgames.org/wp-content/uploads/image1-5.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image1-5.png 1999w, https://gmgames.org/wp-content/uploads/image1-5-300x185.png 300w, https://gmgames.org/wp-content/uploads/image1-5-768x473.png 768w, https://gmgames.org/wp-content/uploads/image1-5-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image1-5-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Why is this like this? Why is this not a simple pulldown menu with conferences and teams? This screen is an unnecessary waste of time (clicks) and space, in my opinion. I’m sure others may like it. But it’s not for me.</span></p>
<p><span style="font-weight: 400;">When looking at how pages are organized…I was very unhappy with how information was accessed in the past, and how certain areas of the game–mainly the news and media sections–were tons of empty space. So I’m going into this with trepidation, but also in seeking out the positives. One page I rather like: Depth Charts.</span></p>
<p><span style="font-weight: 400;"><a href="https://gmgames.org/wp-content/uploads/image9-2.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19083" src="https://gmgames.org/wp-content/uploads/image9-2.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image9-2.png 1999w, https://gmgames.org/wp-content/uploads/image9-2-300x185.png 300w, https://gmgames.org/wp-content/uploads/image9-2-768x473.png 768w, https://gmgames.org/wp-content/uploads/image9-2-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image9-2-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a>When you go there, you get the basic depth charts. However, in the top-right corner, there are two options: Formation View, and Quick View Roster. The Formation View is a pop-up that shows you what your lineup looks like in various formations. It’s fine.</span></p>
<p><span style="font-weight: 400;"><a href="https://gmgames.org/wp-content/uploads/image22.gif" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19096" src="https://gmgames.org/wp-content/uploads/image22.gif" alt="" width="800" height="492" /></a>But the Quick View Roster menu…that’s pretty great. There’s a pulldown menu with all of the positions. Click on one, and it shows you the ratings of each of the players at that position. This can help you make more informed decisions, without having to go to different screens. It’s efficient and informative. I’m on board.</span></p>
<p><span style="font-weight: 400;">Because I’m apparently a tinkerer…if I wanted to improve this one way, it would be to simply click on a position within the depth chart, rather than the pulldown menu. But it’s fine the way it is. It’s just one extra click the way it is…though you’re scrolling ALL THE WAY TO THE TOP RIGHT MY GOD THE WRIST STRAIN IS REAL</span></p>
<p><span style="font-weight: 400;">Anyway, one screen I still really don’t like: The Magazines.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image25-1.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19099" src="https://gmgames.org/wp-content/uploads/image25-1.png" alt="" width="800" height="491" srcset="https://gmgames.org/wp-content/uploads/image25-1.png 1999w, https://gmgames.org/wp-content/uploads/image25-1-300x184.png 300w, https://gmgames.org/wp-content/uploads/image25-1-768x471.png 768w, https://gmgames.org/wp-content/uploads/image25-1-1536x943.png 1536w, https://gmgames.org/wp-content/uploads/image25-1-600x368.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The Magazines are supposed to be an easy way to learn about the world you are now in. And sure, that’s fine, to a point. But…well, what I was talking about, with regards to screens wasting real estate and not providing enough information…it’s right here.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image6-4.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19080" src="https://gmgames.org/wp-content/uploads/image6-4.png" alt="" width="800" height="491" srcset="https://gmgames.org/wp-content/uploads/image6-4.png 1999w, https://gmgames.org/wp-content/uploads/image6-4-300x184.png 300w, https://gmgames.org/wp-content/uploads/image6-4-768x471.png 768w, https://gmgames.org/wp-content/uploads/image6-4-1536x943.png 1536w, https://gmgames.org/wp-content/uploads/image6-4-600x368.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The Recruiting Preview is just a rehash of what you can get in the recruiting section. It’s uninspiring. That’s the best I can say about it. It’s disheartening to me, as I really get immersed into a world by the media that is provided. In previous versions, the way the media was displayed and handled is, far and away, my least favorite of any game I’ve ever played. To me, it’s disconnecting from the universe. I wish it were better.</span></p>
<p><span style="font-weight: 400;">By the way, one thing I learned: If you’re in the Conference Preview issue, and click on a team…there’s no way to get back to the issue. So you have to start over. This can be frustrating if you’re in a conference that isn’t the ACC, which is where you start.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image5-4.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19079" src="https://gmgames.org/wp-content/uploads/image5-4.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image5-4.png 1999w, https://gmgames.org/wp-content/uploads/image5-4-300x185.png 300w, https://gmgames.org/wp-content/uploads/image5-4-768x473.png 768w, https://gmgames.org/wp-content/uploads/image5-4-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image5-4-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The News section of the game is slightly improved from before, though not much. Previous versions, and this may be my DDSCFPTSD going here, but I remember previous versions of the game presenting news in just lines. Here, there are boxes. The font is better, the players are clickable (this is something that was available before)&#8230;but it’s still vanilla and repetitive. That is a major turn-off for me. Just…get away from the scrolling nonsense. Go to one screen, make headlines clickable, and have news occupy boxes on the screen.</span></p>
<p><span style="font-weight: 400;">I hated this screen before. I still hate this screen. For improvements (a recruiting article is a nice touch here) made, and for the visual improvements made…this screen being the equivalent of scrolling beige is an instant disconnect.</span></p>
<p><span style="font-weight: 400;">One thing that really frustrates me, and I remember this being a major issue for me before…the lack of basic organization…and links to boxscores…for “articles” like this screen:</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image2-6.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19076" src="https://gmgames.org/wp-content/uploads/image2-6.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image2-6.png 1999w, https://gmgames.org/wp-content/uploads/image2-6-300x185.png 300w, https://gmgames.org/wp-content/uploads/image2-6-768x473.png 768w, https://gmgames.org/wp-content/uploads/image2-6-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image2-6-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Seriously, what the hell is this? Who is looking at this for more than a second? This is what I was talking about before: it’s a disorganized mess. Why aren’t these broken into ranked teams and conferences, and WHY ARE THERE NO LINKS TO THE BOXSCORES?! This is a waste, and it’s a waste of my time and energy. Stuff like this breaks the experience for me. You may think I’m overreacting to this, and maybe I am. But how can you make the improvements you’ve made to make this game look better, and then just leave this like people want it?</span></p>
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<p><span style="font-weight: 400;">To be honest, the news section pisses me off even more after seeing the performance and awards screens. Those look fantastic, and more like what a game with 100+ teams and a mountain of information should look like. It’s all the more frustrating that the news section, which should be a daily driver of a text-based sim, looks the way it does.</span></p>
<p><span style="font-weight: 400;">The game screen is better (low bar after what I just wrote); there are more games on the screen. The in-game screen hasn’t changed, as far as I can tell. You get the 2D screen so you can watch the game play out in real time. It takes up the vast majority of the screen, which is great. You get a scoreboard below the game, and then your coaching options on either the left (if you’re away) or right (if you’re home). Seems fine, right?</span></p>
<p><span style="font-weight: 400;"><a href="https://gmgames.org/wp-content/uploads/image19.gif" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19093" src="https://gmgames.org/wp-content/uploads/image19.gif" alt="" width="800" height="492" /></a>I have issues.</span></p>
<ol>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Why are there two scoreboards? That’s unnecessary, and create consequences for other aspects of this screen. Pick one or the other. </span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">The commentary is shoved off the top right. It’s small. It should be highlighted as a way to help you process the game.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">ALL THE EMPTY SPACE BELOW THE SCOREBOARD BREAKS MY BRAIN. This could be where you put commentary. You could better line up the team stats and lineups below that screen. I’m not opposed to where it is now, but it would be better aligned if the stats and such were in that empty space.</span></li>
</ol>
<p><a href="https://gmgames.org/wp-content/uploads/image8-4.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19082" src="https://gmgames.org/wp-content/uploads/image8-4.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image8-4.png 1999w, https://gmgames.org/wp-content/uploads/image8-4-300x185.png 300w, https://gmgames.org/wp-content/uploads/image8-4-768x473.png 768w, https://gmgames.org/wp-content/uploads/image8-4-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image8-4-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The screen gives you plenty of information…but the amount of work your eyes need to do to go around the screen to process it all…it makes for an unsatisfactory experience. I’m fine with the information that’s on the screen, but it needs to be optimized for a more efficient user experience. Even just flipping the scoreboards, and putting the one with logos on the top, would make things a lot better, in my opinion. </span></p>
<p><span style="font-weight: 400;">The focus should be on the field first, commentary second. The way my game is set up, the commentary is the red-headed stepchild of the screen. I’m not a fan, and hope it changes down the line.</span></p>
<p><span style="font-weight: 400;">You can enter a full-screen mode, which shows just the field, and offers pop-ups for the boxscore and PBP. I’m on board with the screen…but you can’t call plays out of it. Again, there’s still empty space surrounding the scoreboard; why not allow for playcalling to the left of the scoreboard? You could have the opponent’s formation on the other side.</span></p>
<h2 style="text-align: center;">Customization</h2>
<p><a href="https://gmgames.org/wp-content/uploads/image10-2.jpg" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter size-full wp-image-19084" src="https://gmgames.org/wp-content/uploads/image10-2.jpg" alt="" width="757" height="626" srcset="https://gmgames.org/wp-content/uploads/image10-2.jpg 757w, https://gmgames.org/wp-content/uploads/image10-2-300x248.jpg 300w, https://gmgames.org/wp-content/uploads/image10-2-600x496.jpg 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">DDSCF25 offers three basic modes: </span></p>
<p><span style="font-weight: 400;">Career &#8211; Coach one school, variable level of team control, can be fired</span></p>
<p><span style="font-weight: 400;">Sandbox: Control multiple teams, adjust level of control anytime, cannot be fired</span></p>
<p><span style="font-weight: 400;">Multiplayer: Play against other people, cannot be fired</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image16-3.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19090" src="https://gmgames.org/wp-content/uploads/image16-3.png" alt="" width="800" height="471" srcset="https://gmgames.org/wp-content/uploads/image16-3.png 955w, https://gmgames.org/wp-content/uploads/image16-3-300x177.png 300w, https://gmgames.org/wp-content/uploads/image16-3-768x452.png 768w, https://gmgames.org/wp-content/uploads/image16-3-600x353.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The other basic options are playoff structures (2, 4, 8, 12, 16, or no playoffs), your starting year, and toggable options to be fired, disabling injuries, disabling the 2D display, and hard mode, which is basically…well, things are harder. All I could find from research was this, taken from the WS forums.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image17-3.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19091" src="https://gmgames.org/wp-content/uploads/image17-3.png" alt="" width="800" height="483" srcset="https://gmgames.org/wp-content/uploads/image17-3.png 1271w, https://gmgames.org/wp-content/uploads/image17-3-300x181.png 300w, https://gmgames.org/wp-content/uploads/image17-3-768x463.png 768w, https://gmgames.org/wp-content/uploads/image17-3-600x362.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Those seem pretty par for the course for most games. However, what comes after is rather intriguing.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image21-2.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19095" src="https://gmgames.org/wp-content/uploads/image21-2.png" alt="" width="800" height="502" srcset="https://gmgames.org/wp-content/uploads/image21-2.png 1488w, https://gmgames.org/wp-content/uploads/image21-2-300x188.png 300w, https://gmgames.org/wp-content/uploads/image21-2-768x482.png 768w, https://gmgames.org/wp-content/uploads/image21-2-600x377.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The default league format is Modern College I. However, there is a custom option, which you can use–presuming you have some XML editing experience–to create your own landscape. Given the landscape of today’s college football environment, I would say this is a major plus.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image11-3.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19085" src="https://gmgames.org/wp-content/uploads/image11-3.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image11-3.png 1999w, https://gmgames.org/wp-content/uploads/image11-3-300x185.png 300w, https://gmgames.org/wp-content/uploads/image11-3-768x473.png 768w, https://gmgames.org/wp-content/uploads/image11-3-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image11-3-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Before you get on me: Yes, I know it has been around for many versions. It stands out more prominently now because of how screwed up college football has become. Also, this is the </span><b>customization section of the review.</b></p>
<p><span style="font-weight: 400;">Looking at the </span><a href="https://www.draftdaysports.com/board/viewforum.php?f=268&amp;sid=fd3a4c54a79bf11f762f91b153f771a0" target="_blank" rel="noopener"><span style="font-weight: 400;">mods section</span></a><span style="font-weight: 400;"> on the WS forums over time, there have been some other formats created by users. Take OOTP historical legend Tiger Fan, for instance. He created a </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=268&amp;t=30916" target="_blank" rel="noopener"><span style="font-weight: 400;">1970s era, 82-team format back</span></a><span style="font-weight: 400;"> in 2019.</span></p>
<p><span style="font-weight: 400;">As always, slybelle1, the MVP of Wolverine real world application, has their </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=268&amp;t=37316" target="_blank" rel="noopener"><span style="font-weight: 400;">Real World Mod</span></a><span style="font-weight: 400;"> already linked in the First Access forum. This is a must for anyone, unless you want to go completely fictional. And that’s totally cool if you do.</span></p>
<div id="attachment_19078" style="width: 410px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/image4-1.gif" data-rel="prettyPhoto[image-19074]"><img decoding="async" aria-describedby="caption-attachment-19078" class="wp-image-19078 size-full" src="https://gmgames.org/wp-content/uploads/image4-1.gif" alt="" width="400" height="300" /></a><p id="caption-attachment-19078" class="wp-caption-text">Fictional Players in 2024</p></div>
<p><span style="font-weight: 400;">I need to note that you seem to need to create a dummy league first, so that the folder the mod writes to, located in your documents, will create. At least, that’s what I had to do. There is also a Documents Folder Finder app that will help you find the folder you need, if you need the help. (That said, I did test it out, and copied the location from inside that app…when I pasted the copied text into the RW Mod app, it only had DOCUMENTFOLDERFINDER RESULTS. I had to go and physically highlight and copy the location. That was my experience; yours may be different.) </span></p>
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<p><span style="font-weight: 400;">The last piece of the customization is with your head coach. There are plenty of options, though it’s pretty obvious Wolverine only purchased one facepack and clothing set for all of their games. I have no issue with that at all, as to me, it’s fairly inconsequential. I just rather enjoy that I can have my coach wear what my DDS basketball coaches wear, which is basically the chill teacher look.</span></p>
<p><span style="font-weight: 400;">(As a long-haired weirdo that wasn’t a long-haired weirdo until the pandemic, I am still terribly upset that there are no options for long-haired weirdos. We hippies just have to conform, man.</span></p>
<p><span style="font-weight: 400;">There are two additional facesets here, but this feels like an ultimate troll. It’s just fifty bald sets.)</span></p>
<p><span style="font-weight: 400;">Now, we have to come back and talk about something. Yes, you can also create your own schedule and rosters; I know that is difficult on its face here, because of how vast college football rosters are, and how difficult it would be to figure out ratings for average-to-good-but-not-great players if you tried to create a historical roster.</span></p>
<p><span style="font-weight: 400;">The same goes for schedules, and this is the more frustrating aspect of DDSCF. You can create a custom schedule using a CSV file, which is fine. However, there are concerns here. I’ve been reviewing comments regarding scheduling on the Discord, and these are all recent (though, admittedly, with DDSCF23…I don’t think they are part of an open beta period, but I may be wrong). </span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image23-2.jpg" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19097" src="https://gmgames.org/wp-content/uploads/image23-2.jpg" alt="" width="800" height="987" srcset="https://gmgames.org/wp-content/uploads/image23-2.jpg 1331w, https://gmgames.org/wp-content/uploads/image23-2-243x300.jpg 243w, https://gmgames.org/wp-content/uploads/image23-2-768x947.jpg 768w, https://gmgames.org/wp-content/uploads/image23-2-1245x1536.jpg 1245w, https://gmgames.org/wp-content/uploads/image23-2-600x740.jpg 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">This is a valid concern. How a school has five straight home games, then five straight road games, makes no sense whatsoever.</span></p>
<p><span style="font-weight: 400;">Looking at this in my initial DDSCF25 save, and this is going off an extremely small sample size…I haven’t come across anything that really sticks out as immersion-breaking. Here are the main things I see…and again, this is in one season of one save. </span></p>
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Utah has games in Weeks 1-6…then an open week. This is followed by three games, then back-to-back open weeks (11-12). This wouldn’t happen in the conference schedule. It’s easily rectified by moving, say, the Baylor (Wk 4) or Cincinnati (Wk 5) games to week 11 or 12.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Utah also goes to Tennessee the final week of the regular season. I’m not sure how to feel about that.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">UConn has back-to-back opens in Weeks 7-8. They’re independent, and there’s probably some constraint in getting a game there. </span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Liberty is off for the first two weeks, and again in Week 4. They have no open weeks the rest of the way. Again, this isn’t too much of a concern. It just sticks out, compared to other schools I’ve seen.</span></li>
</ul>
<p><span style="font-weight: 400;">Where I worry about schedules, especially with these ridiculous monstrosities of conferences we have now, is in later seasons. I have no idea how the schedule turns over, and if there are set patterns in conference scheduling. But could there be a thing where Auburn and Alabama, who do play here (though in Week 12), don’t play in the future. </span></p>
<p><span style="font-weight: 400;">(Author’s note, as I have circled back to this after the game has officially released; I’m seeing more schools with several weeks to their season before their first open week. And I’m seeing a couple back-to-back open weeks late in the season. But overall, the schedules look decent.)</span></p>
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<p><span style="font-weight: 400;">Is there a way to hard-code rivalry games into a certain week of the schedule? The answer to that appears to be no. There is a place to hardcode historical games; however, that is working under the assumption that you know team IDs.</span></p>
<p><span style="font-weight: 400;">There are issues with creating custom schedules, based on what I’ve seen in comments in various places. Mainly, the issue is that there are a ton of moving pieces, and it is hard to keep track of everything…making it even easier to make a frustrating mistake. While there are some folks who have created mods and </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=268&amp;t=36063" target="_blank" rel="noopener"><span style="font-weight: 400;">have shared</span></a><span style="font-weight: 400;"> (or </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=268&amp;t=36383" target="_blank" rel="noopener"><span style="font-weight: 400;">shared but just kidding</span></a><span style="font-weight: 400;">, apparently), the basic gist is that you have to have great organizational skills, a bunch of patience, and some technical ability rooting around in core files, to achieve such a thing.</span></p>
<p><span style="font-weight: 400;">So, why isn’t there an editor already? These core files don’t change that much from year-to-year. I understand why Gary Gorski doesn’t necessarily do it with his games, as he wants to simulate the current basketball universe as accurately as possible. But Brooks has always been about customization. Why can’t there be something more user-friendly to help achieve this? Why do we need to rely on the community AND have knowledge of how to properly edit the Teams.xml file to play the game the way we’d want?</span></p>
<p><span style="font-weight: 400;">If an editor cannot be built, would Brooks be willing to create a base set of configurations? I understand that’s a bunch of work; however, if you’re going to offer the ability to do it, shouldn’t you ensure that the people who wish to use it can do so without worry that they’re going to get the first 527 steps right before messing up step 528, making the rest pointless?</span></p>
<p><span style="font-weight: 400;">(Note, this actually happened. </span><a href="https://en.wikipedia.org/wiki/William_Shanks" target="_blank" rel="noopener"><span style="font-weight: 400;">William Shanks</span></a><span style="font-weight: 400;">, an amateur mathematician, counted out PI to 527 places correctly. He messed up at 528…then continued on until he got to 707. He spent decades on this. I don’t want to feel like William Shanks probably did when he realized he screwed up twelve years ago, and that the past twelve years were spent in horrible pointlessness.)</span></p>
<p><span style="font-weight: 400;">I don’t think this is an unreasonable request. It’s in the game, but it’s not very well supported. This could be, in my view, one of the biggest available features for this game. But since it’s so difficult to do…it gets underutilized. I know I want a different configuration than what we have now; I’d rather want something akin to the early 90s. But with no safety net on such an endeavor, I feel defeated before I even step out on that tightrope.</span></p>
<p><span style="font-weight: 400;">Please, Brooks…help us out on this, somehow.</span></p>
<p><span style="font-weight: 400;">The one other thing that appears inexplicable: No commish or unemployed mode anywhere? Want if I want to fast sim 10 years into the future and pickup from there? In Sandbox mode, you can fire a coach, including yourself. So I guess that’s one way around it. But there’s no way to start unemployed in this game. As someone who likes to build a history, this is disappointing.</span></p>
<p><span style="font-weight: 400;">One other thing I’m.</span></p>
<h2 style="text-align: center;">Gameplay / Sim Engine</h2>
<p><span style="font-weight: 400;">The game places you into your coaching role on August 1st, before Training Camps…but after scheduling. I wrote about this in my 2023 review; it’s frustrating, because I’d like to schedule Pitt for my Penn State Nittany Lions. In the grand scheme of things, it’s not the worst thing for the first year.</span></p>
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<p><span style="font-weight: 400;">You can jump into recruiting  by adding players to your targets. One thing I like: The ability to delegate recruiting. In previous versions of this game, recruiting was an albatross to me. It was haphazard, random, with no rhyme or reason to what I was attempting to do.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image24-2.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19098" src="https://gmgames.org/wp-content/uploads/image24-2.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image24-2.png 1999w, https://gmgames.org/wp-content/uploads/image24-2-300x185.png 300w, https://gmgames.org/wp-content/uploads/image24-2-768x473.png 768w, https://gmgames.org/wp-content/uploads/image24-2-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image24-2-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">I also like the dashboard. One thing I’ve really not liked about previous games is how information is accessed. There was too much empty space. DDSCF25 still has some issues with dead space…but it has also improved. I like the position data and recruiting pipelines section, though I think they could be positioned better, so that no scrolling is necessary. This could be directly tied to my resolution (2560&#215;1600), too…so take that as you will.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image22.gif" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19096" src="https://gmgames.org/wp-content/uploads/image22.gif" alt="" width="800" height="492" /></a></p>
<p><span style="font-weight: 400;">I do wish the positional needs were available on the main recruiting screen…even just as a “need” in the chart. There’s space next to the Target column, which would be perfect.</span></p>
<p><span style="font-weight: 400;">One thing I’ve noticed: the AI will target three recruits for every possible opening. So I have three senior wide receivers, and my staff is targeting nine receiving recruits. I really appreciate it shows you how many targets you’ve lost, which you can see under the total targets you currently have. That’s a very nice touch.</span></p>
<p><span style="font-weight: 400;">When you target a recruit, you get the basics of their scouting report, some commentary, and talking points. This is in line with DDSCB, where you are trying to pitch various things to recruits.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image26-1.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19100" src="https://gmgames.org/wp-content/uploads/image26-1.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image26-1.png 1999w, https://gmgames.org/wp-content/uploads/image26-1-300x185.png 300w, https://gmgames.org/wp-content/uploads/image26-1-768x473.png 768w, https://gmgames.org/wp-content/uploads/image26-1-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image26-1-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The in-game experience is fine; I’m sure there are improvements over the years, I have no tangible way of telling you what the improvements are. Brooks is active in the community and offers patches regularly. However, I can’t give you a statistical argument as to whether the game plays like football or not. In my experience, it does. That said, I just noticed something. It’s this.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/image15-2.png" data-rel="prettyPhoto[image-19074]"><img decoding="async" class="aligncenter wp-image-19089" src="https://gmgames.org/wp-content/uploads/image15-2.png" alt="" width="800" height="493" srcset="https://gmgames.org/wp-content/uploads/image15-2.png 1999w, https://gmgames.org/wp-content/uploads/image15-2-300x185.png 300w, https://gmgames.org/wp-content/uploads/image15-2-768x473.png 768w, https://gmgames.org/wp-content/uploads/image15-2-1536x947.png 1536w, https://gmgames.org/wp-content/uploads/image15-2-600x370.png 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">If you can see Wyoming’s offensive formation (yes, it’s really tiny)&#8230;they’re in the Jumbo formation. Why is it suggested we run a Dime Press Zone Contain as a result? Why do I want six DBs against a run-heavy set with what is likely one receiver on the field?</span></p>
<p><span style="font-weight: 400;">I switched to a 4-3 Mike Over; sure enough, they ran a QB Dive. The next play, they went shotgun, so I switched to a nickel. They ran a RPO. On third and four at their 27, they went back to a Jumbo set. My defense…went back to a Dime Press. What do I not know about this formation that I should? Why is it suggested against a Jumbo set multiple times?</span></p>
<p><span style="font-weight: 400;">I ran it, and we stopped them. So, 4th and 4 on their own 28…here comes the punt team. My coaching staff suggested we go to the Nickel. I said sure and called it. The game overrode it and put in a punt return, so that I, the user, didn’t so something so brazenly stupid as run a nickel set on 4th-and-4 from their 28.</span></p>
<p><span style="font-weight: 400;">So…maybe there’s some hiccups with the playcalling. Again, I’m not an expert; what I’m putting here is anecdotal. But it’s something to look at early on in your own dynasty.</span></p>
<p><span style="font-weight: 400;">Overall: The basics here are recruiting and in-game coaching. That’s to be expected, and from what I can tell, it continues to do a decent job. Having a developer who continues to tweak the engine is extremely beneficial. This is one shining light for Brooks. Basically, if you like calling plays, and you like recruiting…this is for you.</span></p>
<h2 style="text-align: center;">Online Modes</h2>
<p><span style="font-weight: 400;">It exists, yes. There’s not much else to say about it. This game was made for online leagues. So you can expect a reasonably streamlined experience for a commissioner, as you can see below.</span></p>
<p><span style="font-weight: 400;">Overall: There’s really not much to say here; it exists, and it does what it’s supposed to do. As I say with this section each time…this is more of a pass/fail.</span></p>
<h2 style="text-align: center;">Fun Factor</h2>
<p><span style="font-weight: 400;">I won’t beat around the bush here. This game isn’t for me, specifically. I’ll explain why in a bit. That makes it hard for me to grade this section. But I think I have a way, so I’ll try.</span></p>
<p><span style="font-weight: 400;">If you like calling plays, building a system and recruiting to build that system, and look at things like the media as simply window-dressing, then this game is very much for you. Some could view this as repetitive; to that, I say…have you met text sims? Or most games? Of course they’re repetitive. The key to any good sports sim is to make it feel not that. With as much customization as there is in the game (as cumbersome as it may be to do in some cases), and with as many different ways you can build a winning program, DDSCF does more than its part to fight off repetitiveness.</span></p>
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<p><span style="font-weight: 400;">However, if you like having that fourth wall setting in around you…this game will leave you wanting more. </span></p>
<p><span style="font-weight: 400;">(I’m sure you were expecting more here. So was I.)</span></p>
<p><span style="font-weight: 400;">The best thing for you to do is use what you have just read as a small guide, but go </span><span style="font-weight: 400;">try the demo</span><span style="font-weight: 400;">, and see for yourself.</span></p>
<p style="text-align: center;"><a href="https://gmgames.org/draft-day-sports-college-football-2025/download/" target="_blank" rel="noopener noreferrer">Official Download for Draft Day Sports: College Football 2025</a></p>
<p>Leave a comment for John or GM Games on reddit&#8230;</p>
<p><center><br />
<div class="ose-reddit ose-uid-e3ef3ac17e020eab40ec377469c68ed3 ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/1hj18h3/score_88_10_review_of_draft_day_sports_college/">Score (8.8 / 10) Review of Draft Day Sports College Football 2025 for Windows PC &#34;If you like calling plays, and you like recruiting, this is for you&#34;</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
<p></center>&nbsp;</p>
<p>The post <a href="https://gmgames.org/draft-day-sports-college-football-2025/review/">Review of Draft Day Sports College Football 2025 for Windows PC &#8220;If you like calling plays, and you like recruiting, this is for you&#8221;</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<title>Draft Day Sports: Pro Football 2025 – New Features in the Latest Release (Windows PC)</title>
		<link>https://gmgames.org/2024/11/06/draft-day-sports-pro-football-2025-new-features-in-the-latest-release-windows-pc/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Wed, 06 Nov 2024 07:43:40 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: Pro Football 2025]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NFL]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?p=18968</guid>

					<description><![CDATA[<p>What is Draft Day Sports: Pro Football 2025? Draft Day Sports: Pro Football 2025 (DDSPF25) is the latest professional football simulation game from Wolverine Studios. Designed for fans of sports management, DDSPF25 combines detailed team control, strategic gameplay, and in-depth scouting to bring players a realistic football management experience. What are the New Features in DDSPF25? 1. How Has the User Interface (UI) Improved? The updated UI in DDSPF25 enhances speed and accessibility, based on community feedback. With a more streamlined design, the game offers faster navigation, making it easier for players to manage their teams, evaluate players, and switch between features. 2. What’s New in Play Calling? The play calling screen has been redesigned for a more immersive experience, including expanded blitz options. This gives players better control over defensive strategies, allowing for more precise and varied play calls. 3. How Have Coaching Staff Roles Expanded? DDSPF25 introduces an expanded coaching staff system, where each coach’s role impacts various game aspects, including player development and in-game strategies. This new structure allows players to manage coaching staff in ways that directly influence team dynamics and performance. 4. What’s New in the Scouting and Player Evaluation Process? The scouting process has been enhanced, providing players with a more detailed evaluation of draft prospects. A new scouting screen displays comprehensive player information, including coach insights, interview details, and player ratings, allowing for better-informed draft choices. 5. What is Road to MVP Mode? Road to MVP mode allows players to experience the game from the perspective of an individual athlete. In this mode, users guide a player’s career, aiming to achieve personal milestones and ultimately reach MVP status. 6. How Has Player Search Improved? An updated player search screen in DDSPF25 provides faster and more efficient search functionality. This improvement makes it easier to find players who match specific team needs, enabling users to build their ideal roster with less time spent searching. 7. What is the Almanac Feature? The Almanac feature in DDSPF25 tracks extensive game statistics and historical player data. This feature provides a detailed archive that fans can explore, tracking records, team histories, and player accomplishments across seasons. 8. How Are Financial Aspects Simplified? To streamline gameplay, financial components of the NFL are simplified in DDSPF25. Contracts, bonuses, and franchise tags are included, but complex financial management is adjusted for accessibility, allowing players to focus on team-building. 9. What Improvements Have Been Made to the Game Engine? DDSPF25’s game engine models player attributes in detail, creating realistic scenarios during gameplay. The engine incorporates physical attributes that affect how players perform on the field, enhancing the simulation experience. How Do Coach Grades Work in DDSPF25? Coach grades in DDSPF25 now reflect player fit and compatibility within the system rather than specific skill scores. This relational grading system gives coaches flexibility to assess player roles and effectiveness within their teams, avoiding capped maximum scores and allowing for dynamic player ratings. Are There New Scouting and Coaching Features? Yes, DDSPF25 offers several additions to scouting and coaching. The scouting page now includes more detailed player profiles, such as interview insights and coach evaluations, providing a richer scouting experience. Expanded coaching roles influence in-game strategies and player growth, making coaching decisions more impactful on overall team performance. How Does the Release of DDSPF25 Benefit Football Simulation Fans? The latest release of DDSPF25 brings a variety of enhanced features, from an improved UI and play calling screen to expanded scouting, coaching, and player evaluation tools. With streamlined financial management and new modes like Road to MVP, the game provides an immersive experience for football simulation fans. Come talk about the release of DDSPF25 on Reddit..</p>
<p>The post <a href="https://gmgames.org/2024/11/06/draft-day-sports-pro-football-2025-new-features-in-the-latest-release-windows-pc/">Draft Day Sports: Pro Football 2025 – New Features in the Latest Release (Windows PC)</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3>What is Draft Day Sports: Pro Football 2025?</h3>
<p>Draft Day Sports: Pro Football 2025 (DDSPF25) is the latest professional football simulation game from Wolverine Studios. Designed for fans of sports management, DDSPF25 combines detailed team control, strategic gameplay, and in-depth scouting to bring players a realistic football management experience.</p>
<h3>What are the New Features in DDSPF25?</h3>
<h4>1. How Has the User Interface (UI) Improved?</h4>
<p>The updated UI in DDSPF25 enhances speed and accessibility, based on community feedback. With a more streamlined design, the game offers faster navigation, making it easier for players to manage their teams, evaluate players, and switch between features.</p>
<h4>2. What’s New in Play Calling?</h4>
<p>The play calling screen has been redesigned for a more immersive experience, including expanded blitz options. This gives players better control over defensive strategies, allowing for more precise and varied play calls.</p>
<h4>3. How Have Coaching Staff Roles Expanded?</h4>
<p>DDSPF25 introduces an expanded coaching staff system, where each coach’s role impacts various game aspects, including player development and in-game strategies. This new structure allows players to manage coaching staff in ways that directly influence team dynamics and performance.</p>
<h4>4. What’s New in the Scouting and Player Evaluation Process?</h4>
<p>The scouting process has been enhanced, providing players with a more detailed evaluation of draft prospects. A new scouting screen displays comprehensive player information, including coach insights, interview details, and player ratings, allowing for better-informed draft choices.</p>
<h4>5. What is Road to MVP Mode?</h4>
<p>Road to MVP mode allows players to experience the game from the perspective of an individual athlete. In this mode, users guide a player’s career, aiming to achieve personal milestones and ultimately reach MVP status.</p>
<h4>6. How Has Player Search Improved?</h4>
<p>An updated player search screen in DDSPF25 provides faster and more efficient search functionality. This improvement makes it easier to find players who match specific team needs, enabling users to build their ideal roster with less time spent searching.</p>
<h4>7. What is the Almanac Feature?</h4>
<p>The Almanac feature in DDSPF25 tracks extensive game statistics and historical player data. This feature provides a detailed archive that fans can explore, tracking records, team histories, and player accomplishments across seasons.</p>
<h4>8. How Are Financial Aspects Simplified?</h4>
<p>To streamline gameplay, financial components of the NFL are simplified in DDSPF25. Contracts, bonuses, and franchise tags are included, but complex financial management is adjusted for accessibility, allowing players to focus on team-building.</p>
<h4>9. What Improvements Have Been Made to the Game Engine?</h4>
<p>DDSPF25’s game engine models player attributes in detail, creating realistic scenarios during gameplay. The engine incorporates physical attributes that affect how players perform on the field, enhancing the simulation experience.</p>
<h3>How Do Coach Grades Work in DDSPF25?</h3>
<p>Coach grades in DDSPF25 now reflect player fit and compatibility within the system rather than specific skill scores. This relational grading system gives coaches flexibility to assess player roles and effectiveness within their teams, avoiding capped maximum scores and allowing for dynamic player ratings.</p>
<h3>Are There New Scouting and Coaching Features?</h3>
<p>Yes, DDSPF25 offers several additions to scouting and coaching. The scouting page now includes more detailed player profiles, such as interview insights and coach evaluations, providing a richer scouting experience. Expanded coaching roles influence in-game strategies and player growth, making coaching decisions more impactful on overall team performance.</p>
<h3>How Does the Release of DDSPF25 Benefit Football Simulation Fans?</h3>
<p>The latest release of DDSPF25 brings a variety of enhanced features, from an improved UI and play calling screen to expanded scouting, coaching, and player evaluation tools. With streamlined financial management and new modes like Road to MVP, the game provides an immersive experience for football simulation fans.</p>
<p>Come talk about the release of DDSPF25 on Reddit..</p>
<p><center><br />
<div class="ose-reddit ose-uid-51cbeaa6b5dc856b26ddafaddd7beaaf ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/1gkt86e/draft_day_sports_pro_football_2025_new_features/">Draft Day Sports: Pro Football 2025 – New Features in the Latest Release (Windows PC)</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
<p></center></p>
<p>The post <a href="https://gmgames.org/2024/11/06/draft-day-sports-pro-football-2025-new-features-in-the-latest-release-windows-pc/">Draft Day Sports: Pro Football 2025 – New Features in the Latest Release (Windows PC)</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<title>Draft Day Sports: College Football 2025 (PC) – New Features Overview</title>
		<link>https://gmgames.org/2024/08/09/draft-day-sports-college-football-2025-pc-new-features-overview/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Sat, 10 Aug 2024 00:25:38 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: College Football 2025]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[College]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NCAA]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?p=18728</guid>

					<description><![CDATA[<p>Wolverine Studios has launched Draft Day Sports: College Football 2025 or known as DDSCF25, offering fans new and enhanced features to elevate the college football management experience. Here’s a detailed look at the new features introduced in this latest release, based on the official information from Wolverine Studios. How Has the Recruiting System Been Enhanced in Draft Day Sports: College Football 2025? In Draft Day Sports: College Football 2025, the recruiting system has received significant updates to provide a more immersive experience. According to Wolverine Studios, the new recruiting module allows players to engage with recruits on a deeper level. This includes evaluating recruits based on various metrics and attributes, simulating a more realistic scouting process. Players can expect a more strategic approach to building their team, as managing recruiting efforts effectively becomes key to securing top talent. What Improvements Have Been Made to Game Planning and Playcalling? The game planning and playcalling systems have also seen enhancements in this year’s edition. Wolverine Studios highlights that Draft Day Sports: College Football 2025 now offers more control over how players can prepare for each game. The updated systems enable players to craft detailed game plans, with more options to adjust strategies based on the opponent’s strengths and weaknesses. These changes aim to give coaches more flexibility in managing their teams during crucial moments of the season. What Are the New Interface and Presentation Features in Draft Day Sports: College Football 2025? Wolverine Studios has introduced a revamped interface in Draft Day Sports: College Football 2025. The new design focuses on making navigation more intuitive, ensuring that players can access key information and tools more easily. Additionally, the game’s presentation has been updated, with improved graphics and animations that aim to deliver a more engaging visual experience. These updates are designed to make managing a college football program feel more immersive and accessible. How Has Customization Expanded in Draft Day Sports: College Football 2025? Customization remains a core aspect of the Draft Day Sports series, and the 2025 edition expands on this tradition. Players now have more options to personalize their teams, leagues, and even playoff formats. Wolverine Studios emphasizes that these expanded customization options allow players to tailor their gaming experience to their specific preferences, offering greater control over how the game is played. Draft Day Sports: College Football 2025 introduces a range of new features, including an enhanced recruiting system, improved game planning and playcalling mechanics, a revamped interface, and expanded customization options. These updates aim to provide a more immersive and strategic college football management experience.</p>
<p>The post <a href="https://gmgames.org/2024/08/09/draft-day-sports-college-football-2025-pc-new-features-overview/">Draft Day Sports: College Football 2025 (PC) – New Features Overview</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Wolverine Studios has launched <strong>Draft Day Sports: College Football 2025 or known as DDSCF25</strong>, offering fans new and enhanced features to elevate the college football management experience. Here’s a detailed look at the new features introduced in this latest release, based on the official information from Wolverine Studios.</p>
<h3>How Has the Recruiting System Been Enhanced in Draft Day Sports: College Football 2025?</h3>
<p>In <em><strong>Draft Day Sports: College Football 2025</strong></em>, the recruiting system has received significant updates to provide a more immersive experience. According to Wolverine Studios, the new recruiting module allows players to engage with recruits on a deeper level. This includes evaluating recruits based on various metrics and attributes, simulating a more realistic scouting process. Players can expect a more strategic approach to building their team, as managing recruiting efforts effectively becomes key to securing top talent.</p>
<h3>What Improvements Have Been Made to Game Planning and Playcalling?</h3>
<p>The game planning and playcalling systems have also seen enhancements in this year’s edition. Wolverine Studios highlights that <em><strong>Draft Day Sports: College Football 2025</strong></em> now offers more control over how players can prepare for each game. The updated systems enable players to craft detailed game plans, with more options to adjust strategies based on the opponent’s strengths and weaknesses. These changes aim to give coaches more flexibility in managing their teams during crucial moments of the season.</p>
<h3>What Are the New Interface and Presentation Features in Draft Day Sports: College Football 2025?</h3>
<p>Wolverine Studios has introduced a revamped interface in <strong>Draft Day Sports: College Football 2025</strong>. The new design focuses on making navigation more intuitive, ensuring that players can access key information and tools more easily. Additionally, the game’s presentation has been updated, with improved graphics and animations that aim to deliver a more engaging visual experience. These updates are designed to make managing a college football program feel more immersive and accessible.</p>
<h3>How Has Customization Expanded in Draft Day Sports: College Football 2025?</h3>
<p>Customization remains a core aspect of the Draft Day Sports series, and the 2025 edition expands on this tradition. Players now have more options to personalize their teams, leagues, and even playoff formats. Wolverine Studios emphasizes that these expanded customization options allow players to tailor their gaming experience to their specific preferences, offering greater control over how the game is played.</p>
<p><em><strong>Draft Day Sports: College Football 2025</strong></em> introduces a range of new features, including an enhanced recruiting system, improved game planning and playcalling mechanics, a revamped interface, and expanded customization options. These updates aim to provide a more immersive and strategic college football management experience.</p>
<p>The post <a href="https://gmgames.org/2024/08/09/draft-day-sports-college-football-2025-pc-new-features-overview/">Draft Day Sports: College Football 2025 (PC) – New Features Overview</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<title>DDSCF 23 Review &#8211; A solid option and flows very well</title>
		<link>https://gmgames.org/draft-day-sports-college-football-2023/review/</link>
		
		<dc:creator><![CDATA[John Comey]]></dc:creator>
		<pubDate>Tue, 27 Sep 2022 02:19:36 +0000</pubDate>
				<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[College]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NCAA]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?page_id=16770</guid>

					<description><![CDATA[<p>I have an addictive personality. I can get really into things, especially when I am able to immerse myself in a universe. It’s one of the reasons, I think, that I am a Social Studies teacher. I love the history of things. I say that to say this: I really, really want a college football game I can really get into. Note: Team logos are not licensed from Wolverine Studios. The images displayed are from a community-driven modification. I’ve been watching YouTube videos of NCAA 14 Revamped. I have looked into getting an XBox or PlayStation only for that game. I have begun reading details for the next NCAA game (potentially out next year). I downloaded the PS2 mod and downloaded NCAA ‘06. I long for the days of my NCAA dynasties, and how immersive that can be. That brings me to Wolverine Studios’ Draft Day Sports: College Football 23. In last year’s DDS: Pro Football 22 review, I brought up how I tried to get into this game several years ago, and could not. There were several reasons for it, the UI being the biggest issue for me.  With the somewhat recent unilateral UI changes at Wolverine, and my absolute desire to have a full-fledged sports universe, I am giving this another shot. Brooks Piggott, the developer of the Wolverine football line, has always had an ear to the community. He also has taken a different approach to make games, at least early on, then Gary Gorski, the founder of Wolverine and developer of the basketball line of games. Piggott focused his games towards online leagues over the solo effort. So there are features in his games like custom plays and playbooks, which are excellent editions. However, the games always had difficulty scratching my dynasty itch. Will this year’s version be the game that finally breaks through for me? Let’s find out. For those wondering what is new this year, these are the chief features, according to the CF23 page: I should note this before I get into the rest of this piece: I am running this on a MacBook Pro (M1 Pro 16), using Parallels Pro (granted, this was easier to swallow with a teacher discount). On regular Parallels, the game runs fine. Screens can take a second to load, but they’re fine in general. On Pro, the game runs very smoothly. I’m still figuring out games that are more graphics-intensive, but if you have a Mac, you aren’t totally shut out from playing this game, nor any games from Wolverine Studios. (Note: I am not advising anyone to drop $100 in order to play these, or any other, PC games. There is a free trial, so you can try it for yourself if you are interested.) Graphics / Interface As I wrote earlier, all Wolverine Games carry the same UI now. I said this was a good thing when it was first introduced in the basketball games in 2020. For this game, it’s a great thing. The interface is smooth and easy to navigate. All screens are clean and generally self-explanatory. And the back button works, something I had an issue with in DDSCB22. That’s bigger than you think. Overall, it’s sleek and easy to use. That said…I have issues that are slowly turning me into Randy Quaid in Major League 2. First…why is recruiting separated from the sidebar on the left? It’s a big part of the game…perhaps the biggest. The first time I played this game, I couldn’t find it. Why is it not in the top part of the sidebar? It should be the first thing under the action buttons. The search feature should move to where recruiting is now. I just clicked on it; it is the first time I have. Where games-by-Brooks need to really improve, to me at least, is in its presentation of information. The news section is really frustrating in how much wasted space there is. There is just one column of articles. Why, exactly, is there this much-wasted space? They could combine three screens into one here: You could add performers of the week, news, and the new rankings. Staying with the news…why are players and teams not clickable in that section? That thing should be a hyperlinked minefield of information. For that matter, why are there no full names in the news section? What news section starts off an article with “Baker, H &#8211; LB from Georgia”? In the end, the news and media fail the game, because they fail the player. I go to those sections to get immersed in my universe. I want to be drawn in by the storylines going on around the league. I want a headlines section. Did #1 fall? Was there a major conference upset? Was there a recruiting coup? I want to be overwhelmed with the amount of information that can come my way. Instead, we get ONE COLUMN OF REPETITIVE INFORMATION WITH NOTHING YOU CAN CLICK ON FOR MORE INFORMATION. You know what? I did turn into Randy Quaid from Major League 2. That absolutely infuriates me. It makes what should be an amazing and robust area of the game feel like a last-second add-on. And this is happening in multiple products by Brooks, which tells me he’s treating it like it’s a non-priority. I want this to get better. I would be happy to help this area of the game get better because it needs to get better. It can be little things like, in the conference preview section, why is there no preseason all-conference team? No Heisman odds? No draft rankings?  Those things would immensely improve the game and the need to accumulate information at the start. Instead, we get a “Season Preview” magazine that doesn’t really preview anything. Sweet, you get positional grades. Why aren’t the starters listed? Heck, you’ve got enough space to go with the two-deep. You could even turn that into a pull-down menu of sorts, where you click on the position, and you get the depth chart and the grades of each of the players, along with career stats. The game does so little with so much in this regard. It disconnects me entirely, which is a shame, because the game is deserving of more. (Note: I get that there are people who don’t care about that aspect of the game. I am also understanding that I am just one person, and that my take on this game should be treated as such. My point is that, with games of this genre, where the visuals are secondary to content, the way the content is set up and presented in DDSCF and DDSPF is so distracting from the rest of the game, it causes me to put it aside in favor of other games. This is a good game, as you’ll see if you read the rest of the review and, more importantly, try it out for yourself. Which you should do. This is simply a point I have made in more than one review, though. In my opinion, if this game is to progress into something that becomes a must-play, this is the biggest area that has to be addressed. It isn’t a wish list thing to me. It is an integral part of the user experience. It is currently broken.) As I want to end this on a positive (because, so far, I have absolutely not done that), I want to make a suggestion that I believe would lift this game up into an immersive powerhouse. That is, of course, RedZone. I am certain I wrote this in the DDSPF22 review I wrote back in January. Front Office Football had this as a part of its game years ago, where you sim the week (but hide the scores), then you could go and watch the games play out in relative (to the game) real-time. You could jump into individual games, or just watch them as a whole. Out of the Park has had Real-Time Sim for years. The online league I play in, MLBPro, was the first league to be a literal daily league (even in the offseason, the league has always played the current actual day only). This wouldn’t be possible without Real-Time Sim being a thing, because that’s maybe the biggest selling point for the league…the fact that there will be an opportunity to watch your game play out in (again, sped-up) real-time, as well as all other games on the schedule. The league runs it at 8pm EST, every night. If DDSCF were able to have this (okay, if all Wolverine Games) were able to have this, it would add a sets-it-apart dimension to the game. Imagine watching Rivalry Week play out when you’re in charge of Michigan, and you’re sitting at #6 in the polls, with #2 Ohio State in town and a spot in the conference championship on the line.  Not only that, but since your league is in a four-team playoff, you also have had an eye on #7 Oklahoma State (in Bedlam with #8 Oklahoma), as well as on #3 Oregon, who is on the road at #24 Oregon State. Meanwhile, #5 BYU is watching while hosting #11 Notre Dame, knowing that there is a path into the playoffs if things all shake out well enough. Now, imagine everyone on Slack or Discord, watching this play out live on the interwebs, with all games playing out at their scheduled times (as what happens with OOTP). The BYU and Oregon coaches would go into the late afternoon slate of games knowing what has happened to Michigan, while Oklahoma State/OU (who plays in the prime time game) would have the entire league watching them, especially after Oregon State picks off Oregon and Michigan takes down the Buckeyes, creating all sorts of chaos. Whether you are in a solo league or online league, this would single-handedly bring new players to the game. I say this with all the confidence in the world. (I also think it would do the same for the basketball games.) If head-to-head coaching is not a thing that can happen (the oldest of heads will still remember the pain that was the OOTP5 head-to-head journey, which ended with the most dispiriting of thuds), then this is the next best thing. All the game needs (I think) is to add game times that go into the script, and a third party could create a utility that does the same thing, if the powers that be don’t find this worth pursuing. Grade: 6/10. If this were on the interface alone, it would be a 10/10. However, there needs to be a fundamental shift in how the details of the league are presented. In my opinion, everything about the news needs to be completely redone…from the templates of news pieces shown (both the quality of writing, and quantity of pieces available), to the way news gets presented on-screen. This disconnects me from the game, which is the last thing the game should do. Customization DDSCF23 has a bunch of options for customization, and they are generally excellent. At the start, you have three base options: Career Mode, Sandbox, and Multiplayer. The main difference between Career Mode and Sandbox is that you cannot be fired in Sandbox. The biggest addition, at least when it comes to customization, is the added playoff options. In fact, one I am *really* excited to try, and impressed Brooks has added so quickly, is the 12-team playoff. It was not in the original release, but included in the most recent update. The 16-team playoff was added in the original update. This is also where major props need to be given. The game does NOT release with official teams and logos. None of Wolverine’s games do; you need to be officially licensed in order to do so. However, at the release of every game, there is always a third-party release that includes all logos, teams, and home fields/courts (obviously just the field, not stadiums). In DDSCF23, coaches are also added. (Note: Real players and coach images are not included. Remember, this is a third-party app, generally supported/curated by one person, or a very small group of people. While I am aware that these things exist in NCAA Football Revamped, it would be a rather monumental effort for such an effort here.) Once you’ve selected your basic setup, You will then go into your coach setup. (Note: I have not tried this on my PC laptop, and perhaps I should…on a M1 Mac Pro in Parallels, the initial roster creation process does take a little time. The game is creating some 15,000 players at the outset. The ways you can create your coach are pretty extensive, and something I would like to see more of in the basketball games (things like how a coach coaches particular position groups would be fantastic, as well as what type of players they prefer at positions). Okay, so that doesn’t seem like a very extensive customization section…just the basics, playoff teams, etc. Go to the main menu (three lines in the top-left of the screen), and click on “League Options”. Customization. Overload. This borders on OOTP-level customizing insanity (well, it waves at the border, while OOTP looks at it, scoffs, and sets up an amateur league in Lincoln, Rhode Island…technically, a scoff is an acknowledgement of existence, which is how DDSCF should view this exchange).  Options that can be changed in DDSCF range from how players are labelled in 2D games to how much activity the transfer portal typically gets (ranging from low to very high). There are a couple I like toggling on, mainly related to allowing for complete control of positional changes. (I also unlock the depth chart, though, to be honest, I really don’t know what that means.) I also toggle the “Disable Hiding of Scores” option off. Okay, so there are a ton of options there. But just you wait, friend. DDSCF isn’t done. The options screen has a menu at the top. Okay, that’s awes– Oka– My goodness. I actually really like the “Fog Level” here. What this does is condense your ratings down to from on a 1-100 scale to three other options, with 1-20 ratings being the foggiest. I wonder how this impacts your coaches’ ability to scout players, especially in recruiting. (This is one reason why I would love for a recruiting coordinator and greater opportunities to scout recruits, such as camps, high school film, etc. This is where I think DDSCF should be borrowing HEAVY from DDSCB. More on that later, though.) Overall, users should be really pleased with the options available for customizing. There is one thing that I would add, though, that I think would really enhance the overall experience. I would allow for customization over how the playoffs get set. I would allow for the user to set which conferences get an automatic bid (note: this was apparently put in, something I just learned; it is turned off by default for the Real World Mod). I would set up options that allow for how at-large teams are selected. Heck, I might even allow users to set up exactly which teams make it. (I don’t know if this feature is available for multiplayer leagues, but it absolutely SHOULD be. Could there be a more realistic online league experience than bickering over whether or not BYU beating Michigan State makes them more playoff-worthy than Mississippi State defeating a three-loss Auburn team on the road? Grade: 9.5/10. The only thing missing from this, and I’m listing it here, is historical setups. That’s it. If Brooks can add formats to led us to where we are now, that would be awesome. I would love to have the original Big Ten, or the Pac-8. (I also want these in DDSCB). If Brooks does not want to pursue that, then setting up a streamlined process of importing/exporting data, including the league structure, would be a fantastic addition for the future. Gameplay / Sim Engine Your career starts in Training Camp. And your learning curve is steep. You have to learn your coaching staff, your team, and consider redshirts. (Note: I would probably open the game with staff hiring, as well as with an email detailing your roster strengths and weaknesses, and what offensive and defensive styles might be best to look for in a potential coach. I write this as someone who hates coach hiring, too. Unless the team is already setting you up by putting players in your program that generally work well with your coaches, because they presumably recruited them to the program, then starting here makes things a giant wild card. I actually have asked this on the forums, so assuming I remember that I asked this, you won’t see this at all.  Update: Brooks responded and said that rosters are mostly randomized. Not sure how I feel about that, but okay.) (One More Note: If you go to League Media, and click on “Staff”, you can see every coach in the league, as well as their rating and reputation, as well as their previous job. I have two suggestions here: Add a column that says their background; all three of my coaches have college coaching backgrounds. I wanted to see if anyone has a high school coaching background, if that even exists. I would also add more positional coaches. I know that can make things way more tedious, but read me out: I wouldn’t make those playable except for two things: promotion and hiring from another school. I would also allow for your coordinators to hire coaches, so that you don’t have to go that deep. As I said, I hate coach hiring stages. But it would be awesome for you to unearth some high school coordinator that because a QB whisperer for you at James Madison, and watch them transform your mediocre 2* QB, and transform your program, until you lose them to UVA.) (Okay, I have a second note: I would love it if you could adjust your schedule before your first season. I generally play as Penn State (WE ARE); my initial non-conference opponents are Week 1: at James Madison (this wouldn’t happen) Week 2: at Tulane (this definitely wouldn’t happen) Week 3: at Air Force (okay, WTFMR) Note the date. It is MARCH. The schedule should not be set, and the game should not be locked (which it is). I would love to be able to schedule Pitt (a natural rivalry that has been rekindled), and teams more to my style of scheduling (similar-or-higher prestige teams). Brooks recently said on the forums that the scheduling aspect of the game is difficult. So, put it in the hands of the user from the start. I also think you should be able to contact schools, and vice versa, about scheduling. But, a good first step would be to allow for user control in the first season. Okay, moving on.) Once you run training camp and redshirt, you jump into the regular season, and things are pretty standard from there (in a season progression sense). The options here are pretty solid, though, of course, I have suggestions here. Mainly, I would want the Top 25 to be more prominent here, and I would love for a ticker or top news and scores along the bottom of the screen, or even in the dead space next to the playoff bracket. (I also want the Top 25 to be preserved for the league and team history. It is not right now; I don’t know how difficult it is to keep, but it is…I don’t think upsetting is the right word here, but with context, it’s upsetting. It would be great to be able to see how teams rise and fall over the course of time, and having to manually chart this is kind of defeating. Again, this is an immersion issue.) One note here: Before you go start playing or simming games–especially if you sim games–go into the depth charts and ensure they are set. (They are not set by default.) Also, go to the strategy screen, and make sure you have things as you like. As I am doing just the review here, I am being more hands-off with this process. But the game planning defaults to the head coach. In one test, my PSU team was utter crap, because of James Franklin. (I actually like him in general, but PSU fans will still identify with this.) Once I changed the primary game planning and calling to the coordinators, my team went on a run to the playoffs. So, to me, there is definitely a difference here. The big explicitly advertised change is revamped depth charts and substitution logic. (I say explicitly because Wolverine also lists “multiple new improvements to match those included in DDSPF”. Okay. Lucky for you, I’m a generous researcher.) I’m guessing they mean the fifth bullet point here, though it could also be discussing the social archetypes. I don’t know if those were in the previous version; I am guessing they were not.) Regarding the packages and substitution logic, I have no way of knowing if they are working as intended, outside of what I see on the forums. I don’t see any pitchforks out, so I am guessing the community is pleased so far. What I do see, and this is important (and indicative of this community overall) is Brooks consistently on the forums, in conversations, discussing everything everyone brings his way. His dedication to building the best possible game for the community is quite impressive. The rest of the in-game product is as recent versions have been. The 2D model is good, though I wish for the entire screen to get revamped. As I said with DDSPF, I don’t think the space is utilized for peak information and efficiency. Oddly enough, I also think the field should be spaced better. The hash marks are too narrow, aren’t they? Like, not-to-scale narrow. This causes the action in the middle of the field to be really condensed and cluttered. You don’t need to move the hash marks out too far, but I think it would make a big difference. (To anyone who tells me that wouldn’t be realistic, I would point out that you are watching bubbles slide around a computer screen in a way that is supposed to imitate football. I think we can suspend reality enough to make watching the plays a bit more clear, can’t we?) With regards to the personalities, that’s just noise to me. I have no idea what’s under the hood on this, and I haven’t seen anything that leads me to believe I need to pay any attention to this. In basketball games, personalities are at the forefront. This makes sense; it’s a smaller roster, and therefore, every piece to that puzzle needs to fit well for there to be success. I have no idea what a “careful workaholic” is, or a “bland survivor”. I had thought there was a rundown of what these things mean, but I can’t find it. This is still the only time I have seen someone at Wolverine discuss it on the forums. To be honest, I have no idea how these impact anything, if at all. I’m inclined to believe they do absolutely nothing, because I don’t see any evidence of it. So, if that’s the case, take it out. If it isn’t the case, explain it. I know I’ll come across as selfish and bitter, but this feels like it was thrown in. If so, especially with the little improvements that can be done to improve immersion overall…I don’t get that. I don’t think it’s good prioritization…you’re sitting on the only college football game out there (for another year), and you’re choosing to ensure users know a QB is a “Lazy Schemer”, instead of ensuring your history is as complete as can be? Oof. Recruiting is another entire game itself here; there is a pretty solid guide to assist new players. When I last attempted this game (DDSCF17), this was the area of the game that broke me. That stinks, as I love recruiting in the old NCAA Football games, and have come to like it in DDSCB. Being able to delegate actions (and knowing where they are, something I couldn’t figure out in DDSCF17) is a great option if you are more of an in-game coach, or simply want to outsource that aspect of the game. I think this game has a ton of growth potential. The emailed reports can be packed with more information, especially with a big one: how they are playing this particular season. Where are the high school stats? Does that slow down the game too much? (That’s a serious question.) I hope that is more of a resource decision, and not a design one. I want to know the kids who go to Elite 11. I want to know what players I am recruiting that are all-conference, all-state, etc. Furthermore, and this is where I hope they go in the future…I want to talk to the kid. Employ the texting system used by DDSCB. I know, it’s more players…but you don’t have to necessarily talk to everyone. But it’s a way to get more easily attached to players, and…you know, better immerse yourself into the universe. But, and I’ll write about this later…there are some cause-and-effect issues regarding the gameplay that drag this down for me. Statistically speaking, I don’t see many outliers, which is a good thing. Of course, this is all anecdotal. You can see league averages and such in the League Office window, found in the mini menu to the right. Grade: 7/10. The game seems to play as it did in previous versions. I think people are still learning how what has been done under-the-hood has affected the overall game. The reason I give this a 7/10 is that, while the sim engine is solid, I think the gameplay aspect has further improvements to be made. A good portion of those improvements can be made with more complete information, as well as improving the immersive aspects of the game that would bring me more into the universe. But, and I’ll write about this later…there are some cause-and-effect issues regarding the gameplay that drag this down for me. Online Modes Brooks’ original vision for his games, as I wrote before, was to be primarily an online game. So, naturally, there is the opportunity to create an online league. If you are interested in starting or joining a league, I recommend joining the Wolverine Discord.  As with DDSPF, DDSCF has a solid commissioner portal. That includes the Configure Teams section, which makes most of what a commissioner needs to be rather easy. One thing that needs to be addressed is that you can only create a player if your roster is under the roster limits. This applies to the commissioner screen as well, which seems counterintuitive and prohibitive to creating recruits. (Yes, I am aware you can edit recruits. It is still a curious decision, to not allow to create a recruit.) Grade: 10/10. It does what it says it does, and seems to do it in a straightforward, easy-to-implement manner. For commissioners, online leagues are 95% administrative, 5% games. So making the administrative duties as easy and as stress-free as possible is the most important thing a game can do. DDSCF seems to do that. Fun Factor I asked for some feedback from users on the Wolverine Discord. This is what one person said: I asked some users what they thought of this version. One person who has played multiple versions said something that struck a chord with me: “There is almost nothing available to help someone learn how different things in the game work or what they are. No glossary for stat abbreviations. No explanation of how depth charts work. If my starting QB is hurt do I have to take him off the depth chart to use the backup instead? Or will the game do that for me? “What if my team sucks? How do I make it better? There&#8217;s no way to tell really where the problem is. You get an email telling you who performed well which is cool, but there&#8217;s no after game stat report to tell you how each player on the team did (like in BBCF).” He went on to say that “it&#8217;s a game where I&#8217;m supposed to run a college football program but it still doesn&#8217;t feel like I&#8217;m doing that”. That is where I am with the game. If you want to call plays, there is a ton of fun to be had. If you want to be in an online league, where there is interactivity with other people and you can get direct feedback on your actions, you will have a great time. In solo mode, though…the learning curve is steep, because I have no idea what the lessons are. I don’t know how to address problems. I don’t think I get enough feedback from my coaches to inform me. I don’t think I get enough scouting information in recruiting to know which recruits I should go for, especially if I am coaching a small school. With the basketball games, you see a complete correlation between your actions and the results. This is backed up by the information you receive. That is missing here, and, as a solo player, it leads to me automating too much of the game to feel like I am getting a worthwhile experience out of it. The foundation of the in-game aspect is there. The roster building needs to feel like more than a star-grab, though. To me, that comes through the myriad suggestions I have made throughout the piece. It is very difficult to get immersed when there are parts of the game that seem to go out of its way to keep you from getting immersed. Once more, I do need to point out that Brooks’ original gameplan was to serve primarily online leagues. However, since you have a solo mode, you have to address those needs. These dots need to be connected. I really want there to be a solid college and pro game that link up. While this links with DDSPF, they don’t feel at all connected to one another. Grade: 6.5/10 solo; 9.5/10 online. Why two grades? There is a pretty good foundation here, overall. But I cannot get past the “what am I doing?” phase. And no matter how many compromises I make internally, I cannot get myself immersed into the game. I have not been able to make connections with the players on my own team; I don’t really have a grasp on how they are doing from game-to-game. (How is “Value Per Snap” calculated, anyway?) I am not making connections with the recruits. I cannot find a way to emotionally invest myself in the way I can with DDSCB. I really do think there are a lot of simple ways to get there in a short amount of time. But this becomes a death-by-a-thousand-cuts situation for me to play solo, unfortunately. In an online environment, where you can interact with others and fight over the same players, and have (presumably) a more dynamic media section? Yeah, I can absolutely see that being fantastic. But that should be in solo mode, too. Final Word: When I was asked to write a review for DDSCF several years ago (either for 17 or 18), I ended up tapping out. It was such a tedious, frustrating experience. That is gone here; the game flows very well. If you want to call plays, create plays, be in an online league…DDSCF is a solid option for you. Remember, I am just one person, who plays games a certain way. What I have issue with, you may not. The best thing for you to do is use what you have just read as a small guide, but go try the demo, and see for yourself. Official Download for Draft Day Sports: College Football 2023 Leave a comment for John or GM Games on reddit&#8230;</p>
<p>The post <a href="https://gmgames.org/draft-day-sports-college-football-2023/review/">DDSCF 23 Review &#8211; A solid option and flows very well</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>I have an addictive personality. I can get really into things, especially when I am able to immerse myself in a universe. It’s one of the reasons, I think, that I am a Social Studies teacher. I love the history of things.</p>
<p>I say that to say this:</p>
<p>I really, really want a college football game I can really get into.</p>
<p><em>Note: Team logos are not licensed from Wolverine Studios. The images displayed are from a community-driven modification.</em></p>
<p>I’ve been watching YouTube videos of NCAA 14 Revamped. I have looked into getting an XBox or PlayStation only for that game. I have begun reading details for the next NCAA game (potentially out next year). I downloaded the PS2 mod and downloaded NCAA ‘06.</p>
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<p>I long for the days of my NCAA dynasties, and how immersive that can be.</p>
<p><span style="font-weight: 400;">That brings me to Wolverine Studios’ </span><em><span style="font-weight: 400;">Draft Day Sports: College Football 23</span></em><span style="font-weight: 400;">. In last year’s </span><a href="https://gmgames.org/draft-day-sports-pro-football-2022/review/" target="_blank" rel="noopener"><span style="font-weight: 400;">DDS: Pro Football 22 review</span></a><span style="font-weight: 400;">, I brought up how I tried to get into this game several years ago, and could not. There were several reasons for it, the UI being the biggest issue for me. </span></p>
<p><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">With the somewhat recent unilateral UI changes at Wolverine, and my absolute desire to have a full-fledged sports universe, I am giving this another shot. Brooks Piggott, the developer of the Wolverine football line, has always had an ear to the community. He also has taken a different approach to make games, at least early on, then Gary Gorski, the founder of Wolverine and developer of the basketball line of games. Piggott focused his games towards online leagues over the solo effort. So there are features in his games like custom plays and playbooks, which are excellent editions.</span></p>
<p><span style="font-weight: 400;">However, the games always had difficulty scratching my dynasty itch. Will this year’s version be the game that finally breaks through for me? Let’s find out.</span></p>
<p><span style="font-weight: 400;">For those wondering what is new this year, these are the chief features, according to the CF23 page:</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image4.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16778" src="https://gmgames.org/wp-content/uploads/ddscf23-image4.jpg" alt="" width="800" height="281" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image4.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image4-600x210.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image4-300x105.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image4-768x269.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image4-1536x539.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">I should note this before I get into the rest of this piece: I am running this on a MacBook Pro (M1 Pro 16), using Parallels Pro (granted, this was easier to swallow with a teacher discount). On regular Parallels, the game runs fine. Screens can take a second to load, but they’re fine in general. On Pro, the game runs very smoothly. I’m still figuring out games that are more graphics-intensive, but if you have a Mac, you aren’t totally shut out from playing this game, nor any games from Wolverine Studios.</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">(Note: I am not advising anyone to drop $100 in order to play these, or any other, PC games. There is a free trial, so you can try it for yourself if you are interested.)</span></p>
<h2 style="text-align: center;">Graphics / Interface</h2>
<p><span style="font-weight: 400;">As I wrote earlier, all Wolverine Games carry the same UI now. I said this was a good thing when it was first introduced in the basketball games in 2020. For this game, it’s a great thing.</span></p>
<p><span style="font-weight: 400;">The interface is smooth and easy to navigate. All screens are clean and generally self-explanatory. And the back button works, something I had an issue with in DDSCB22. That’s bigger than you think. </span></p>
<p><span style="font-weight: 400;">Overall, it’s sleek and easy to use.</span></p>
<p><span style="font-weight: 400;">That said…I have issues that are slowly turning me into </span><a href="https://youtu.be/xAZU6DYwTDM" target="_blank" rel="noopener"><span style="font-weight: 400;">Randy Quaid in </span><i><span style="font-weight: 400;">Major League 2</span></i></a><span style="font-weight: 400;">. First…why is recruiting separated from the sidebar on the left? It’s a big part of the game…perhaps the biggest. The first time I played this game, I couldn’t find it. Why is it not in the top part of the sidebar? It should be the first thing under the action buttons. The search feature should move to where recruiting is now. I just clicked on it; it is the first time I have.</span></p>
<p><span style="font-weight: 400;">Where games-by-Brooks need to really improve, to me at least, is in its presentation of information. The news section is really frustrating in how much wasted space there is. There is just one column of articles. Why, exactly, is there this much-wasted space? They could combine three screens into one here: You could add performers of the week, news, and the new rankings.</span></p>
<p><span style="font-weight: 400;">Staying with the news…why are players and teams not clickable in that section? That thing should be a hyperlinked minefield of information. For that matter, why are there no full names in the news section? What news section starts off an article with “Baker, H &#8211; LB from Georgia”?</span></p>
<p><span style="font-weight: 400;">In the end, the news and media fail the game, because they fail the player. I go to those sections to get immersed in my universe. I want to be drawn in by the storylines going on around the league. I want a headlines section. Did #1 fall? Was there a major conference upset? Was there a recruiting coup? I want to be overwhelmed with the amount of information that can come my way.</span></p>
<p><span style="font-weight: 400;">Instead, we get </span><b>ONE COLUMN OF REPETITIVE INFORMATION WITH NOTHING YOU CAN CLICK ON FOR MORE INFORMATION.</b></p>
<p><span style="font-weight: 400;">You know what? I did turn into Randy Quaid from Major League 2. That absolutely infuriates me. It makes what should be an amazing and robust area of the game feel like a last-second add-on. And this is happening in multiple products by Brooks, which tells me he’s treating it like it’s a non-priority.</span></p>
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<p><span style="font-weight: 400;">I want this to get better. I would be happy to help this area of the game get better because it needs to get better. It can be little things like, in the conference preview section, why is there no preseason all-conference team? No Heisman odds? No draft rankings? </span></p>
<p><span style="font-weight: 400;">Those things would immensely improve the game and the need to accumulate information at the start. Instead, we get a “Season Preview” magazine that doesn’t really preview anything. Sweet, you get positional grades. Why aren’t the starters listed? Heck, you’ve got enough space to go with the two-deep. You could even turn that into a pull-down menu of sorts, where you click on the position, and you get the depth chart and the grades of each of the players, along with career stats.</span></p>
<p><span style="font-weight: 400;">The game does so little with so much in this regard. It disconnects me entirely, which is a shame, because the game is deserving of more.</span></p>
<p><i><span style="font-weight: 400;">(Note: I get that there are people who don’t care about that aspect of the game. I am also understanding that I am just one person, and that my take on this game should be treated as such. My point is that, with games of this genre, where the visuals are secondary to content, the way the content is set up and presented in DDSCF and DDSPF is so distracting from the rest of the game, it causes me to put it aside in favor of other games. This </span></i><b><i>is</i></b><i><span style="font-weight: 400;"> a good game, as you’ll see if you read the rest of the review and, more importantly, try it out for yourself. Which you should do. This is simply a point I have made in more than one review, though.</span></i></p>
<p><i><span style="font-weight: 400;">In my opinion, if this game is to progress into something that becomes a must-play, this is the biggest area that </span></i><b><i>has</i></b><i><span style="font-weight: 400;"> to be addressed. It isn’t a wish list thing to me. It is an integral part of the user experience. It is currently broken.)</span></i></p>
<p><span style="font-weight: 400;">As I want to end this on a positive (because, so far, I have absolutely not done that), I want to make a suggestion that I believe would lift this game up into an immersive powerhouse.</span></p>
<p><span style="font-weight: 400;">That is, of course, RedZone.</span></p>
<p><span style="font-weight: 400;">I am certain I wrote this in the </span><a href="https://gmgames.org/draft-day-sports-pro-football-2022/review/" target="_blank" rel="noopener"><span style="font-weight: 400;">DDSPF22 review</span></a><span style="font-weight: 400;"> I wrote back in January. Front Office Football had this as a part of its game years ago, where you sim the week (but hide the scores), then you could go and watch the games play out in relative (to the game) real-time. You could jump into individual games, or just watch them as a whole.</span></p>
<p><span style="font-weight: 400;">Out of the Park has had Real-Time Sim for years. The online league I play in, </span><a href="https://mlb-pro.com"><span style="font-weight: 400;">MLBPro</span></a><span style="font-weight: 400;">, was the first league to be a literal daily league (even in the offseason, the league has always played the current actual day only). This wouldn’t be possible without Real-Time Sim being a thing, because that’s maybe the biggest selling point for the league…the fact that there will be an opportunity to watch your game play out in (again, sped-up) real-time, as well as all other games on the schedule. The league runs it at 8pm EST, every night.</span></p>
<p><span style="font-weight: 400;">If DDSCF were able to have this (okay, if all Wolverine Games) were able to have this, it would add a sets-it-apart dimension to the game. Imagine watching Rivalry Week play out when you’re in charge of Michigan, and you’re sitting at #6 in the polls, with #2 Ohio State in town and a spot in the conference championship on the line. </span></p>
<p><span style="font-weight: 400;">Not only that, but since your league is in a four-team playoff, you also have had an eye on #7 Oklahoma State (in Bedlam with #8 Oklahoma), as well as on #3 Oregon, who is on the road at #24 Oregon State.</span></p>
<p><span style="font-weight: 400;">Meanwhile, #5 BYU is watching while hosting #11 Notre Dame, knowing that there is a path into the playoffs if things all shake out well enough.</span></p>
<p><span style="font-weight: 400;">Now, imagine everyone on Slack or Discord, watching this play out live on the interwebs, with all games playing out at their scheduled times (as what happens with OOTP). The BYU and Oregon coaches would go into the late afternoon slate of games knowing what has happened to Michigan, while Oklahoma State/OU (who plays in the prime time game) would have the entire league watching them, especially after Oregon State picks off Oregon and Michigan takes down the Buckeyes, creating all sorts of chaos.</span></p>
<p><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">Whether you are in a solo league or online league, this would single-handedly bring new players to the game. I say this with all the confidence in the world. (I also think it would do the same for the basketball games.) If head-to-head coaching is not a thing that can happen (the oldest of heads will still remember the pain that was the OOTP5 head-to-head journey, which ended with the most dispiriting of thuds), then this is the next best thing. All the game needs (I think) is to add game times that go into the script, and a third party could create a utility that does the same thing, if the powers that be don’t find this worth pursuing.</span></p>
<p><b>Grade: 6/10. </b><span style="font-weight: 400;">If this were on the interface alone, it would be a 10/10. However, there needs to be a fundamental shift in how the details of the league are presented. In my opinion, everything about the news needs to be completely redone…from the templates of news pieces shown (both the quality of writing, and quantity of pieces available), to the way news gets presented on-screen. This disconnects me from the game, which is the last thing the game should do.</span></p>
<h2 style="text-align: center;">Customization</h2>
<p><span style="font-weight: 400;">DDSCF23 has a bunch of options for customization, and they are generally excellent. At the start, you have three base options: Career Mode, Sandbox, and Multiplayer. The main difference between Career Mode and Sandbox is that you cannot be fired in Sandbox.</span></p>
<p><span style="font-weight: 400;">The biggest addition, at least when it comes to customization, is the added playoff options. In fact, one I am </span><b>*really*</b><span style="font-weight: 400;"> excited to try, and impressed Brooks has added so quickly, is the 12-team playoff. It was not in the original release, but included in the most recent update. The 16-team playoff was added in the original update.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image2.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16776" src="https://gmgames.org/wp-content/uploads/ddscf23-image2.jpg" alt="" width="800" height="298" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image2.jpg 1893w, https://gmgames.org/wp-content/uploads/ddscf23-image2-600x223.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image2-300x112.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image2-768x286.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image2-1536x571.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">This is also where major props need to be given. The game does NOT release with official teams and logos. None of Wolverine’s games do; you need to be officially licensed in order to do so. However, at the release of every game, there is always a </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=268&amp;t=35345"><span style="font-weight: 400;">third-party release</span></a><span style="font-weight: 400;"> that includes all logos, teams, and home fields/courts (obviously just the field, not stadiums). In DDSCF23, coaches are also added.</span></p>
<p><span style="font-weight: 400;">(Note: Real players and coach images are not included. Remember, this is a third-party app, generally supported/curated by one person, or a very small group of people. While I am aware that these things exist in NCAA Football Revamped, it would be a rather monumental effort for such an effort here.)</span></p>
<p><span style="font-weight: 400;">Once you’ve selected your basic setup, You will then go into your coach setup. (Note: I have not tried this on my PC laptop, and perhaps I should…on a M1 Mac Pro in Parallels, the initial roster creation process does take a little time. The game is creating some 15,000 players at the outset.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image15.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16789" src="https://gmgames.org/wp-content/uploads/ddscf23-image15.jpg" alt="" width="800" height="473" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image15.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image15-600x354.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image15-300x177.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image15-768x454.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image15-1536x907.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The ways you can create your coach are pretty extensive, and something I would like to see more of in the basketball games (things like how a coach coaches particular position groups would be fantastic, as well as what type of players they prefer at positions).</span></p>
<p><span style="font-weight: 400;">Okay, so that doesn’t seem like a very extensive customization section…just the basics, playoff teams, etc. Go to the main menu (three lines in the top-left of the screen), and click on “League Options”.</span></p>
<p><span style="font-weight: 400;">Customization. Overload.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image7.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16781" src="https://gmgames.org/wp-content/uploads/ddscf23-image7.jpg" alt="" width="800" height="447" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image7.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image7-600x335.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image7-300x168.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image7-768x429.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image7-1536x858.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">This borders on OOTP-level customizing insanity (well, it waves at the border, while OOTP looks at it, scoffs, and sets up an amateur league in Lincoln, Rhode Island…technically, a scoff is an acknowledgement of existence, which is how DDSCF should view this exchange). </span></p>
<p><span style="font-weight: 400;">Options that can be changed in DDSCF range from how players are labelled in 2D games to how much activity the transfer portal typically gets (ranging from low to very high). There are a couple I like toggling on, mainly related to allowing for complete control of positional changes. (I also unlock the depth chart, though, to be honest, I really don’t know what that means.)</span></p>
<p><span style="font-weight: 400;">I also toggle the “Disable Hiding of Scores” option off.</span></p>
<p><span style="font-weight: 400;">Okay, so there are a ton of options there. But just you wait, friend. DDSCF isn’t done. The options screen has a menu at the top.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image8.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16782" src="https://gmgames.org/wp-content/uploads/ddscf23-image8.jpg" alt="" width="800" height="501" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image8.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image8-300x188.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image8-768x481.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image8-1536x962.jpg 1536w, https://gmgames.org/wp-content/uploads/ddscf23-image8-600x376.jpg 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Okay, that’s awes–</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image11.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16785" src="https://gmgames.org/wp-content/uploads/ddscf23-image11.jpg" alt="" width="800" height="487" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image11.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image11-600x366.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image11-300x183.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image11-768x468.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image11-1536x936.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Oka–</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image1.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16775" src="https://gmgames.org/wp-content/uploads/ddscf23-image1.jpg" alt="" width="800" height="482" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image1.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image1-600x361.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image1-300x181.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image1-768x463.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image1-1536x925.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">My goodness.</span></p>
<p><span style="font-weight: 400;">I actually really like the “Fog Level” here. What this does is condense your ratings down to from on a 1-100 scale to three other options, with 1-20 ratings being the foggiest.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image10.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16784" src="https://gmgames.org/wp-content/uploads/ddscf23-image10.jpg" alt="" width="800" height="204" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image10.jpg 1452w, https://gmgames.org/wp-content/uploads/ddscf23-image10-600x153.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image10-300x77.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image10-768x196.jpg 768w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">I wonder how this impacts your coaches’ ability to scout players, especially in recruiting. (This is one reason why I would love for a recruiting coordinator and greater opportunities to scout recruits, such as camps, high school film, etc. This is where I think DDSCF should be borrowing HEAVY from DDSCB. More on that later, though.)</span></p>
<p><span style="font-weight: 400;">Overall, users should be really pleased with the options available for customizing. There is one thing that I would add, though, that I think would really enhance the overall experience.</span></p>
<p><span style="font-weight: 400;">I would allow for customization over how the playoffs get set.</span></p>
<p><span style="font-weight: 400;">I would allow for the user to set which conferences get an automatic bid (note: this was </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=353&amp;t=35416" target="_blank" rel="noopener"><span style="font-weight: 400;">apparently put in</span></a><span style="font-weight: 400;">, something I just learned; it is turned off by default for the Real World Mod). I would set up options that allow for how at-large teams are selected. Heck, I might even allow users to set up exactly which teams make it. (I don’t know if this feature is available for multiplayer leagues, but it absolutely SHOULD be. Could there be a more realistic online league experience than bickering over whether or not BYU beating Michigan State makes them more playoff-worthy than Mississippi State defeating a three-loss Auburn team on the road?</span></p>
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<p><b>Grade: 9.5/10. </b><span style="font-weight: 400;">The only thing missing from this, and I’m listing it here, is historical setups. That’s it. If Brooks can add formats to led us to where we are now, that would be awesome. I would love to have the original Big Ten, or the Pac-8. (I also want these in DDSCB). If Brooks does not want to pursue that, then setting up a streamlined process of importing/exporting data, including the league structure, would be a fantastic addition for the future.</span></p>
<h2 style="text-align: center;">Gameplay / Sim Engine</h2>
<p><span style="font-weight: 400;">Your career starts in Training Camp. And your learning curve is steep. You have to learn your coaching staff, your team, and consider redshirts.</span></p>
<p><span style="font-weight: 400;">(Note: I would probably open the game with staff hiring, as well as with an email detailing your roster strengths and weaknesses, and what offensive and defensive styles might be best to look for in a potential coach. I write this as someone who hates coach hiring, too. Unless the team is already setting you up by putting players in your program that generally work well with your coaches, because they presumably recruited them to the program, then starting here makes things a giant wild card. </span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">I actually have asked this on the forums, so assuming I remember that I asked this, you won’t see this at all. </span></p>
<p><b>Update: </b><span style="font-weight: 400;">Brooks responded and said that rosters are mostly randomized. Not sure how I feel about that, but okay.)</span></p>
<p><span style="font-weight: 400;">(One More Note: If you go to League Media, and click on “Staff”, you can see every coach in the league, as well as their rating and reputation, as well as their previous job. I have two suggestions here: Add a column that says their background; all three of my coaches have college coaching backgrounds. I wanted to see if anyone has a high school coaching background, if that even exists. </span></p>
<p><span style="font-weight: 400;">I would also add more positional coaches. I know that can make things way more tedious, but read me out: I wouldn’t make those playable except for two things: promotion and hiring from another school. I would also allow for your coordinators to hire coaches, so that you don’t have to go that deep. As I said, I hate coach hiring stages. But it would be awesome for you to unearth some high school coordinator that because a QB whisperer for you at James Madison, and watch them transform your mediocre 2* QB, and transform your program, until you lose them to UVA.)</span></p>
<p><span style="font-weight: 400;">(Okay, I have a second note: I would love it if you could adjust your schedule before your first season. I generally play as Penn State (WE ARE); my initial non-conference opponents are</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">Week 1: at James Madison (this wouldn’t happen)</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">Week 2: at Tulane (this definitely wouldn’t happen)</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">Week 3: at Air Force (okay, WTFMR)</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image5.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16779" src="https://gmgames.org/wp-content/uploads/ddscf23-image5.jpg" alt="" width="800" height="451" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image5.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image5-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image5-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image5-768x433.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image5-1536x866.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Note the date. It is MARCH. The schedule should not be set, and the game should not be locked (which it is). I would love to be able to schedule Pitt (a natural rivalry that has been rekindled), and teams more to my style of scheduling (similar-or-higher prestige teams). Brooks recently </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=353&amp;t=35419#p239926" target="_blank" rel="noopener"><span style="font-weight: 400;">said on the forums</span></a><span style="font-weight: 400;"> that the scheduling aspect of the game is difficult. So, put it in the hands of the user from the start.</span></p>
<p><span style="font-weight: 400;">I also think you should be able to contact schools, and vice versa, about scheduling. But, a good first step would be to allow for user control in the first season. Okay, moving on.)</span></p>
<p><span style="font-weight: 400;">Once you run training camp and redshirt, you jump into the regular season, and things are pretty standard from there (in a season progression sense).</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image12.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16786" src="https://gmgames.org/wp-content/uploads/ddscf23-image12.jpg" alt="" width="800" height="453" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image12.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image12-600x340.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image12-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image12-768x435.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image12-1536x870.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The options here are pretty solid, though, of course, I have suggestions here. Mainly, I would want the Top 25 to be more prominent here, and I would love for a ticker or top news and scores along the bottom of the screen, or even in the dead space next to the playoff bracket.</span></p>
<p><span style="font-weight: 400;">(I also want the Top 25 to be preserved for the league and team history. It is not right now; I don’t know how difficult it is to keep, but it is…I don’t think upsetting is the right word here, but with context, it’s upsetting. It would be great to be able to see how teams rise and fall over the course of time, and having to manually chart this is kind of defeating. Again, this is an immersion issue.)</span></p>
<p><span style="font-weight: 400;">One note here: Before you go start playing or simming games–especially if you sim games–go into the depth charts and ensure they are set. (They are not set by default.) Also, go to the strategy screen, and make sure you have things as you like. As I am doing just the review here, I am being more hands-off with this process. But the game planning defaults to the head coach. In one test, my PSU team was utter crap, because of James Franklin.</span></p>
<p><span style="font-weight: 400;">(I actually like him in general, but PSU fans will still identify with this.)</span></p>
<p><span style="font-weight: 400;">Once I changed the primary game planning and calling to the coordinators, my team went on a run to the playoffs. So, to me, there is definitely a difference here.</span></p>
<p><span style="font-weight: 400;">The big explicitly advertised change is revamped depth charts and substitution logic. (I say explicitly because Wolverine also lists “multiple new improvements to match those included in DDSPF”. Okay. Lucky for you, I’m a generous researcher.)</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image16.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16790" src="https://gmgames.org/wp-content/uploads/ddscf23-image16.jpg" alt="" width="800" height="720" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image16.jpg 1495w, https://gmgames.org/wp-content/uploads/ddscf23-image16-600x540.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image16-300x270.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image16-768x691.jpg 768w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">I’m guessing they mean the fifth bullet point here, though it could also be discussing the social archetypes. I don’t know if those were in the previous version; I am guessing they were not.)</span></p>
<p><span style="font-weight: 400;">Regarding the packages and substitution logic, I have no way of knowing if they are working as intended, outside of what I see on the forums. I don’t see any pitchforks out, so I am guessing the community is pleased so far.</span></p>
<p><span style="font-weight: 400;">What I do see, and this is important (and indicative of this community overall) is Brooks consistently on the forums, in conversations, discussing everything everyone brings his way. His dedication to building the best possible game for the community is quite impressive.</span></p>
<p><span style="font-weight: 400;">The rest of the in-game product is as recent versions have been. The 2D model is good, though I wish for the entire screen to get revamped. As I said with DDSPF, I don’t think the space is utilized for peak information and efficiency. Oddly enough, I also think the field should be spaced better. </span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image3.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16777" src="https://gmgames.org/wp-content/uploads/ddscf23-image3.jpg" alt="" width="800" height="463" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image3.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image3-600x348.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image3-300x174.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image3-768x445.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image3-1536x890.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">The hash marks are too narrow, aren’t they? Like, not-to-scale narrow. This causes the action in the middle of the field to be really condensed and cluttered. You don’t need to move the hash marks out too far, but I think it would make a big difference.</span></p>
<p><span style="font-weight: 400;">(To anyone who tells me that wouldn’t be realistic, I would point out that you are watching bubbles slide around a computer screen in a way that is supposed to imitate football. I think we can suspend reality enough to make watching the plays a bit more clear, can’t we?)</span></p>
<p><span style="font-weight: 400;">With regards to the personalities, that’s just noise to me. I have no idea what’s under the hood on this, and I haven’t seen anything that leads me to believe I need to pay any attention to this. In basketball games, personalities are at the forefront. This makes sense; it’s a smaller roster, and therefore, every piece to that puzzle needs to fit well for there to be success.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image9.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16783" src="https://gmgames.org/wp-content/uploads/ddscf23-image9.jpg" alt="" width="800" height="458" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image9.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image9-600x343.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image9-300x172.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image9-768x440.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image9-1536x879.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">I have no idea what a “careful workaholic” is, or a “bland survivor”. I had thought there was a rundown of what these things mean, but I can’t find it. This is still the only time I have seen someone at Wolverine discuss it on the forums.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image14.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16788" src="https://gmgames.org/wp-content/uploads/ddscf23-image14.jpg" alt="" width="800" height="179" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image14.jpg 1870w, https://gmgames.org/wp-content/uploads/ddscf23-image14-600x134.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image14-300x67.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image14-768x172.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image14-1536x343.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">To be honest, I have no idea how these impact anything, if at all. I’m inclined to believe they do absolutely nothing, because I don’t see any evidence of it.</span></p>
<p><span style="font-weight: 400;">So, if that’s the case, take it out. If it isn’t the case, explain it. I know I’ll come across as selfish and bitter, but this feels like it was thrown in. If so, especially with the little improvements that can be done to improve immersion overall…I don’t get that. I don’t think it’s good prioritization…you’re sitting on the only college football game out there (for another year), and you’re choosing to ensure users know a QB is a “Lazy Schemer”, instead of ensuring your history is as complete as can be?</span></p>
<p><span style="font-weight: 400;">Oof.</span></p>
<p><span style="font-weight: 400;">Recruiting is another entire game itself here; there is a pretty </span><a href="https://wolverinestudios.freshdesk.com/support/solutions/articles/44002148051-draft-day-sports-college-football-recruiting-guide" target="_blank" rel="noopener"><span style="font-weight: 400;">solid guide</span></a><span style="font-weight: 400;"> to assist new players. When I last attempted this game (DDSCF17), this was the area of the game that broke me. That stinks, as I love recruiting in the old NCAA Football games, and have come to like it in DDSCB. Being able to delegate actions (and knowing where they are, something I couldn’t figure out in DDSCF17) is a great option if you are more of an in-game coach, or simply want to outsource that aspect of the game.</span></p>
<p><span style="font-weight: 400;">I think this game has a ton of growth potential. The emailed reports can be packed with more information, especially with a big one: how they are playing this particular season. Where are the high school stats? Does that slow down the game too much? (That’s a serious question.) I hope that is more of a resource decision, and not a design one. I want to know the kids who go to Elite 11. I want to know what players I am recruiting that are all-conference, all-state, etc.</span></p>
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<p><span style="font-weight: 400;">Furthermore, and this is where I hope they go in the future…I want to talk to the kid. Employ the texting system used by DDSCB. I know, it’s more players…but you don’t have to necessarily talk to everyone. But it’s a way to get more easily attached to players, and…you know, better immerse yourself into the universe.</span></p>
<p><span style="font-weight: 400;">But, and I’ll write about this later…there are some cause-and-effect issues regarding the gameplay that drag this down for me.</span></p>
<p><span style="font-weight: 400;">Statistically speaking, I don’t see many outliers, which is a good thing. Of course, this is all anecdotal. You can see league averages and such in the League Office window, found in the mini menu to the right.</span></p>
<p><b>Grade: 7/10. </b><span style="font-weight: 400;">The game seems to play as it did in previous versions. I think people are still learning how what has been done under-the-hood has affected the overall game. The reason I give this a 7/10 is that, while the sim engine is solid, I think the gameplay aspect has further improvements to be made. A good portion of those improvements can be made with more complete information, as well as improving the immersive aspects of the game that would bring me more into the universe.</span></p>
<p><span style="font-weight: 400;">But, and I’ll write about this later…there are some cause-and-effect issues regarding the gameplay that drag this down for me.</span></p>
<h2 style="text-align: center;">Online Modes</h2>
<p><span style="font-weight: 400;">Brooks’ original vision for his games, as I wrote before, was to be primarily an online game. So, naturally, there is the opportunity to create an online league. If you are interested in starting or joining a league, I recommend joining the </span><span style="font-weight: 400;">Wolverine Discord</span><span style="font-weight: 400;">. </span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image6.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter wp-image-16780" src="https://gmgames.org/wp-content/uploads/ddscf23-image6.jpg" alt="" width="800" height="476" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image6.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image6-600x357.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image6-300x179.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image6-768x457.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image6-1536x914.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">As with DDSPF, DDSCF has a solid commissioner portal. That includes the Configure Teams section, which makes most of what a commissioner needs to be rather easy.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-image13.jpg" data-rel="prettyPhoto[image-16770]"><img decoding="async" class="aligncenter size-full wp-image-16787" src="https://gmgames.org/wp-content/uploads/ddscf23-image13.jpg" alt="" width="1999" height="1192" srcset="https://gmgames.org/wp-content/uploads/ddscf23-image13.jpg 1999w, https://gmgames.org/wp-content/uploads/ddscf23-image13-600x358.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-image13-300x179.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-image13-768x458.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-image13-1536x916.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">One thing that needs to be addressed is that you can only create a player if your roster is under the roster limits. This applies to the commissioner screen as well, which seems counterintuitive and prohibitive to creating recruits. (Yes, I am aware you can edit recruits. It is still a curious decision, to not allow to create a recruit.)</span></p>
<p><b>Grade: 10/10</b><span style="font-weight: 400;">. It does what it says it does, and seems to do it in a straightforward, easy-to-implement manner. For commissioners, online leagues are 95% administrative, 5% games. So making the administrative duties as easy and as stress-free as possible is the most important thing a game can do. DDSCF seems to do that.</span></p>
<h2 style="text-align: center;">Fun Factor</h2>
<p><span style="font-weight: 400;">I asked for some feedback from users on the Wolverine Discord. This is what one person said:</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;"><br />
</span><span style="font-weight: 400;">I asked some users what they thought of this version. One person who has played multiple versions said something that struck a chord with me:</span></p>
<p><i><span style="font-weight: 400;">“There is almost nothing available to help someone learn how different things in the game work or what they are. No glossary for stat abbreviations. No explanation of how depth charts work. If my starting QB is hurt do I have to take him off the depth chart to use the backup instead? Or will the game do that for me?</span></i></p>
<p><i><span style="font-weight: 400;">“What if my team sucks? How do I make it better? There&#8217;s no way to tell really where the problem is. You get an email telling you who performed well which is cool, but there&#8217;s no after game stat report to tell you how each player on the team did (like in BBCF).”</span></i></p>
<p><span style="font-weight: 400;">He went on to say that “</span><i><span style="font-weight: 400;">it&#8217;s a game where I&#8217;m supposed to run a college football program but it still doesn&#8217;t feel like I&#8217;m doing that”</span></i><span style="font-weight: 400;">.</span></p>
<p><span style="font-weight: 400;">That is where I am with the game. If you want to call plays, there is a ton of fun to be had. If you want to be in an online league, where there is interactivity with other people and you can get direct feedback on your actions, you will have a great time.</span></p>
<p><span style="font-weight: 400;">In solo mode, though…the learning curve is steep, because I have no idea what the lessons are. I don’t know how to address problems. I don’t think I get enough feedback from my coaches to inform me. I don’t think I get enough scouting information in recruiting to know which recruits I should go for, especially if I am coaching a small school.</span></p>
<p><span style="font-weight: 400;">With the basketball games, you see a complete correlation between your actions and the results. This is backed up by the information you receive. That is missing here, and, as a solo player, it leads to me automating too much of the game to feel like I am getting a worthwhile experience out of it.</span></p>
<p><span style="font-weight: 400;">The foundation of the in-game aspect is there. The roster building needs to feel like more than a star-grab, though. To me, that comes through the myriad suggestions I have made throughout the piece. It is very difficult to get immersed when there are parts of the game that seem to go out of its way to keep you from getting immersed.</span></p>
<p><span style="font-weight: 400;">Once more, I do need to point out that Brooks’ original gameplan was to serve primarily online leagues. However, since you have a solo mode, you have to address those needs.</span></p>
<p><span style="font-weight: 400;">These dots need to be connected. I really want there to be a solid college and pro game that link up. While this links with DDSPF, they don’t feel at all connected to one another.</span></p>
<p><b>Grade: 6.5/10 solo; 9.5/10 online. </b><span style="font-weight: 400;">Why two grades? There is a pretty good foundation here, overall. But I cannot get past the “what am I doing?” phase. And no matter how many compromises I make internally, I cannot get myself immersed into the game. I have not been able to make connections with the players on my own team; I don’t really have a grasp on how they are doing from game-to-game. (How is “Value Per Snap” calculated, anyway?) I am not making connections with the recruits. I cannot find a way to emotionally invest myself in the way I can with DDSCB.</span></p>
<p><span style="font-weight: 400;">I really do think there are a lot of simple ways to get there in a short amount of time. But this becomes a death-by-a-thousand-cuts situation for me to play solo, unfortunately.</span></p>
<p><span style="font-weight: 400;">In an online environment, where you can interact with others and fight over the same players, and have (presumably) a more dynamic media section? Yeah, I can absolutely see that being fantastic. But that should be in solo mode, too.</span></p>
<p><b>Final Word: </b><span style="font-weight: 400;">When I was asked to write a review for DDSCF several years ago (either for 17 or 18), I ended up tapping out. It was such a tedious, frustrating experience. That is gone here; the game flows very well. If you want to call plays, create plays, be in an online league…DDSCF is a solid option for you. Remember, I am just one person, who plays games a certain way. What I have issue with, you may not.</span></p>
<p><span style="font-weight: 400;">The best thing for you to do is use what you have just read as a small guide, but go </span><span style="font-weight: 400;">try the demo</span><span style="font-weight: 400;">, and see for yourself.</span></p>
<p style="text-align: center;"><a href="https://gmgames.org/draft-day-sports-college-football-2023/download/" target="_blank" rel="noopener noreferrer">Official Download for Draft Day Sports: College Football 2023</a></p>
<p>Leave a comment for John or GM Games on reddit&#8230;</p>
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<p>The post <a href="https://gmgames.org/draft-day-sports-college-football-2023/review/">DDSCF 23 Review &#8211; A solid option and flows very well</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<title>&#8216;Draft Day Sports: College Football 2023&#8217; The need to know on FirstAccess!</title>
		<link>https://gmgames.org/2022/08/13/draft-day-sports-college-football-2023-the-need-to-know-on-first-access/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Sat, 13 Aug 2022 06:17:56 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: College Football 2023]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[College]]></category>
		<category><![CDATA[DDSCF]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NCAA]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
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					<description><![CDATA[<p>Wolverine Studios&#8217; first release of the 2023 line is just around the corner. It&#8217;s college season in the DDS franchise and Draft Day Sports College Football 2023 has finally arrived in First Access. College football is all about the rivalries. DDSCF23 will see if you have what it takes to beat your rivals into submission year after year? Wolverine Studios has you ready to recruit, gameplan and bring home victory to your school. Several images are not associated with the game studio. These are player created modifications and can be found in the DDSCF community. The full version of the product will be available on August 26th, 2022. What&#8217;s new in 2023? Wording is courtesy of Wolverine Studios &#8211; One of the most important parts of college football of course is recruiting. Every season is a competition to see who can bring the most five star recruits to their program and to see who ends up being overrated and to see which teams have developed players who were not rated very highly and turned them into future pro draftees. The addition in the real world of players transferring at higher rates has changed the landscape of college football and we have made changes this season to mirror that as well in our recruiting feature. We have added more recruiting periods to be able to handle additional transfers of players, we&#8217;ve changed the system to use dollars instead of points to allow for more immersion and we have added the ability for players to decommit in some situations to truly give you a realistic experience. Big changes have also carried over to the field itself in this year&#8217;s version. We have updated the in game logic to allow defensive players to better cover movement in motion plays, we have new counter strategy options to allow you to gameplan even more specifically for your next opponent, there has been a revamp of depth chart packages, usage and weights to make things more intuitive and give you even greater control image We have worked hard to update the substitution logic giving you new choices over which players to use and when to use them when designing your packages. It all adds up to you being able to fine tune your strategy in even greater detail giving you the opportunity to truly build a team and plan that fits your vision. One of the most fun and engaging new additions to the game is the addition of the Trophy Room. Now you can look at a glance and see all of your past bowl glories as well as awards your teams have racked up over time. There&#8217;s nothing like looking back and seeing just how awesome you have been! And if that trophy case looks a little empty to you then it is all the more encouragement to get to work to start filling it. One of the most fun aspects of a simulation game like DDS: College Football 2023 is the ability to create your own game world. Our games have always thrived on having a massive amount of customizable options. One of the biggest debates in college football is the playoff system. Is a 4 team playoff enough? What would the college football universe look like if there was a 16 team playoff? You get to make that call in DDS:CF23. Maybe you miss the good old days when the playoff didn&#8217;t exist. We&#8217;ve got an option for that too! Finally, you will be able to link your league with the future Draft Day Sports: Pro Football 2023 for a totally immersive game universe. Bring rookies in from DDSCF and track your college universe without ever having to leave DDSPF. Grab a copy of DDSCF23 with -10% off First Access code FIRSTDOWN right here https://gmgames.org/draft-day-sports-college-football-2023/download/ Discuss this story with the GM Games community&#8230; &#160;</p>
<p>The post <a href="https://gmgames.org/2022/08/13/draft-day-sports-college-football-2023-the-need-to-know-on-first-access/">&#8216;Draft Day Sports: College Football 2023&#8217; The need to know on FirstAccess!</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
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<p><strong>Wolverine Studios&#8217; first release of the 2023 line is just around the corner. It&#8217;s college season in the DDS franchise and <em>Draft Day Sports College Football 2023</em> has finally arrived in First Access.</strong></p>
<p>College football is all about the rivalries. DDSCF23 will see if you have what it takes to beat your rivals into submission year after year? Wolverine Studios has you ready to recruit, gameplan and bring home victory to your school. Several images are not associated with the game studio. These are player created modifications and can be found in the DDSCF community.</p>
<p>The full version of the product will be available on August 26th, 2022.</p>
</div>
<h3 style="text-align: center;"><em><strong>What&#8217;s new in 2023?</strong></em></h3>
<p><em>Wording is courtesy of Wolverine Studios &#8211;</em> One of the most important parts of college football of course is recruiting. Every season is a competition to see who can bring the most five star recruits to their program and to see who ends up being overrated and to see which teams have developed players who were not rated very highly and turned them into future pro draftees. The addition in the real world of players transferring at higher rates has changed the landscape of college football and we have made changes this season to mirror that as well in our recruiting feature.</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting.jpeg" data-rel="prettyPhoto[image-16642]"><img decoding="async" class="aligncenter wp-image-16658" src="https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting.jpeg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting.jpeg 1920w, https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting-600x338.jpeg 600w, https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting-300x169.jpeg 300w, https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting-768x432.jpeg 768w, https://gmgames.org/wp-content/uploads/ddscf23-screen-recruiting-1536x864.jpeg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p>We have added more recruiting periods to be able to handle additional transfers of players, we&#8217;ve changed the system to use dollars instead of points to allow for more immersion and we have added the ability for players to decommit in some situations to truly give you a realistic experience.</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard.jpg" data-rel="prettyPhoto[image-16642]"><img decoding="async" class="aligncenter size-full wp-image-16652" src="https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard.jpg" alt="" width="2048" height="1152" srcset="https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard.jpg 2048w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard-768x432.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playercard-1536x864.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p>Big changes have also carried over to the field itself in this year&#8217;s version. We have updated the in game logic to allow defensive players to better cover movement in motion plays, we have new counter strategy options to allow you to gameplan even more specifically for your next opponent, there has been a revamp of depth chart packages, usage and weights to make things more intuitive and give you even greater control</p>
<p>image</p>
<p>We have worked hard to update the substitution logic giving you new choices over which players to use and when to use them when designing your packages. It all adds up to you being able to fine tune your strategy in even greater detail giving you the opportunity to truly build a team and plan that fits your vision.</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy.jpeg" data-rel="prettyPhoto[image-16642]"><img decoding="async" class="aligncenter wp-image-16664" src="https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy.jpeg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy.jpeg 1920w, https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy-600x338.jpeg 600w, https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy-300x169.jpeg 300w, https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy-768x432.jpeg 768w, https://gmgames.org/wp-content/uploads/ddscf23-screen-trophy-1536x864.jpeg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p>One of the most fun and engaging new additions to the game is the addition of the Trophy Room. Now you can look at a glance and see all of your past bowl glories as well as awards your teams have racked up over time. There&#8217;s nothing like looking back and seeing just how awesome you have been! And if that trophy case looks a little empty to you then it is all the more encouragement to get to work to start filling it.</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard.jpg" data-rel="prettyPhoto[image-16642]"><img decoding="async" class="aligncenter wp-image-16651" src="https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard.jpg" alt="" width="800" height="433" srcset="https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard.jpg 2048w, https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard-600x325.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard-300x162.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard-768x416.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-screen-dashboard-1536x831.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p>One of the most fun aspects of a simulation game like DDS: College Football 2023 is the ability to create your own game world. Our games have always thrived on having a massive amount of customizable options. One of the biggest debates in college football is the playoff system. Is a 4 team playoff enough? What would the college football universe look like if there was a 16 team playoff?</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs.jpeg" data-rel="prettyPhoto[image-16642]"><img decoding="async" class="aligncenter wp-image-16666" src="https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs.jpeg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs.jpeg 1920w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs-600x338.jpeg 600w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs-300x169.jpeg 300w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs-768x432.jpeg 768w, https://gmgames.org/wp-content/uploads/ddscf23-screen-playoffs-1536x864.jpeg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p>You get to make that call in DDS:CF23. Maybe you miss the good old days when the playoff didn&#8217;t exist. We&#8217;ve got an option for that too!</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights.jpg" data-rel="prettyPhoto[image-16642]"><img decoding="async" class="aligncenter wp-image-16650" src="https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights.jpg" alt="" width="800" height="451" srcset="https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights.jpg 2048w, https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights-768x433.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf23-screen-highlights-1536x866.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p>Finally, you will be able to link your league with the future <em>Draft Day Sports: Pro Football 2023</em> for a totally immersive game universe. Bring rookies in from DDSCF and track your college universe without ever having to leave DDSPF.</p>
<p>Grab a copy of DDSCF23 with -10% off First Access code <strong>FIRSTDOWN</strong> right here <a href="https://gmgames.org/draft-day-sports-college-football-2023/download/">https://gmgames.org/draft-day-sports-college-football-2023/download/</a></p>
<p>Discuss this story with the GM Games community&#8230;</p>
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<div class="ose-reddit ose-uid-b9100b6eeb73409331d27c63ac842cef ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/wn7goe/draft_day_sports_college_football_2023_the_need/">&#39;Draft Day Sports: College Football 2023&#39; The need to know on FirstAccess! (Windows PC)</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
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<p>The post <a href="https://gmgames.org/2022/08/13/draft-day-sports-college-football-2023-the-need-to-know-on-first-access/">&#8216;Draft Day Sports: College Football 2023&#8217; The need to know on FirstAccess!</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<title>DDSPF 22 Review &#8211; The replay factor is through the roof</title>
		<link>https://gmgames.org/draft-day-sports-pro-football-2022/review/</link>
		
		<dc:creator><![CDATA[John Comey]]></dc:creator>
		<pubDate>Tue, 11 Jan 2022 21:20:37 +0000</pubDate>
				<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NFL]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?page_id=15913</guid>

					<description><![CDATA[<p>I have been reviewing games for GMGames for a decade now. And only once have I said, I can’t do this. That was with Draft Day Sports: College Football. I don’t remember what version it was. However, I could not do it. Now, I tried. I tried to play the hell out of that game. However, that game was the most difficult, frustrating experience of my life. I had no idea what I was doing, what I was even attempting to do, nor how to get anywhere within the game. After a month of starting and stopping, I told Chris Valius (the head of GMGames) and Gary Gorski (the head of Wolverine Studios) that I needed to pull away from the project. I am not someone who quits; when I say I’m going to do something, I do it. The frustration I have over not completing that piece still bothers me to this day. However, I could not write something that would have benefited anyone. I admit that because, after I finished my review of the Draft Day Sports: Pro Basketball 22, I told Chris that I would review Draft Day Sports: Pro Football 22. Chris is an optimistic person; heck, he might not even remember that I pulled out of the college football review.  But I do. (I just told you about it.) This review is part journalism, part personal challenge. I was one of the original crew around the first game Brooks Piggott, the developer of Draft Day Sports’ football series, created. I have always believed in Brooks’ vision. But, I got lost along the way. I wanted to see what Brooks and the Wolverine team have done since I tapped out; would they get me back into the fold? Is there now a football game worthy enough of the sim community’s time? I can tell you this: this is a complete review. (I’m writing this part last.) And, overall I’m pleased with the experience I’ve had. I think, if you’re interested in a football game that is becoming a more immersive experience, you should read on. And get on board. Here, courtesy of the Wolverine website, are some of the new features for this year’s version. Graphics / Interface When I played DDSCF a few years ago, I found a tedious, frustrating process. It was as if I was in a maze that seemed to repeat, with nary an exit to be found. With the UI refresh installed by Wolverine nearly two years ago, DDSPF 22 is much more of a direct route system. It’s straightforward, which is always a plus. You never want your players to have to wonder where things are, or how to access certain screens. This is a double-edged sword for Wolverine games. Going full Apple here—one method that applies to everyone—rather than Android—where customization reigns—is great for players who want to know what they’re going to get whenever they open a game. By branding all of Wolverine’s games to the same layout, they have built a consistency that makes jumping into a game much easier. By the same token, if you aren’t a fan of Wolverine’s layout, or prefer a method akin to Out of the Park, where you can customize your major information screens (such as the team Home Screen, which you can pick, choose, and design your preferred page from a plethora of informational options), then this may be disappointing. I believe the majority of players fall into the former camp, where consistency over customization wins out. Now, I speak for myself when I say that, when I get into a game, especially a new game, the sooner I’m able to get into actual playing, the better. So, this is a system that works very well for me. Now, when it comes to the rest of the layout, that depends on how much you like scrolling. Let’s take the Power Rankings screen, for instance. The screen is laid out very well; it’s actually the way I want the league lineups screen in DDSPB to be presented (note to self: email Gary about this). The information is easy to read and digest. However, there is way, way too much dead space. Look at the Team column. Honestly, it’s not even something you need. You have the team logos there. You can have pop-ups that come alive whenever you hover over a logo, complete with more information and the ability to go to that team’s page. You know how I know this can be done? It’s because it’s done elsewhere. You could shrink this screen to have everything on one page, simply by eliminating the team names and going to clickable logos. Also, consider how much more value the player would get if those logos could access team pages. Or if, say, the Game Recaps (found in the League Office, which is a wonderful screen that could be so, so much more) could click into the boxscores. Or if standings were found on that same screen? You could use team abbreviations or logos for a simple grid that would fit in one of the two spots (bottom left, bottom right) that is currently devoid of anything useful. Some other things I would adjust: The League News screen (which is the feed you get in the League Office, but on a dedicated screen) should be two columns side-by-side, not one scrolling down; get more on one page. Let the user click to more news, rather than scroll Additionally, you can click on players while on this screen; however, I have found that you can’t click on all of them. A cornerback came out and destroyed his teammates after a loss; I wanted to know what kind of personality the player was, so I hovered over the player (which brings up a mini-card for that player, which I like, but could love), and nothing came up. That was disappointing. With regards to that mini-card that does pop up, give more information. Right now, it’s just the bio, three stats and their OVR rating. Put the personality in there; put more stats in there (especially for skill positions). Cram as much as you can into that space; it’s incredibly useful, because you don’t have to click and go into a new screen. So give yearly stats, what they did last game…whatever. Go to town on that mini-card! Lastly with the League News screen…ANY time there is a player or team name, those should be clickable to that player or team screen. It should be complete. It won’t overwhelm the user; even if it did, I’d rather that than have inconsistent coverage (see above). Also, game recaps should click through to boxscores. That feels like a wasted opportunity at added immersion. Add more to the Team Info pages, such as overall record, playoff records, division/conference/championship titles, etc. Shrink the Awards screen into two columns. No scrolling. (I’m treating scrolling as the new clicking, I know.) The Draft Picks screen currently has three years’ worth of upcoming draft picks. This actually seems counterintuitive. A pull-down menu for a year of picks would allow for all the picks to show on one screen. Additionally, the menu could have each team’s picks, so you know what’s been traded, who is stockpiling, etc. The Transactions could get a bit of both the Awards and Draft Picks screen suggestions. The transactions could be pulled into two columns (right now, the entire right half of the screen is blank), and the pull-down menu could be amended to include different kings of transactions. Right now, you can only take in all the transactions at once; if you want to see just trades, or just signings, you can’t. The only way to see the Playoff (re: Conference) standings are on the Play/Sim page. Why is this not available on the regular standings page as well? That limits the usefulness of that screen. The Player Analysis Screen needs a lot of enhancement; for QB, it can be adding completion percentages with various receivers. For running backs, wide receivers, and tight ends, it can be an analysis of their yards-per-carry on different plays/run(route) types. Right now, it’s just a QB throwing analysis (distance/direction) or a screen that shows what defenders are doing, even if that player isn’t a defender. Wolverine has a bunch of personalities in the game, and there are reports based on issues the coaching staff is having with different players. Yet, when you go into the personality section of the roster, there is no indication of these issues. There is morale (the screenshot below shows the handy guide that shows what all of the categories on that screen mean), but there is no visual indicator that shows you that there’s an issue. There should be. I think the game is laid out wonderfully. I also think it’s wasting too much space to be efficient.  When it comes to the 2D engine…this has come a long way. I remember when Brooks first started the game (going back through old emails to figure out timelines put this at…ten years ago. Honestly, I did not expect that), and how intriguing the in-game looked. It looked very basic (just dots, no numbers or anything), and really, looked like a youth soccer game. (You know, all the dots bunched up, like a bunch of seven-year-olds all trying to kick the ball at the same time.) But Brooks had the start of something that was quite intriguing. Now, again…TEN YEARS LATER…this part of the game has naturally grown, while keeping much of the feel from its old Barcode Games days. Admittedly, and I’m coming in as a relic who hasn’t played the game since the second version, I’m both intrigued and disappointed. The game continues to play a visually appealing game, especially for this genre. It has a clean layout, and you can generally follow the action. (Though you have to get the animation and play speed just right to get it just right. My suggestion: Speed up the Play Speed, but keep Animation Speed where it is.) At the same time, the game holds itself back here. On either side of the field, there are two panels. When you put on the headset (ie play the game out), your panel fills with the playbook. You get pull down menus of the package, playbook, formation and play, as well as a diagram of the current play selected by the Play Pulldown menu (the game will always suggest a play to you, like the coordinator would). I don’t have an issue here.  I have an issue with everything else. First of all, there are two scoreboards, one above, and one below. Pick one. You can shrink the one below and move it above. You can do a mashup of the two, and put it above. Regardless, there should not be two scoreboards; it’s a redundancy that detracts from the experience. Next, this is a game predicated on information. In this game against Dallas (I originally started this paragraph while playing Jacksonville; I decided I needed a better game for the ratings), I have no idea how my team is doing against what Dallas’ defense is calling. I have the player stats, but I don’t know what the stats are for the plays I’m calling; not against Dallas (and this is the second time I’m facing them this season), or in general. Maybe this isn’t pertinent information for most players. Maybe it isn’t easy information to parse and present for Brooks and company. I don’t know; I’m not a coder, and don’t know what would be needed to get this information. Personally, I feel this puts off the immersion some. I want to know how what I’m calling is doing; if I’m in a close game late, I want to be able to call something that has a reasonable chance of success. I don’t want it to be a blind dart throw. For that matter, I have no idea what package Dallas is even using until after the play is called. Shouldn’t I know that? You see it when you’re on defense, but I think it’s important to know their lineup on a given play. That could fill the space on the other side when you’re actually playing the game out. Overall, when you’re coaching the game, this screen serves its purpose well enough. When you’re just simming and watching the game, though, the game loses its immersion altogether. Look at that screen. There are two information sections—one for each team—with three different tabs. Look above those sections. There’s NOTHING. I would think you could, at the very least, put the stats there, or the players on the field. Or injury reports. Or scoring recaps. Or team stats.  There. Is. Too. Much. Wasted. Space. This is where I know I’m spoiled by Out of the Park. I know Markus and company have the benefit of their time with SI Games, and the relationships that were fostered there…but their in-game screen is as good as it gets for this community. You have the ability to see several different bits of information at once. You can optimize your screen for your in-game experience. Now, OOTP goes a step further, one I don’t expect for Wolverine to take right now, where they allow for the windows to be moved around. Seeing this, though, makes me wonder if Wolverine is doing their in-game screens all wrong. Is it possible that Wolverine, by keeping the on-field action in the dead center of the screen, is actually working against themselves? If they were to slide the field, say, to the bottom left, with the scoreboard above it (along with the timeouts and play recap; seriously, that isn’t necessary both above and below the field; one of the two scoreboards is redundant; I’m inclined to believe it’s the one below it), and put the stats, injuries, and whatever else on the right third of the screen…wouldn’t that make this a much more immersive experience? I can understand how the layout, as it currently is, puts the emphasis on the field; it is the center of the screen, and it’s bright and colorful, set against a black backdrop. There is a simplistic, somewhat understated beauty to that. But at the same time, this is a text sim. Hit us with the data.  (Also, you can change your player bubbles to something other than position. Go to Menu&#62;League Options, then click on Player Bubble Text. Options are Position, Jersey, and Slot Label. This would be better served in the initial creation stage, honestly. To alleviate this, I would do the following: Get rid of the two scoreboards thing. Consolidate to one, put it above the field. Move playcalling to the bottom of the screen. You can even increase the number of plays you see to 3-4 (thus taking out the pulldown Play menu, and making it more visual) Use the side panels to give information; team and player stats, injury reports, playcall reports, drive results, etc.  One other issue I found infuriating: On the Draft Scouting screen, before the draft, the screen seemed to auto-adjust itself, or erase the scouting checkbox I filled for a player. It’s done it several times (I’m currently doing it now, and ready to step away from the game because it keeps doing this to me.  There is one more thing that needs to be discussed here, because it doesn’t really fit anywhere else. We need RedZone. Okay, so in Front Office Football…I want to say 7, though it may have been in 6, Jim Gindin put in an option to sim out an entire week with scores hidden. Then you could go back and watch your game, or any game that week. You can do that here, too. It’s not a revolutionary bit. What was the revolutionary bit (I hadn’t gotten there yet) was this: The games played out in a “real-time” format, and you could jump in and out of any game as it was playing out, and watch it from that moment. If you’re scoreboard watching to see if your team has a chance at a playoff spot in the final week, well…you could do that in that game. It’s also a feature in OOTP, where their Real-Time Sim, and the Out-of-Town scoreboard, has made the in-game experience truly immersive and enjoyable. Above anything else, this is the thing that needs to be added to this game. I’m sure that there are things that players have been clamoring for for multiple versions. Maybe they have been clamoring for this. If so, I’m jumping on that bandwagon. What makes this feel even more regressive than it is? There is no out-of-town scoreboard. The games are in a closed, standalone environment. I had thought that this was a 21st Century complaint, but this was in the original Madden; it was in Joe Montana Football. But it’s not here? Football is the most Out-of-Town Scoreboard game there is. It needs to be added. (Then add RedZone. Realistically, this should be the next point-of-emphasis for all Wolverine games, having games play out in the universe in a “real-time” environment.) Grade: 9. With all Wolverine Games, this has a clean, consistent look. Also with all Wolverine Games, there is real estate that can be better utilized. DDSPF22 is less efficient in its information, and has a lot more unused real estate, than its basketball siblings. That can, and should, be viewed as a positive; it means there is a lot the game can improve upon. Customization When you boot the game up, you get three initial options: Career, Sandbox, and Multiplayer. Those are par for the course when it comes to Wolverine games. After that? Wow. Here is the rundown: NFL: Eight different setups; four pre-merger setups, a 1950 build, a 1970-75 build, and the two most recent builds (32 teams, 16 and 17 games) US (USFL?): 8, 14, 18 teams United: 8 teams World Football League: 10 teams Canadian: 8 teams (not Canadian rules, though) Custom: 34 different builds, ranging from 8-72 teams That is absolutely a lot of configurations, and one I very much appreciate. Additionally, there are multiple playoff formats; this threw me off at first, because the default is the new 14-team playoff. However, if you click on a different setup (it ranges from 4-team playoff to 14-team), it will update in the description how many teams get in. The one nitpick here would be that, as the league’s increase, it would be nice to increase the number of playoff teams. If I were to start a 72-team league, I would want perhaps a 16, maybe 20-team playoff. That’s still under a third of the teams; however, you are locked into the formats available. While it is a lot, and far more than I thought there would, this is a minor quibble. You can also adjust the following: Starting Year Roster Size (40 or 53) Practice Squad Size Overtime Format (None, Sudden Death, Modified Sudden Death, 1 Extra Quarter, Unlimited Quarters) Playoff OT Format Preseason Games User Type (Global, Local Roster Source (Default, CPU-generated, user-created, user-created historical) Start Method (Creation Draft, Auto Draft, Assign to Team (both start with FA) Financial Amounts Contracts by Position Checkboxes: Can Be Fired, Disable Injuries, Disable 2D Display, Serpentine Draft, Hard Mode That offers you a lot of control at the start of your league. This doesn’t even take team/city adjustment and GM creation into account. There is one other aspect of this game that sends me into a rage: YOU CAN SIM MULTIPLE SEASONS. Why is this not in the pro and college basketball games? I demand an explanation. Grade: 10. Overally, this is very, very impressive. I’m sure there are some who feel this is overkill; my feeling is that, when it comes to league customization, you can’t have too much. (Cue up those OOTP complaints about creating a league of just fifth-grade teacher assistants on the moon to the left of the hut or whatever we thought we saw there recently; go ahead and look it up…that’s in the game probably). It’s better to have formats that don’t get run than the other way around. Gameplay / AI I’m not going to profess to be an expert on football, nor football sims. I understand a reasonable amount, generally as much as the next person. Then Cooper Kupp says something, and I am reminded that I know less than I thought I did. Basically, I know enough to not sound or feel stupid. I think I can hold my own when analyzing football and plays. When it comes to DDSPF, though, I feel…well, I can’t tell. I’m either stupid or disconnected. Neither one is the way I want to feel, and I’m certain it’s not how Brooks wants me to feel. But it’s where I am. The gameplay is straightforward. You work your way through the season, week-by-week, then into the offseason. Go through free agency, draft your future. Rinse. Repeat. Try not to be worse than you were last season. This is great…except I have little idea what’s going on after that. Let’s take free agency, for instance, which is where I am with my Philadelphia Hawks. This is an area I would rather skip altogether; I am not good at the financial aspects of games. Hell, I’m not good at the financial aspects of anything. I can handle baseball and OOTP; that’s pretty straightforward, with guaranteed contracts, and not too many bells and whistles.  When it comes to DDSPB22 (and really, any of the pro basketball series), I ask the AI to handle contracts; if I offer free agents, I generally just offer whatever they want, or try to take a little off each season if I want to get a bargain. But, really, it’s a stage I’d rather just not deal with, you know? To be perfectly honest, I really just want to draft, and get to the season. I can’t do that with DDSPF22. At least, I can’t find it. I’m stuck going through something I find tedious. To make matters worse, when I go to the FA screen, the positional breakdown does not show. You have to go to your roster screen to get that. (Yes, I know it comes up when you click on a player. I think this should be on the screen. It does not need to be big. It would, at the very least, help me streamline the process of choosing what positions to go after. (By the way, I went to my roster, and clicked on “Auto-Adjust Roster”, just to see what would happen. A bunch of guys got signed to minimum contracts. I guess that’s…something. It’s weird, though, that I don’t have the ability to get help signing free agents, but the game will automatically sign minsal guys for me.) Once I make the offer, I’m informed if I’m in the lead…but not how many teams are in the running for a player. Okay, look. (I’m teleporting from earlier in the review to here.) I’m on the Draft Screen. And there’s an AUTO SCOUT button. You can get help from the AI here! Why not at the FA screen?! Bah, I say. Bah. (I was having issues where I cannot scout anyone who is projected in the top ten. I can interview them, but I cannot scout them. I looked this up in the guide. Basically, from what I can gather, you have 20 points to fill for each player, with prior knowledge giving you a discount on that 20-point cost. So I guess I’ve been able to fill my scouting on the Top 10, just from prior knowledge. That makes some sense, as the media has covered some of the guys ad nauseum. I would suggest graying out those checkboxes, though.) I would absolutely love to get a “positions of need” part to this screen, even if it’s what the coaching staff thinks we need. I know you get something in the league news from a draft guru or columnist or some such person. I was told I need help at WR and CB. Is that it? Is my team, which missed the playoffs last season (albeit going 9-7 and playing very well at the end of the season), that stacked that we only need two positions’ worth of help? Also, and I looked this up before I wrote asking/complaining…what in the world are Coach Grades based off of? What is this system? What does a 21.6 mean? I’m guessing that a higher score is better (and the player looked at here is a LB, so naturally, my Defensive Coordinator would be higher). (Also, if you click on a player, then click out and go back in, their description changes.) What is a Homely Provider? Or a Polite Egoist? A Bitter Rascal? Why do I want William Vanmeter, a 34-year-old tackle considered to be a defiant scheme, to be a mentor? (I don’t.) I also came across a Depressed Mentor whose morale is high. I searched for what these phrases mean, and how they might affect my team and its chemistry. We’ve seen that football, like any other sport, is built on chemistry. It might not be as much as basketball, but it’s still important. I even tried to pair these up with potential draftees. But then I come to Devon Monahan, and I’m left to wonder if these mean anything at all. Monahan is considered to be the best DT in the draft, and third-best player overall (source: The Magazine). In the mock draft, Jim Nox predicts him to go eighth to Miami (Larry Moore does not have him in his top ten.) My scouts seem to like (?) him. At least, they don’t have anything bad to say about him. He rates high in leadership, work ethic, team player, sportsmanship, disposition…he appears to be a kid who can be a major asset on defense. Monahan is also considered a “Whining Provocateur”. At least, that’s his Social Type. I searched for this on the WS forums; this was the only concrete answer I could find. So, as best as I can gather, this is a Wizard-of-Oz situation. Nobody knows what these mean, nor how they affect their players, their team, or their chances. This…this is not good. I’m sure there is SOMETHING that ties in with their ratings on various things like being a team player, desire to win, etc…but we’re left to guess completely, rather than a basic understanding with fog. I highly suggest that the FIRST thing Brooks/AKH do is explain this in better detail. Right now, it looks like filler. Maybe it is filler right now; the post says it’s laying the foundation for things to come. But that was in the last version. I don’t know about you, but I don’t like not knowing what a potentially key aspect of a game does or does not do. With no actual explanation, this leads me to my overall wonder about this game. I ended up trading back into the 1st, at #20, to grab Monahan over DT John Watkins. It was a close call, but I went with my gut. I do wish I had the extra information, like combine stats, college stats, etc. That should be on the player screens at the draft; no reason it should not be. Really, the draft is disappointing, due to the lack of information you have on draft day. You should know which players have red flags, know their combine numbers…hell, you should be able to sort by players you’ve interviewed. It’s as if you go through the entire process to the draft, just to get shut out of most of the information you’ve gained through the process. It’s counterproductive, and detrimental to the playing experience. Perhaps this underscores my original issue: I feel disconnected from the universe when I play. The game presents an awful lot of immersion through its news section, one I value incredibly. But the game also goes to great lengths to keep me at arm’s length from enjoying it. There is no good reason why I should not have every bit of information available to me through the draft process at the draft. There is no good reason why I should have to go to other screens to get information that should exist on the screen I’m on. Heck, there’s no good reason why a player’s experience in the league isn’t on the active roster screen. I know I should discuss the AI. Personally, I’m not sure I’m qualified to do that. These reviews are Small Sample Size Theater most of the time, unless you’ve played the game a lot over different versions. I have not. The game appears to play a valid form of football; the stats seem to line up (you get a league stats counter on the league office screen, which is a nice touch; you can compare the current year to the previous one). I haven’t seen any issues with statistics, and the issues I have seen through the forums are discussed as more a groupthink situation than anything else. It reminds me of the early OOTP days, when it was just Markus on the coding, and Andreas on the UI. Take this thread as an example. Brooks was the first response in the thread. He’s also the fourth, fifth, and 14th. AKH chimes in on post 12, and Brooks comes back in at Post 20, explaining that he put some tweaks in for QB rushing for the next patch. I have confidence in the numbers of the game, and that Brooks is as dedicated as any developer in making the best product he can. But I still feel disconnected. I have no idea if what I’m doing has any effect on my team. I have no idea to figure out how what I do affects the team. For instance, when I go to Play Analysis, I see a lot of different plays. But I won’t be able to commit a lot of this to memory. The reason I do okay in Madden (shhhh) is because I see the play, and then see the stats that correspond with the play when I’m in the huddle. That information is available in the Strategy screen in DDSPF22. But you can’t find it in-game. Why? Why do I have to have either encyclopedic knowledge of my team and playbook, or have essentially dart throws all game?  Draft Day Sports: Pro Football 22 seems to want to simultaneously draw me in and shut me out. Grade: 8. That push-pull feeling is the most frustrating experience possible for me as a player. And it’ll more than likely shut me out. I imagine it will do the same to others. With a total void of a dominant football game, this game suffers by the design version of a thousand paper cuts. I would think it’s somewhat easily fixable, but I don’t know. I also would have thought that these things would have been pointed out and fixed by now. As with any growing game, you go into this with the understanding of reviewing it as it is, than try to hold it against where it is going. And this game has grown by leaps and bounds. I think that it needs to push more–especially when it comes to playcalling and digesting the information to learn how to be better at playcalling–in order for this game to head to another level. (I will also admit that I’m probably grading this tough, and runs in conflict with the replay/fun factor section. I also think that building this towards a 10 is easier than other games, because the issues I have are from an informational/presentation standpoint, rather than issues with the game mechanics.) Online Modes Given that Brooks originally built this game with multiplayer in mind, it makes sense that there are a slew of online leagues available. You can find leagues seeking GMs by clicking on this link. Creating a multiplayer league appears to be easy. All of the same options as any other mode are available; however, the main difference is that you have to password-protect your league. One really nice touch is in the “Configure Teams” screen. It is easy to name your teams, as well as add personal information for your GMs. It’s also really easy to designate which teams are run by the computer. This is fantastic if you want to run a smaller concept, like a league where all of the human GMs are in one division or conference. An addition I would love to see is for real-world city data, like what is in Out of the Park. Their system is utopian for team and market creation; you type in a city, and suggestions come up. So if I type in Providence (where I live), then “Providence, Rhode Island” shows up. When I click on that, all of the actual weather data for Providence automatically gets incorporated. With football being the most weather-friendly sport we have, it would be great if you could set up a franchise that has an advantage in cold weather games, or a higher chance of snow. (You know, like Green Bay, though their homefield advantage in the playoffs hasn’t really worked for them lately.) This was something I hadn’t given thought to when I wrote earlier parts of this review; I don’t think the absence of weather data detracts from the game, but seeing this made me realize how valuable it could be to this game. I would definitely see if the OOTPD team is in a sharing mood, especially now that their football dreams have been put to rest for now. It does need to be said that Brooks built this to carry the torch set by FrontPageSports’ Football Pro Series from the 1990s, and there are a few leagues that came from that platform to this one. So there are leagues with a lot of history.  As always, when it comes to online leagues, look for your fit. With DDSPF22, there are options for leagues to have custom playbooks and plays (more on that in a second). So you have to decide how you want to play. It is definitely worth checking out. Score: 10. Brooks has built a game geared towards multiplayer, and that shines through here. I do think there are ways to improve upon this (the weather data and geographical location data is definitely one way). But the foundation is quite solid. The evidence is in the leagues that exist. Replay / Fun Factor If you got this far, I applaud you. If you read this AND my Draft Day Sports: Pro Basketball 2022 review, you deserve some sort of award. I’m a teacher, though, and don’t get paid for this. Maybe the GMGames crew can make you a badge, though. I think it’s evidence that I want these games to succeed and grow, and that I think highly of them. Otherwise, I wouldn’t write this much.  So, I hope you enjoyed this, and your interest is piqued in this game. I have just one more thing to discuss, something I neglected earlier…but it fits in perfectly with this section. Of course, I’m discussing custom playbooks and plays. These features exist in Draft Day Sports: Pro Football 22. It’s not a hard concept, either; you don’t need an advanced degree in football analytics in order to create either. (Whether they are successful or not…well, that’s a totally different story.) The layout of the custom offensive plays screen is easy to follow, essentially taking you step-by-step through the process. In researching online leagues, it appears that most do not allow custom playbooks. This leads me to believe that there is the ability to exploit this feature, which is understandable. These games cannot, at least at this time, anticipate the human element. There has been some level of exploitation involved with every game ever created. People gonna people, you know? However, this does add a whole new element that most other games do not have. It’s a layer that invites the user to try many different approaches to your gameplanning, in-game coaching, roster construction…it really allows you to play the game however you want. Now, when I wrote everything I have to this point, none of that is reflective of this section. Because the game is a lot of fun, and the replay factor is through the roof. I think the things I’ve highlighted through this piece would turn this game into an elite, must-have game. However, as it is now, there is a lot in this game for players to enjoy. Score: 9.5  DDSPF22 gives you a ton of ways to play. If you don’t care about the suggestions I’ve made in this piece, then it’s a ten. The suggestions I’ve made are how this thing gets to a ten for me. Conclusion: This franchise has come a long way, and now feels like it’s closer to a polished, finished product than a work-in-progress. There are still some valuable informational gaps that, for me, are preventing it from being at the level that the basketball series are. However, now that the foundation is set, adding in the accompanying pieces will make this all the more satisfying. I recommend you get this game. Official Download for Draft Day Sports: Pro Football 2022 Leave a comment for John or GM Games on reddit&#8230;</p>
<p>The post <a href="https://gmgames.org/draft-day-sports-pro-football-2022/review/">DDSPF 22 Review &#8211; The replay factor is through the roof</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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										<content:encoded><![CDATA[<p><span style="font-weight: 400;">I have been reviewing games for GMGames for a decade now. And only once have I said, I can’t do this.</span></p>
<p><span style="font-weight: 400;">That was with </span><i><span style="font-weight: 400;">Draft Day Sports: College Football</span></i><span style="font-weight: 400;">. </span></p>
<p><span style="font-weight: 400;">I don’t remember what version it was. However, I could not do it.</span></p>
<p><span style="font-weight: 400;">Now, I tried. I tried to play the hell out of that game. However, that game was the most difficult, frustrating experience of my life. I had no idea what I was doing, what I was even attempting to do, nor how to get anywhere within the game.</span></p>
<p><span style="font-weight: 400;">After a month of starting and stopping, I told Chris Valius (the head of GMGames) and Gary Gorski (the head of Wolverine Studios) that I needed to pull away from the project. I am not someone who quits; when I say I’m going to do something, I do it. The frustration I have over not completing that piece still bothers me to this day. However, I could not write something that would have benefited anyone.</span></p>
<p><span style="font-weight: 400;">I admit that because, after I finished my review of the </span><i><span style="font-weight: 400;">Draft Day Sports: Pro Basketball 22</span></i><span style="font-weight: 400;">, I told Chris that I would review </span><a href="https://gmgames.org/draft-day-sports-pro-football-2022/" target="_blank" rel="noopener"><i><span style="font-weight: 400;">Draft Day </span></i><i><span style="font-weight: 400;">Sports</span></i><i><span style="font-weight: 400;">: Pro Football 22</span></i></a><span style="font-weight: 400;">. Chris is an optimistic person; heck, he might not even remember that I pulled out of the college football review. </span></p>
<p><span style="font-weight: 400;">But I do. (I just told you about it.)</span></p>
<p><span style="font-weight: 400;">This review is part journalism, part personal challenge. I was one of the original crew around the first game Brooks Piggott, the developer of Draft Day Sports’ football series, created. I have always believed in Brooks’ vision. But, I got lost along the way.</span></p>
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<p><span style="font-weight: 400;">I wanted to see what Brooks and the Wolverine team have done since I tapped out; would they get me back into the fold? Is there now a football game worthy enough of the sim community’s time?</span></p>
<p><span style="font-weight: 400;">I can tell you this: this is a complete review. (I’m writing this part last.) And, overall I’m pleased with the experience I’ve had. I think, if you’re interested in a football game that is becoming a more immersive experience, you should read on. And get on board.</span></p>
<p><span style="font-weight: 400;">Here, courtesy of the Wolverine website, are some of the new features for this year’s version.</span></p>
<h2 style="text-align: center;">Graphics / Interface</h2>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen1.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15914" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen1.jpg" alt="" width="800" height="451" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen1.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen1-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen1-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen1-768x433.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen1-1536x865.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">When I played DDSCF a few years ago, I found a tedious, frustrating process. It was as if I was in a maze that seemed to repeat, with nary an exit to be found.</span></p>
<p><span style="font-weight: 400;">With the UI refresh installed by Wolverine nearly two years ago, DDSPF 22 is much more of a direct route system. It’s straightforward, which is always a plus. You never want your players to have to wonder where things are, or how to access certain screens.</span></p>
<p><span style="font-weight: 400;">This is a double-edged sword for Wolverine games. Going full Apple here—one method that applies to everyone—rather than Android—where customization reigns—is great for players who want to know what they’re going to get whenever they open a game. By branding all of Wolverine’s games to the same layout, they have built a consistency that makes jumping into a game much easier.</span></p>
<p><span style="font-weight: 400;">By the same token, if you aren’t a fan of Wolverine’s layout, or prefer a method akin to Out of the Park, where you can customize your major information screens (such as the team Home Screen, which you can pick, choose, and design your preferred page from a plethora of informational options), then this may be disappointing.</span></p>
<p><span style="font-weight: 400;">I believe the majority of players fall into the former camp, where consistency over customization wins out. Now, I speak for myself when I say that, when I get into a game, especially a new game, the sooner I’m able to get into actual playing, the better. So, this is a system that works very well for me.</span></p>
<p><span style="font-weight: 400;">Now, when it comes to the rest of the layout, that depends on how much you like scrolling. Let’s take the Power Rankings screen, for instance. The screen is laid out very well; it’s actually the way I want the league lineups screen in DDSPB to be presented (note to self: email Gary about this). The information is easy to read and digest.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen2.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15916" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen2.jpg" alt="" width="800" height="451" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen2.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen2-600x339.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen2-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen2-768x433.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen2-1536x867.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">However, there is way, way too much dead space. Look at the Team column. Honestly, it’s not even something you need. You have the team logos there. You can have pop-ups that come alive whenever you hover over a logo, complete with more information and the ability to go to that team’s page.</span></p>
<p><span style="font-weight: 400;">You know how I know this can be done? It’s because it’s done elsewhere.</span></p>
<p><span style="font-weight: 400;">You could shrink this screen to have everything on one page, simply by eliminating the team names and going to clickable logos. Also, consider how much more value the player would get if those logos could access team pages. Or if, say, the Game Recaps (found in the League Office, which is a wonderful screen that could be so, so much more) could click into the boxscores. Or if standings were found on that same screen? You could use team abbreviations or logos for a simple grid that would fit in one of the two spots (bottom left, bottom right) that is currently devoid of anything useful.</span></p>
<p><span style="font-weight: 400;">Some other things I would adjust:</span></p>
<div id="attachment_15917" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen3.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" aria-describedby="caption-attachment-15917" class="wp-image-15917" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen3.jpg" alt="" width="800" height="452" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen3.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen3-600x339.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen3-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen3-768x434.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen3-1536x868.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a><p id="caption-attachment-15917" class="wp-caption-text">This should be two columns, honestly.</p></div>
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">The League News screen (which is the feed you get in the League Office, but on a dedicated screen) should be two columns side-by-side, not one scrolling down; get more on one page. Let the user click to more news, rather than scroll</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Additionally, you can click on players while on this screen; however, I have found that you can’t click on all of them. A cornerback came out and destroyed his teammates after a loss; I wanted to know what kind of personality the player was, so I hovered over the player (which brings up a mini-card for that player, which I like, but could love), and nothing came up. That was disappointing.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">With regards to that mini-card that does pop up, give more information. Right now, it’s just the bio, three stats and their OVR rating. Put the personality in there; put more stats in there (especially for skill positions). Cram as much as you can into that space; it’s incredibly useful, because you don’t have to click and go into a new screen. So give yearly stats, what they did last game…whatever. Go to town on that mini-card!</span></li>
</ul>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen4.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15918" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen4.jpg" alt="" width="800" height="452" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen4.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen4-600x339.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen4-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen4-768x434.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen4-1536x868.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<ul>
<li style="list-style-type: none;">
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Lastly with the League News screen…ANY time there is a player or team name, those should be clickable to that player or team screen. It should be complete. It won’t overwhelm the user; even if it did, I’d rather that than have inconsistent coverage (see above). Also, game recaps should click through to boxscores. That feels like a wasted opportunity at added immersion.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Add more to the Team Info pages, such as overall record, playoff records, division/conference/championship titles, etc.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Shrink the Awards screen into two columns. No scrolling. (I’m treating scrolling as the new clicking, I know.)</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">The Draft Picks screen currently has three years’ worth of upcoming draft picks. This actually seems counterintuitive. A pull-down menu for a year of picks would allow for all the picks to show on one screen. Additionally, the menu could have each team’s picks, so you know what’s been traded, who is stockpiling, etc.</span></li>
</ul>
</li>
</ul>
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<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">The Transactions could get a bit of both the Awards and Draft Picks screen suggestions. The transactions could be pulled into two columns (right now, the entire right half of the screen is blank), and the pull-down menu could be amended to include different kings of transactions. Right now, you can only take in all the transactions at once; if you want to see just trades, or just signings, you can’t.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">The only way to see the Playoff (re: Conference) standings are on the Play/Sim page. Why is this not available on the regular standings page as well? That limits the usefulness of that screen.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">The Player Analysis Screen needs a lot of enhancement; for QB, it can be adding completion percentages with various receivers. For running backs, wide receivers, and tight ends, it can be an analysis of their yards-per-carry on different plays/run(route) types. Right now, it’s just a QB throwing analysis (distance/direction) or a screen that shows what defenders are doing, even if that player isn’t a defender.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Wolverine has a bunch of personalities in the game, and there are reports based on issues the coaching staff is having with different players. Yet, when you go into the personality section of the roster, there is no indication of these issues. There is morale (the screenshot below shows the handy guide that shows what all of the categories on that screen mean), but there is no visual indicator that shows you that there’s an issue. There should be.</span></li>
</ul>
<p><span style="font-weight: 400;">I think the game is laid out wonderfully. I also think it’s wasting too much space to be efficient. </span></p>
<p><span style="font-weight: 400;">When it comes to the 2D engine…this has come a long way. I remember when Brooks first started the game (going back through old emails to figure out timelines put this at…ten years ago. Honestly, I did not expect that), and how intriguing the in-game looked. It looked very basic (just dots, no numbers or anything), and really, looked like a youth soccer game. (You know, all the dots bunched up, like a bunch of seven-year-olds all trying to kick the ball at the same time.) But Brooks had the start of something that was quite intriguing.</span></p>
<p><span style="font-weight: 400;">Now, again…TEN YEARS LATER…this part of the game has naturally grown, while keeping much of the feel from its old Barcode Games days.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen5.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15919" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen5.jpg" alt="" width="800" height="453" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen5.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen5-600x340.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen5-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen5-768x435.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen5-1536x871.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Admittedly, and I’m coming in as a relic who hasn’t played the game since the second version, I’m both intrigued and disappointed. The game continues to play a visually appealing game, especially for this genre. It has a clean layout, and you can generally follow the action. (Though you have to get the animation and play speed just right to get it just right. My suggestion: Speed up the Play Speed, but keep Animation Speed where it is.)</span></p>
<p><span style="font-weight: 400;">At the same time, the game holds itself back here.</span></p>
<p><span style="font-weight: 400;">On either side of the field, there are two panels. When you put on the headset (ie play the game out), your panel fills with the playbook. You get pull down menus of the package, playbook, formation and play, as well as a diagram of the current play selected by the Play Pulldown menu (the game will always suggest a play to you, like the coordinator would).</span></p>
<p><span style="font-weight: 400;">I don’t have an issue here. </span></p>
<p><span style="font-weight: 400;">I have an issue with everything else.</span></p>
<p><span style="font-weight: 400;">First of all, there are two scoreboards, one above, and one below. Pick one. You can shrink the one below and move it above. You can do a mashup of the two, and put it above. Regardless, there should not be two scoreboards; it’s a redundancy that detracts from the experience.</span></p>
<p><span style="font-weight: 400;">Next, this is a game predicated on information. In this game against Dallas (I originally started this paragraph while playing Jacksonville; I decided I needed a better game for the ratings), I have no idea how my team is doing against what Dallas’ defense is calling. I have the player stats, but I don’t know what the stats are for the plays I’m calling; not against Dallas (and this is the second time I’m facing them this season), or in general. </span></p>
<div id="attachment_15920" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen6-animated.gif" data-rel="prettyPhoto[image-15913]"><img decoding="async" aria-describedby="caption-attachment-15920" class="wp-image-15920 size-full" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen6-animated.gif" alt="" width="800" height="450" /></a><p id="caption-attachment-15920" class="wp-caption-text">Snack on that, Cowbo…I mean, Superstars!</p></div>
<p><span style="font-weight: 400;">Maybe this isn’t pertinent information for most players. Maybe it isn’t easy information to parse and present for Brooks and company. I don’t know; I’m not a coder, and don’t know what would be needed to get this information. Personally, I feel this puts off the immersion some. I want to know how what I’m calling is doing; if I’m in a close game late, I want to be able to call something that has a reasonable chance of success. I don’t want it to be a blind dart throw.</span></p>
<p><span style="font-weight: 400;">For that matter, I have no idea what package Dallas is even using until after the play is called. Shouldn’t I know that? You see it when you’re on defense, but I think it’s important to know their lineup on a given play. That could fill the space on the other side when you’re actually playing the game out.</span></p>
<p><span style="font-weight: 400;">Overall, when you’re coaching the game, this screen serves its purpose well enough. When you’re just simming and watching the game, though, the game loses its immersion altogether.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen7.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15921" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen7.jpg" alt="" width="800" height="452" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen7.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen7-600x339.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen7-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen7-768x434.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen7-1536x868.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Look at that screen. There are two information sections—one for each team—with three different tabs. Look above those sections. There’s NOTHING. I would think you could, at the very least, put the stats there, or the players on the field. Or injury reports. Or scoring recaps. Or team stats. </span></p>
<p><span style="font-weight: 400;">There. Is. Too. Much. Wasted. Space.</span></p>
<div id="attachment_15922" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen8.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" aria-describedby="caption-attachment-15922" class="wp-image-15922" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen8.jpg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen8.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen8-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen8-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen8-768x432.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen8-1536x864.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a><p id="caption-attachment-15922" class="wp-caption-text">This a good screen, but it COULD be so, so much more informative and immersive.</p></div>
<p><span style="font-weight: 400;">This is where I know I’m spoiled by <em>Out of the Park</em>. I know Markus and company have the benefit of their time with SI Games, and the relationships that were fostered there…but their in-game screen is as good as it gets for this community. You have the ability to see several different bits of information at once. You can optimize your screen for your in-game experience. Now, <em>OOTP</em> goes a step further, one I don’t expect for Wolverine to take right now, where they allow for the windows to be moved around.</span></p>
<p><span style="font-weight: 400;">Seeing this, though, makes me wonder if Wolverine is doing their in-game screens all wrong. Is it possible that Wolverine, by keeping the on-field action in the dead center of the screen, is actually working against themselves? If they were to slide the field, say, to the bottom left, with the scoreboard above it (along with the timeouts and play recap; seriously, that isn’t necessary both above and below the field; one of the two scoreboards is redundant; I’m inclined to believe it’s the one below it), and put the stats, injuries, and whatever else on the right third of the screen…wouldn’t that make this a much more immersive experience?</span></p>
<p><span style="font-weight: 400;">I can understand how the layout, as it currently is, puts the emphasis on the field; it is the center of the screen, and it’s bright and colorful, set against a black backdrop. There is a simplistic, somewhat understated beauty to that. But at the same time, this is a text sim.</span></p>
<p><span style="font-weight: 400;">Hit us with the data. </span></p>
<p><span style="font-weight: 400;">(Also, you can change your player bubbles to something other than position. Go to Menu&gt;League Options, then click on Player Bubble Text. Options are Position, Jersey, and Slot Label. This would be better served in the initial creation stage, honestly.</span></p>
<p><span style="font-weight: 400;">To alleviate this, I would do the following:</span></p>
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Get rid of the two scoreboards thing. Consolidate to one, put it above the field.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Move playcalling to the bottom of the screen. You can even increase the number of plays you see to 3-4 (thus taking out the pulldown Play menu, and making it more visual)</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Use the side panels to give information; team and player stats, injury reports, playcall reports, drive results, etc. </span></li>
</ul>
<p><span style="font-weight: 400;">One other issue I found infuriating: On the Draft Scouting screen, before the draft, the screen seemed to auto-adjust itself, or erase the scouting checkbox I filled for a player. It’s done it several times (I’m currently doing it now, and ready to step away from the game because it keeps doing this to me. </span></p>
<p><span style="font-weight: 400;">There is one more thing that needs to be discussed here, because it doesn’t really fit anywhere else.</span></p>
<p><span style="font-weight: 400;">We need RedZone.</span></p>
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<p><span style="font-weight: 400;">Okay, so in <em>Front Office Football</em>…I want to say 7, though it may have been in 6, Jim Gindin put in an option to sim out an entire week with scores hidden. Then you could go back and watch your game, or any game that week. You can do that here, too. It’s not a revolutionary bit.</span></p>
<p><span style="font-weight: 400;">What was the revolutionary bit (I hadn’t gotten there yet) was this: The games played out in a “real-time” format, and you could jump in and out of any game as it was playing out, and watch it from that moment. If you’re scoreboard watching to see if your team has a chance at a playoff spot in the final week, well…you could do that in that game.</span></p>
<p><span style="font-weight: 400;">It’s also a feature in <em>OOTP</em>, where their Real-Time Sim, and the Out-of-Town scoreboard, has made the in-game experience truly immersive and enjoyable.</span></p>
<p><span style="font-weight: 400;">Above anything else, this is the thing that needs to be added to this game. I’m sure that there are things that players have been clamoring for for multiple versions. Maybe they have been clamoring for this. If so, I’m jumping on that bandwagon.</span></p>
<p><span style="font-weight: 400;">What makes this feel even more regressive than it is? There is no out-of-town scoreboard. The games are in a closed, standalone environment. I had thought that this was a 21st Century complaint, but this was in the original Madden; it was in Joe Montana Football.</span></p>
<p><span style="font-weight: 400;">But it’s not here? Football is the most Out-of-Town Scoreboard game there is.</span></p>
<p><span style="font-weight: 400;">It needs to be added.</span></p>
<p><span style="font-weight: 400;">(Then add RedZone. Realistically, this should be the next point-of-emphasis for all Wolverine games, having games play out in the universe in a “real-time” environment.)</span></p>
<p><b>Grade: 9</b><span style="font-weight: 400;">. With all Wolverine Games, this has a clean, consistent look. Also with all Wolverine Games, there is real estate that can be better utilized. DDSPF22 is less efficient in its information, and has a lot more unused real estate, than its basketball siblings. That can, and should, be viewed as a positive; it means there is a lot the game can improve upon.</span></p>
<h2 style="text-align: center;">Customization</h2>
<p><span style="font-weight: 400;">When you boot the game up, you get three initial options: Career, Sandbox, and Multiplayer. Those are par for the course when it comes to Wolverine games.</span></p>
<p><span style="font-weight: 400;">After that? Wow.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15924" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg" alt="" width="800" height="604" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen9-600x453.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen9-300x227.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen9-768x580.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen9-1536x1160.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Here is the rundown:</span><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg" data-rel="prettyPhoto[image-15913]"><br />
</a></p>
<ul>
<li><span style="font-weight: 400;">NFL: Eight different setups; four pre-merger setups, a 1950 build, a 1970-75 build, and the two most recent builds (32 teams, 16 and 17 games)</span></li>
<li><span style="font-weight: 400;">US (USFL?): 8, 14, 18 teams</span></li>
<li><span style="font-weight: 400;">United: 8 teams</span></li>
<li><span style="font-weight: 400;">World Football League: 10 teams</span></li>
<li><span style="font-weight: 400;">Canadian: 8 teams (not Canadian rules, though)</span></li>
<li><span style="font-weight: 400;">Custom: 34 different builds, ranging from 8-72 teams</span></li>
</ul>
<p><span style="font-weight: 400;">That is absolutely a lot of configurations, and one I very much appreciate. Additionally, there are multiple playoff formats; this threw me off at first, because the default is the new 14-team playoff. However, if you click on a different setup (it ranges from 4-team playoff to 14-team), it will update in the description how many teams get in.</span><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg" data-rel="prettyPhoto[image-15913]"><br />
</a></p>
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<p><span style="font-weight: 400;">The one nitpick here would be that, as the league’s increase, it would be nice to increase the number of playoff teams. If I were to start a 72-team league, I would want perhaps a 16, maybe 20-team playoff. That’s still under a third of the teams; however, you are locked into the formats available. While it is a lot, and far more than I thought there would, this is a minor quibble.</span><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg" data-rel="prettyPhoto[image-15913]"><br />
</a></p>
<ul>
<li><span style="font-weight: 400;">You can also adjust the following:</span><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen9.jpg" data-rel="prettyPhoto[image-15913]"><br />
</a></li>
<li><span style="font-weight: 400;">Starting Year</span></li>
<li><span style="font-weight: 400;">Roster Size (40 or 53)</span></li>
<li><span style="font-weight: 400;">Practice Squad Size</span></li>
<li><span style="font-weight: 400;">Overtime Format (None, Sudden Death, Modified Sudden Death, 1 Extra Quarter, Unlimited Quarters)</span></li>
<li><span style="font-weight: 400;">Playoff OT Format</span></li>
<li><span style="font-weight: 400;">Preseason Games</span></li>
<li><span style="font-weight: 400;">User Type (Global, Local</span></li>
<li><span style="font-weight: 400;">Roster Source (Default, CPU-generated, user-created, user-created historical)</span></li>
<li><span style="font-weight: 400;">Start Method (Creation Draft, Auto Draft, Assign to Team (both start with FA)</span></li>
<li><span style="font-weight: 400;">Financial Amounts</span></li>
<li><span style="font-weight: 400;">Contracts by Position</span></li>
<li><span style="font-weight: 400;">Checkboxes: Can Be Fired, Disable Injuries, Disable 2D Display, Serpentine Draft, Hard Mode</span></li>
</ul>
<p><span style="font-weight: 400;">That offers you a lot of control at the start of your league. This doesn’t even take team/city adjustment and GM creation into account.</span></p>
<p><span style="font-weight: 400;">There is one other aspect of this game that sends me into a rage: YOU CAN SIM MULTIPLE SEASONS. Why is this not in the pro and college basketball games? I demand an explanation.</span></p>
<p><b>Grade: 10. </b><span style="font-weight: 400;">Overally, this is very, very impressive. I’m sure there are some who feel this is overkill; my feeling is that, when it comes to league customization, you can’t have too much. (Cue up those <em>OOTP</em> complaints about creating a league of just fifth-grade teacher assistants on the moon to the left of the hut or whatever we thought we saw there recently; go ahead and look it up…that’s in the game probably). It’s better to have formats that don’t get run than the other way around.</span></p>
<h2 style="text-align: center;">Gameplay / AI</h2>
<p><span style="font-weight: 400;">I’m not going to profess to be an expert on football, nor football sims. I understand a reasonable amount, generally as much as the next person. Then </span><a href="https://youtu.be/CI_Oc_kuk7U" target="_blank" rel="noopener"><span style="font-weight: 400;">Cooper Kupp says something</span></a><span style="font-weight: 400;">, and I am reminded that I know less than I thought I did.</span></p>
<p><span style="font-weight: 400;">Basically, I know enough to not sound or feel stupid. I think I can hold my own when analyzing football and plays.</span></p>
<p><span style="font-weight: 400;">When it comes to <em>DDSPF</em>, though, I feel…well, I can’t tell. I’m either stupid or disconnected. Neither one is the way I want to feel, and I’m certain it’s not how Brooks wants me to feel. But it’s where I am.</span></p>
<p><span style="font-weight: 400;">The gameplay is straightforward. You work your way through the season, week-by-week, then into the offseason. Go through free agency, draft your future.</span></p>
<p><span style="font-weight: 400;">Rinse. Repeat. Try not to be worse than you were last season.</span></p>
<p><span style="font-weight: 400;">This is great…except I have little idea what’s going on after that.</span></p>
<p><span style="font-weight: 400;">Let’s take free agency, for instance, which is where I am with my Philadelphia Hawks. This is an area I would rather skip altogether; I am not good at the financial aspects of games. Hell, I’m not good at the financial aspects of anything. I can handle baseball and <em>OOTP</em>; that’s pretty straightforward, with guaranteed contracts, and not too many bells and whistles. </span></p>
<p><span style="font-weight: 400;">When it comes to <em>DDSPB22</em> (and really, any of the pro basketball series), I ask the AI to handle contracts; if I offer free agents, I generally just offer whatever they want, or try to take a little off each season if I want to get a bargain. But, really, it’s a stage I’d rather just not deal with, you know? To be perfectly honest, I really just want to draft, and get to the season.</span></p>
<p><span style="font-weight: 400;">I can’t do that with <em>DDSPF22</em>. At least, I can’t find it. I’m stuck going through something I find tedious. To make matters worse, when I go to the FA screen, the positional breakdown does not show. You have to go to your roster screen to get that. (Yes, I know it comes up when you click on a player. I think this should be on the screen. It does not need to be big. It would, at the very least, help me streamline the process of choosing what positions to go after.</span></p>
<div id="attachment_15925" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen10.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" aria-describedby="caption-attachment-15925" class="wp-image-15925" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen10.jpg" alt="" width="800" height="452" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen10.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen10-600x339.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen10-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen10-768x434.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen10-1536x868.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a><p id="caption-attachment-15925" class="wp-caption-text">Having your positional breakdown on the FA screen should be expected.</p></div>
<p><span style="font-weight: 400;">(By the way, I went to my roster, and clicked on “Auto-Adjust Roster”, just to see what would happen. A bunch of guys got signed to minimum contracts. I guess that’s…something. It’s weird, though, that I don’t have the ability to get help signing free agents, but the game will automatically sign minsal guys for me.)</span></p>
<p><span style="font-weight: 400;">Once I make the offer, I’m informed if I’m in the lead…but not how many teams are in the running for a player.</span></p>
<p><span style="font-weight: 400;">Okay, look. (I’m teleporting from earlier in the review to here.) I’m on the Draft Screen. And there’s an AUTO SCOUT button. You can get help from the AI here! Why not at the FA screen?!</span></p>
<p><span style="font-weight: 400;">Bah, I say. Bah.</span></p>
<p><span style="font-weight: 400;">(I was having issues where I cannot scout anyone who is projected in the top ten. I can interview them, but I cannot scout them. I looked this up in </span><a href="https://wolverinestudios.freshdesk.com/support/solutions/articles/44002010921-draft-day-sports-pro-football-scouting-guide"><span style="font-weight: 400;">the guide</span></a><span style="font-weight: 400;">. Basically, from what I can gather, you have 20 points to fill for each player, with prior knowledge giving you a discount on that 20-point cost. So I guess I’ve been able to fill my scouting on the Top 10, just from prior knowledge. That makes some sense, as the media has covered some of the guys ad nauseum. I would suggest graying out those checkboxes, though.)</span></p>
<p><span style="font-weight: 400;">I would absolutely love to get a “positions of need” part to this screen, even if it’s what the coaching staff thinks we need. I know you get something in the league news from a draft guru or columnist or some such person. I was told I need help at WR and CB. Is that it? Is my team, which missed the playoffs last season (albeit going 9-7 and playing very well at the end of the season), that stacked that we only need two positions’ worth of help?</span></p>
<p><span style="font-weight: 400;">Also, and I looked this up before I wrote asking/complaining…what in the world are Coach Grades based off of? What is this system? What does a 21.6 mean? I’m guessing that a higher score is better (and the player looked at here is a LB, so naturally, my Defensive Coordinator would be higher).</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen11.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15926" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen11.jpg" alt="" width="800" height="246" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen11.jpg 1680w, https://gmgames.org/wp-content/uploads/DDSPF22-screen11-600x185.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen11-300x92.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen11-768x236.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen11-1536x473.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">(Also, if you click on a player, then click out and go back in, their description changes.)</span></p>
<p><span style="font-weight: 400;">What is a Homely Provider? Or a Polite Egoist? A Bitter Rascal? Why do I want William Vanmeter, a 34-year-old tackle considered to be a defiant scheme, to be a mentor? (I don’t.) I also came across a Depressed Mentor whose morale is high.</span></p>
<p><span style="font-weight: 400;">I searched for what these phrases mean, and how they might affect my team and its chemistry. We’ve seen that football, like any other sport, is built on chemistry. It might not be as much as basketball, but it’s still important. I even tried to pair these up with potential draftees. But then I come to Devon Monahan, and I’m left to wonder if these mean anything at all.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen12.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15927" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen12.jpg" alt="" width="800" height="469" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen12.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen12-600x352.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen12-300x176.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen12-768x451.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen12-1536x901.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Monahan is considered to be the best DT in the draft, and third-best player overall (source: The Magazine). In the mock draft, Jim Nox predicts him to go eighth to Miami (Larry Moore does not have him in his top ten.) My scouts seem to like (?) him. At least, they don’t have anything bad to say about him. He rates high in leadership, work ethic, team player, sportsmanship, disposition…he appears to be a kid who can be a major asset on defense.</span></p>
<p><span style="font-weight: 400;">Monahan is also considered a “Whining Provocateur”. At least, that’s his Social Type.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen13.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15929" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen13.jpg" alt="" width="800" height="465" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen13.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen13-600x349.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen13-300x175.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen13-768x447.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen13-1536x894.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">I searched for this on the WS forums; </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=325&amp;t=33048&amp;p=225456&amp;hilit=social+types#p225482" target="_blank" rel="noopener"><span style="font-weight: 400;">this was the only concrete answer</span></a><span style="font-weight: 400;"> I could find.</span></p>
<p><span style="font-weight: 400;">So, as best as I can gather, this is a Wizard-of-Oz situation. Nobody knows what these mean, nor how they affect their players, their team, or their chances. This…this is not good. I’m sure there is SOMETHING that ties in with their ratings on various things like being a team player, desire to win, etc…but we’re left to guess completely, rather than a basic understanding with fog.</span></p>
<p><span style="font-weight: 400;">I highly suggest that the FIRST thing Brooks/AKH do is explain this in better detail. Right now, it looks like filler. Maybe it is filler right now; the post says it’s laying the foundation for things to come. But that was in the last version. I don’t know about you, but I don’t like not knowing what a potentially key aspect of a game does or does not do. With no actual explanation, this leads me to my overall wonder about this game.</span></p>
<p><span style="font-weight: 400;">I ended up trading back into the 1st, at #20, to grab Monahan over DT John Watkins. It was a close call, but I went with my gut. I do wish I had the extra information, like combine stats, college stats, etc. That should be on the player screens at the draft; no reason it should not be. Really, the draft is disappointing, due to the lack of information you have on draft day. You should know which players have red flags, know their combine numbers…hell, you should be able to sort by players you’ve interviewed. It’s as if you go through the entire process to the draft, just to get shut out of most of the information you’ve gained through the process. It’s counterproductive, and detrimental to the playing experience.</span></p>
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<p><span style="font-weight: 400;">Perhaps this underscores my original issue: I feel disconnected from the universe when I play. The game presents an awful lot of immersion through its news section, one I value incredibly. But the game also goes to great lengths to keep me at arm’s length from enjoying it. There is no good reason why I should not have every bit of information available to me through the draft process at the draft. There is no good reason why I should have to go to other screens to get information that should exist on the screen I’m on. Heck, there’s no good reason why a player’s experience in the league isn’t on the active roster screen.</span></p>
<p><span style="font-weight: 400;">I know I should discuss the AI. Personally, I’m not sure I’m qualified to do that. These reviews are Small Sample Size Theater most of the time, unless you’ve played the game a lot over different versions. I have not. The game appears to play a valid form of football; the stats seem to line up (you get a league stats counter on the league office screen, which is a nice touch; you can compare the current year to the previous one). I haven’t seen any issues with statistics, and the issues I have seen through the forums are discussed as more a groupthink situation than anything else. It reminds me of the early <em>OOTP</em> days, when it was just Markus on the coding, and Andreas on the UI.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen14.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter size-full wp-image-15930" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen14.jpg" alt="" width="832" height="720" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen14.jpg 832w, https://gmgames.org/wp-content/uploads/DDSPF22-screen14-600x519.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen14-300x260.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen14-768x665.jpg 768w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">Take </span><a href="https://www.draftdaysports.com/board/viewtopic.php?f=339&amp;t=34535" target="_blank" rel="noopener"><span style="font-weight: 400;">this thread</span></a><span style="font-weight: 400;"> as an example. Brooks was the first response in the thread. He’s also the fourth, fifth, and 14th. AKH chimes in on post 12, and Brooks comes back in at Post 20, explaining that he put some tweaks in for QB rushing for the next patch.</span></p>
<p><span style="font-weight: 400;">I have confidence in the numbers of the game, and that Brooks is as dedicated as any developer in making the best product he can.</span></p>
<p><span style="font-weight: 400;">But I still feel disconnected. I have no idea if what I’m doing has any effect on my team. I have no idea to figure out how what I do affects the team. For instance, when I go to Play Analysis, I see a lot of different plays. But I won’t be able to commit a lot of this to memory. The reason I do okay in Madden (shhhh) is because I see the play, and then see the stats that correspond with the play when I’m in the huddle.</span></p>
<p><span style="font-weight: 400;">That information is available in the Strategy screen in <em>DDSPF22</em>. But you can’t find it in-game. Why? Why do I have to have either encyclopedic knowledge of my team and playbook, or have essentially dart throws all game? </span></p>
<p><span style="font-weight: 400;"><em>Draft Day Sports: Pro Football 22</em> seems to want to simultaneously draw me in and shut me out.</span></p>
<p><b>Grade: 8. </b><span style="font-weight: 400;">That push-pull feeling is the most frustrating experience possible for me as a player. And it’ll more than likely shut me out. I imagine it will do the same to others. With a total void of a dominant football game, this game suffers by the design version of a thousand paper cuts. I would think it’s somewhat easily fixable, but I don’t know. I also would have thought that these things would have been pointed out and fixed by now.</span></p>
<p><span style="font-weight: 400;">As with any growing game, you go into this with the understanding of reviewing it as it is, than try to hold it against where it is going. And this game has grown by leaps and bounds. I think that it needs to push more–especially when it comes to playcalling and digesting the information to learn how to be better at playcalling–in order for this game to head to another level.</span></p>
<p><span style="font-weight: 400;">(I will also admit that I’m probably grading this tough, and runs in conflict with the replay/fun factor section. I also think that building this towards a 10 is easier than other games, because the issues I have are from an informational/presentation standpoint, rather than issues with the game mechanics.)</span></p>
<h2 style="text-align: center;">Online Modes</h2>
<p><span style="font-weight: 400;">Given that Brooks originally built this game with multiplayer in mind, it makes sense that there are a slew of online leagues available. You can find leagues seeking GMs by clicking on </span><a href="https://www.draftdaysports.com/board/viewforum.php?f=315&amp;sid=93118f65cc2b0961c84ededb3ea39c57" target="_blank" rel="noopener"><span style="font-weight: 400;">this link.</span></a></p>
<p><span style="font-weight: 400;">Creating a multiplayer league appears to be easy. All of the same options as any other mode are available; however, the main difference is that you have to password-protect your league.</span></p>
<p><span style="font-weight: 400;">One really nice touch is in the “Configure Teams” screen. It is easy to name your teams, as well as add personal information for your GMs. It’s also really easy to designate which teams are run by the computer. This is fantastic if you want to run a smaller concept, like a league where all of the human GMs are in one division or conference.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen15.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15931" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen15.jpg" alt="" width="800" height="453" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen15.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen15-600x340.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen15-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen15-768x435.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen15-1536x870.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">An addition I would love to see is for real-world city data, like what is in </span><i><span style="font-weight: 400;">Out of the Park</span></i><span style="font-weight: 400;">. Their system is utopian for team and market creation; you type in a city, and suggestions come up. So if I type in Providence (where I live), then “Providence, Rhode Island” shows up. When I click on that, all of the actual weather data for Providence automatically gets incorporated.</span></p>
<p><span style="font-weight: 400;">With football being the most weather-friendly sport we have, it would be great if you could set up a franchise that has an advantage in cold weather games, or a higher chance of snow. (You know, like Green Bay, though their homefield advantage in the playoffs hasn’t really worked for them lately.)</span></p>
<p><span style="font-weight: 400;">This was something I hadn’t given thought to when I wrote earlier parts of this review; I don’t think the absence of weather data detracts from the game, but seeing this made me realize how valuable it could be to this game. I would definitely see if the OOTPD team is in a sharing mood, especially now that their football dreams have been put to rest for now.</span></p>
<p><span style="font-weight: 400;">It does need to be said that Brooks built this to carry the torch set by FrontPageSports’ Football Pro Series from the 1990s, and there are a few leagues that came from that platform to this one. So there are leagues with a lot of history. </span></p>
<p><span style="font-weight: 400;">As always, when it comes to online leagues, look for your fit. With <em>DDSPF22</em>, there are options for leagues to have custom playbooks and plays (more on that in a second). So you have to decide how you want to play. It is definitely worth checking out.</span></p>
<p><b>Score: 10</b><span style="font-weight: 400;">. Brooks has built a game geared towards multiplayer, and that shines through here. I do think there are ways to improve upon this (the weather data and geographical location data is definitely one way). But the foundation is quite solid. The evidence is in the leagues that exist.</span></p>
<h2 style="text-align: center;">Replay / Fun Factor</h2>
<p><span style="font-weight: 400;">If you got this far, I applaud you. If you read this AND my </span><i><span style="font-weight: 400;">Draft Day Sports: Pro Basketball 2022</span></i><span style="font-weight: 400;"> review, you deserve some sort of award. I’m a teacher, though, and don’t get paid for this. Maybe the GMGames crew can make you a badge, though. I think it’s evidence that I want these games to succeed and grow, and that I think highly of them. Otherwise, I wouldn’t write this much. </span></p>
<p><span style="font-weight: 400;">So, I hope you enjoyed this, and your interest is piqued in this game. I have just one more thing to discuss, something I neglected earlier…but it fits in perfectly with this section.</span></p>
<p><span style="font-weight: 400;">Of course, I’m discussing custom playbooks and plays.</span></p>
<p><span style="font-weight: 400;">These features exist in </span><i><span style="font-weight: 400;">Draft Day Sports: Pro Football 22</span></i><span style="font-weight: 400;">. It’s not a hard concept, either; you don’t need an advanced degree in football analytics in order to create either. (Whether they are successful or not…well, that’s a totally different story.) The layout of the custom offensive plays screen is easy to follow, essentially taking you step-by-step through the process.</span></p>
<p><a href="https://gmgames.org/wp-content/uploads/DDSPF22-screen16.jpg" data-rel="prettyPhoto[image-15913]"><img decoding="async" class="aligncenter wp-image-15932" src="https://gmgames.org/wp-content/uploads/DDSPF22-screen16.jpg" alt="" width="800" height="439" srcset="https://gmgames.org/wp-content/uploads/DDSPF22-screen16.jpg 1999w, https://gmgames.org/wp-content/uploads/DDSPF22-screen16-600x330.jpg 600w, https://gmgames.org/wp-content/uploads/DDSPF22-screen16-300x165.jpg 300w, https://gmgames.org/wp-content/uploads/DDSPF22-screen16-768x422.jpg 768w, https://gmgames.org/wp-content/uploads/DDSPF22-screen16-1536x844.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<p><span style="font-weight: 400;">In researching online leagues, it appears that most do not allow custom playbooks. This leads me to believe that there is the ability to exploit this feature, which is understandable. These games cannot, at least at this time, anticipate the human element. There has been some level of exploitation involved with </span><i><span style="font-weight: 400;">every </span></i><span style="font-weight: 400;">game ever created.</span></p>
<p><span style="font-weight: 400;">People gonna people, you know?</span></p>
<p><span style="font-weight: 400;">However, this does add a whole new element that most other games do not have. It’s a layer that invites the user to try many different approaches to your gameplanning, in-game coaching, roster construction…it really allows you to play the game however you want.</span></p>
<p><span style="font-weight: 400;">Now, when I wrote everything I have to this point, none of that is reflective of this section. Because the game </span><b>is a lot of fun</b><span style="font-weight: 400;">, and the replay factor is through the roof. I think the things I’ve highlighted through this piece would turn this game into an elite, must-have game.</span></p>
<p><span style="font-weight: 400;">However, as it is now, there is a lot in this game for players to enjoy.</span></p>
<p><b>Score: 9.5  </b><span style="font-weight: 400;"><em>DDSPF22</em> gives you a ton of ways to play. If you don’t care about the suggestions I’ve made in this piece, then it’s a ten. The suggestions I’ve made are how this thing gets to a ten for me.</span></p>
<p><b>Conclusion</b><span style="font-weight: 400;">: This franchise has come a long way, and now feels like it’s closer to a polished, finished product than a work-in-progress. There are still some valuable informational gaps that, for me, are preventing it from being at the level that the basketball series are. However, now that the foundation is set, adding in the accompanying pieces will make this all the more satisfying.</span></p>
<p><span style="font-weight: 400;">I recommend you get this game.</span></p>
<p style="text-align: center;"><a href="https://gmgames.org/draft-day-sports-pro-football-2022/download/" target="_blank" rel="noopener noreferrer">Official Download for Draft Day Sports: Pro Football 2022</a></p>
<p>Leave a comment for John or GM Games on reddit&#8230;</p>
<p><center><br />
<div class="ose-reddit ose-uid-e5580f4a01347b3018793d1ab0f6365e ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/s1o4xj/new_review_score_93_10_ddspf_22_review_the_replay/">🚨 NEW REVIEW 🚨 &#39;(Score 9.3 / 10) &#34;DDSPF 22 Review - The replay factor is through the roof&#34; (Windows PC)&#39; 🏈 written by John Comey</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div></center></p>
<p>The post <a href="https://gmgames.org/draft-day-sports-pro-football-2022/review/">DDSPF 22 Review &#8211; The replay factor is through the roof</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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		<title>It&#8217;s here! FirstAccess for DDS: Pro Football 2022 launches September 10th</title>
		<link>https://gmgames.org/2021/09/10/its-here-firstaccess-for-dds-pro-football-2022-launches-september-10th/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Fri, 10 Sep 2021 17:56:25 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: Pro Football 2022]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NFL]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?p=15512</guid>

					<description><![CDATA[<p>A new season of NFL football is upon us and with that comes the FirstAccess of Draft Day Sports: Pro Football 2022 (DDSPF22). Let&#8217;s share with you some of the core elements of the game and what&#8217;s new in this years experience? New Dark User Interface DDS:PF22 brings a brand new look giving the user an incredibly beautiful and easy-to-navigate football sim interface while being designed for long play sessions. Player Detail Social types, multiple player traits, player mentoring options and player storylines give players a true life quality. You’ll feel like you’re managing real athletes – not just looking at numbers on a screen! Financial System New improvements to the financial system lets you tailor contract values to positions for an even more realistic financial game world. What&#8217;s New in DDSPF22 ? Customization options have improved even more! Edit more details on coaches, hall of fame configuration options, overall rating options, multiple playoff options, a new 17 game schedule and new data export capabilities for you to analyze data your own way. The game engine has received multiple improvements as well. New play design options allow for motion and play action plays; revamped depth options allow for designation of third down backs; a total revamp of the penalty system allows you to take control over accepting penalties in 2D play, as well as AI improvements for penalties and 4th down logic. Link your league with Draft Day Sports: College Football for a totally immersive game universe. Bring rookies in from DDS:CF and track your college universe without ever having to leave DDS:PF. Use coupon code PF22FIRST at checkout and you will save 10% when you pre-order. This offer is only good during the pre-order stage so get your copy today! Leave a comment about DDSPF22 on our sub-reddit..</p>
<p>The post <a href="https://gmgames.org/2021/09/10/its-here-firstaccess-for-dds-pro-football-2022-launches-september-10th/">It&#8217;s here! FirstAccess for DDS: Pro Football 2022 launches September 10th</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p class="x_1049062467style-scope x_1049062467bard-text-block">A new season of NFL football is upon us and with that comes the <i class="x_1049062467bard-text-block x_1049062467style-scope">FirstAccess </i>of Draft Day Sports: Pro Football 2022 (DDSPF22).</p>
<p class="x_1049062467style-scope x_1049062467bard-text-block">Let&#8217;s share with you some of the core elements of the game and what&#8217;s new in this years experience?</p>
<h3 style="text-align: center;"><strong>New Dark User Interface</strong></h3>
<p>DDS:PF22 brings a brand new look giving the user an incredibly beautiful and easy-to-navigate football sim interface while being designed for long play sessions.</p>
<p><a href="https://gmgames.org/wp-content/uploads/ddspf22-2dmode.jpg" data-rel="prettyPhoto[image-15512]"><img decoding="async" class="aligncenter wp-image-15515" src="https://gmgames.org/wp-content/uploads/ddspf22-2dmode.jpg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/ddspf22-2dmode.jpg 1000w, https://gmgames.org/wp-content/uploads/ddspf22-2dmode-360x203.jpg 360w, https://gmgames.org/wp-content/uploads/ddspf22-2dmode-720x405.jpg 720w, https://gmgames.org/wp-content/uploads/ddspf22-2dmode-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/ddspf22-2dmode-768x432.jpg 768w, https://gmgames.org/wp-content/uploads/ddspf22-2dmode-600x337.jpg 600w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></p>
<h3 style="text-align: center;"><strong>Player Detail</strong></h3>
<p>Social types, multiple player traits, player mentoring options and player storylines give players a true life quality. You’ll feel like you’re managing real athletes – not just looking at numbers on a screen!</p>
<div id="attachment_15480" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM.jpg" data-rel="prettyPhoto[image-15512]"><img decoding="async" aria-describedby="caption-attachment-15480" class="wp-image-15480" src="https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM.jpg" alt="" width="800" height="452" srcset="https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM.jpg 1882w, https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM-600x339.jpg 600w, https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM-300x170.jpg 300w, https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM-768x434.jpg 768w, https://gmgames.org/wp-content/uploads/Screen-Shot-2021-08-25-at-8.10.00-PM-1536x868.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a><p id="caption-attachment-15480" class="wp-caption-text">Personality Traits</p></div>
<h3 style="text-align: center;"><strong>Financial System</strong></h3>
<p>New improvements to the financial system lets you tailor contract values to positions for an even more realistic financial game world.</p>
<h3><a href="https://gmgames.org/wp-content/uploads/ddspf22-contracts.jpg" data-rel="prettyPhoto[image-15512]"><img decoding="async" class="aligncenter wp-image-15419" src="https://gmgames.org/wp-content/uploads/ddspf22-contracts.jpg" alt="" width="800" height="449" srcset="https://gmgames.org/wp-content/uploads/ddspf22-contracts.jpg 1916w, https://gmgames.org/wp-content/uploads/ddspf22-contracts-600x337.jpg 600w, https://gmgames.org/wp-content/uploads/ddspf22-contracts-300x168.jpg 300w, https://gmgames.org/wp-content/uploads/ddspf22-contracts-768x431.jpg 768w, https://gmgames.org/wp-content/uploads/ddspf22-contracts-1536x863.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a></h3>
<h3 style="text-align: left;"><strong>What&#8217;s New in DDSPF22 ?</strong></h3>
<div id="w-node-f39504df-b945-8b3a-34a8-53dbd80461b2-42655e3c" class="fearures-flex">
<ul>
<li>Customization options have improved even more! Edit more details on coaches, hall of fame configuration options, overall rating options, multiple playoff options, a new 17 game schedule and new data export capabilities for you to analyze data your own way.</li>
</ul>
</div>
<div id="w-node-f39504df-b945-8b3a-34a8-53dbd80461b5-42655e3c" class="fearures-flex">
<ul>
<li>The game engine has received multiple improvements as well. New play design options allow for motion and play action plays; revamped depth options allow for designation of third down backs; a total revamp of the penalty system allows you to take control over accepting penalties in 2D play, as well as AI improvements for penalties and 4th down logic.</li>
</ul>
</div>
<div id="w-node-f39504df-b945-8b3a-34a8-53dbd80461b8-42655e3c" class="fearures-flex">
<ul>
<li>Link your league with Draft Day Sports: College Football for a totally immersive game universe. Bring rookies in from DDS:CF and track your college universe without ever having to leave DDS:PF.</li>
</ul>
</div>
<p class="x_1049062467style-scope x_1049062467bard-text-block">Use coupon code <b class="x_1049062467bard-text-block x_1049062467style-scope">PF22FIRST </b><span class="x_1049062467bard-text-block x_1049062467style-scope">at checkout and you will save 10% when you pre-order. This offer is only good during the pre-order stage so get your copy today!</span></p>
<p>Leave a comment about DDSPF22 on our sub-reddit..</p>
<div class="ose-reddit ose-uid-362a4400abd23cbbb9a212a0de2721ac ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/plq5jk/its_here_firstaccess_for_dds_pro_football_2022/">It’s here! FirstAccess for DDS: Pro Football 2022 launches September 10th (Windows PC)</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
<p>The post <a href="https://gmgames.org/2021/09/10/its-here-firstaccess-for-dds-pro-football-2022-launches-september-10th/">It&#8217;s here! FirstAccess for DDS: Pro Football 2022 launches September 10th</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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			</item>
		<item>
		<title>College Game Day! Draft Day Sports: College Football 2021 for Windows PC</title>
		<link>https://gmgames.org/2021/02/05/college-game-day-draft-day-sports-college-football-2021-for-windows-pc/</link>
		
		<dc:creator><![CDATA[GM Games News]]></dc:creator>
		<pubDate>Fri, 05 Feb 2021 17:01:16 +0000</pubDate>
				<category><![CDATA[Draft Day Sports: College Football 2021]]></category>
		<category><![CDATA[Brooks Piggott]]></category>
		<category><![CDATA[College]]></category>
		<category><![CDATA[Football (American)]]></category>
		<category><![CDATA[NCAA]]></category>
		<category><![CDATA[PC Games News]]></category>
		<category><![CDATA[Wolverine Studios]]></category>
		<guid isPermaLink="false">https://gmgames.org/?p=14692</guid>

					<description><![CDATA[<p>If you’ve been waiting for a modern football game that gives you immersion, depth and a whole lot of excitement then this is the game for you. Wolverine Studios announces that Draft Day Sports: College Football 2021 is now available worldwide, as well as on Steam. DDS:CF21 has been completely rebuilt on the Alchemium Unlimited platform to provide one of the most beautiful and realistic experiences you will find today in a college football simulation game. [This press release is made courtesy of Wolverine Studios] DDS:CF21 puts you in charge as the head coach of your favorite school. Recruit your next class of superstars, customize your playbook to maximize your strengths and most importantly beat down your hated rival on the virtual gridiron! We’ve made some big changes for this year’s version with new play options, more reports, a slew of new recruiting changes, more immersion that brings players to life and even the ability to link your league directly to a Draft Day Sports: Pro Football 2021 league for seamless integration of your college players moving to your pro league. Here’s a look at the new recruiting interface. You’ll see new options to visit players at home, invite them to a game, attend one of their games or give them a tour of your campus in addition to the recruiting and scouting points you can spend on them. The detail you can go into while recruiting is amazing and really brings the recruiting experience to life. But don’t worry – for those of you who don’t want to wade in the depths of recruiting there are options too that allow you to turn over some or all of the details to the AI and let you focus just on playing winning football on Saturdays! WHAT’S NEW IN 21? DDS:CF21 is totally rebuilt from the ground up on our new “Au” platform giving the user an incredibly beautiful and easy to navigate interface. A redesigned recruiting interface lets you not only take on more actions but see them all organized in an easy to view and understand fashion. Take full control of your school’s destiny on the field. New playbook options give you even more weapons to try and out match your opponent. Customization options have improved even more! Edit just about anything you want with your school and new bowl game logos give you even more to edit. A brand new coach import file option is also available if you want to create a custom coach file! A redesigned recruiting interface lets you not only take on more actions but see them all organized in an easy to view and understand fashion. The game engine has received multiple improvements as well. New play design options allow for motion and play action plays, revamped depth options allow for designation of third down backs, a total revamp of the penalty system to allow you control over accepting penalties in 2D play as well as AI improvements for penalties and 4th down logic. Link your league with Draft Day Sports: Pro Football 2021 for a totally immersive game universe. Bring rookies in from DDS:CF and track your college universe without ever having to leave DDS:PF. Talk more about the launch with us on our sub-reddit&#8230;</p>
<p>The post <a href="https://gmgames.org/2021/02/05/college-game-day-draft-day-sports-college-football-2021-for-windows-pc/">College Game Day! Draft Day Sports: College Football 2021 for Windows PC</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
]]></description>
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<p><strong>If you’ve been waiting for a modern football game that gives you immersion, depth and a whole lot of excitement then this is the game for you.</strong></p>
<p>Wolverine Studios announces that <em>Draft Day Sports: College Football 2021</em> is now available worldwide, as well as on Steam. DDS:CF21 has been completely rebuilt on the Alchemium Unlimited platform to provide one of the most beautiful and realistic experiences you will find today in a college football simulation game.</p>
<p>[<em>This press release is made courtesy of Wolverine Studios</em>]</p>
<p>DDS:CF21 puts you in charge as the head coach of your favorite school. Recruit your next class of superstars, customize your playbook to maximize your strengths and most importantly beat down your hated rival on the virtual gridiron!</p>
<div id="attachment_14527" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/ddscf21-standings.jpg" data-rel="prettyPhoto[image-14692]"><img decoding="async" aria-describedby="caption-attachment-14527" class="wp-image-14527" src="https://gmgames.org/wp-content/uploads/ddscf21-standings.jpg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/ddscf21-standings.jpg 1920w, https://gmgames.org/wp-content/uploads/ddscf21-standings-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf21-standings-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf21-standings-768x432.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf21-standings-1536x864.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a><p id="caption-attachment-14527" class="wp-caption-text">Offensive and Defensive Leaders</p></div>
<p>We’ve made some big changes for this year’s version with new play options, more reports, a slew of new recruiting changes, more immersion that brings players to life and even the ability to link your league directly to a Draft Day Sports: Pro Football 2021 league for seamless integration of your college players moving to your pro league.</p>
<figure class="wp-block-image size-large">
<div id="attachment_14525" style="width: 810px" class="wp-caption aligncenter"><a href="https://gmgames.org/wp-content/uploads/ddscf21-recruiting.jpg" data-rel="prettyPhoto[image-14692]"><img decoding="async" aria-describedby="caption-attachment-14525" class="wp-image-14525" src="https://gmgames.org/wp-content/uploads/ddscf21-recruiting.jpg" alt="" width="800" height="450" srcset="https://gmgames.org/wp-content/uploads/ddscf21-recruiting.jpg 1920w, https://gmgames.org/wp-content/uploads/ddscf21-recruiting-600x338.jpg 600w, https://gmgames.org/wp-content/uploads/ddscf21-recruiting-300x169.jpg 300w, https://gmgames.org/wp-content/uploads/ddscf21-recruiting-768x432.jpg 768w, https://gmgames.org/wp-content/uploads/ddscf21-recruiting-1536x864.jpg 1536w" sizes="(max-width: 480px) 90vw, (max-width: 1024px) 45vw, 360px" /></a><p id="caption-attachment-14525" class="wp-caption-text">DDSCF21 Recruiting Screen</p></div></figure>
<p>Here’s a look at the new recruiting interface. You’ll see new options to visit players at home, invite them to a game, attend one of their games or give them a tour of your campus in addition to the recruiting and scouting points you can spend on them. The detail you can go into while recruiting is amazing and really brings the recruiting experience to life. But don’t worry – for those of you who don’t want to wade in the depths of recruiting there are options too that allow you to turn over some or all of the details to the AI and let you focus just on playing winning football on Saturdays!</p>
<h3 style="text-align: center;"><strong>WHAT’S NEW IN 21?</strong></h3>
<ul>
<li>DDS:CF21 is totally rebuilt from the ground up on our new “Au” platform giving the user an incredibly beautiful and easy to navigate interface.</li>
<li>A redesigned recruiting interface lets you not only take on more actions but see them all organized in an easy to view and understand fashion.</li>
<li>Take full control of your school’s destiny on the field. New playbook options give you even more weapons to try and out match your opponent.</li>
<li>Customization options have improved even more! Edit just about anything you want with your school and new bowl game logos give you even more to edit. A brand new coach import file option is also available if you want to create a custom coach file!<br />
A redesigned recruiting interface lets you not only take on more actions but see them all organized in an easy to view and understand fashion.</li>
<li>The game engine has received multiple improvements as well. New play design options allow for motion and play action plays, revamped depth options allow for designation of third down backs, a total revamp of the penalty system to allow you control over accepting penalties in 2D play as well as AI improvements for penalties and 4th down logic.</li>
<li>Link your league with <em>Draft Day Sports: Pro Football 2021</em> for a totally immersive game universe. Bring rookies in from DDS:CF and track your college universe without ever having to leave DDS:PF.</li>
</ul>
<p>Talk more about the launch with us on our sub-reddit&#8230;</p>
<div class="ose-reddit ose-uid-73e34b37b6ffaebb82f5c8b9cc434df2 ose-embedpress-responsive" style="width:600px; height:300px; max-height:300px; max-width:100%; display:inline-block;" data-embed-type="Reddit"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/gmgames/comments/ldbz5e/breaking_news_college_game_day_draft_day_sports/">🚨 BREAKING NEWS 🚨 ‘College Game Day! Draft Day Sports: College Football 2021 for Windows PC&#39; 🏈</a><br> by<a href="https://www.reddit.com/user/cv81/">u/cv81</a> in<a href="https://www.reddit.com/r/gmgames/">gmgames</a></blockquote><script async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></div>
<p>The post <a href="https://gmgames.org/2021/02/05/college-game-day-draft-day-sports-college-football-2021-for-windows-pc/">College Game Day! Draft Day Sports: College Football 2021 for Windows PC</a> appeared first on <a href="https://gmgames.org">GM Games - Sports General Manager Video Games</a>.</p>
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