Maximum Football - title

I generally do not play free-to-play games. I usually associate such games with scammy, exploitative micro-transaction economies. However, I do feel that one genre of video game that could actually be a very good candidate for a free-to-play model is sports games. Sports games have long been criticized as being "full price roster updates". This has become painfully more true as games have become bigger, more complicated, and more expensive to create. There just isn't enough development time in between annual release schedules to implement comprehensive updates to a sports game, and so they typically only receive minor, token changes, which often feel under-developed and poorly-tested and balanced.

In a free-to-play model, however, the developers aren't constrained to rush a "full new game" out every year, in time for the start of the new sport season. They can continue to update the same game, adding new features -- no matter how small or large -- on a much more liberal schedule.

More importantly, gamers aren't forced to buy a whole new game each and every year and reset all their progress. If I play a particular release of Madden for a few in-game seasons, building my team through the draft and developing my players, I eventually get to the point where it feels pointless to continue playing. The new Madden will release, and all my draft picks, player upgrades, and roster moves will be erased and replaced with whatever happened in the real NFL season. Even indie games that aren't tied to a real-life sports league (and its rosters), such as Axis Football, have this same problem. Every new year's game release requires restarting my franchise or dynasty from scratch, erasing dozens (or hundreds!) of hours of play and progress.

My rosters and progress won't get reset every year when a new game releases.

With a free-to-play model, there isn't going to be a "new game" every year, and supposedly, I will be able to continue playing the same dynasty or franchise for as long as I want, and still be able to receive any gameplay updates or new features that are released.

Honestly, I've been wishing that Madden would go to this sort of model for years now. Just have a single, live service football game that is funded by Ultimate Team and other in-app purchases. Maybe annual roster updates could be like a $10 DLC or something?

Dynasty season pass?

But this does beg the question: how will Maximum Football's publisher make money? The method of monetization was always a concern for Maximum Football's reboot. They wouldn't have the names and likenesses of real football players to slap onto digital trading cards for their version of an Ultimate Team. They could potentially get by with selling cosmetic-only items. But would there be enough of a market for such purchases? Maybe they would have to resort to micro-transactions that feel more like pay-to-win mechanics, such as paying for progression boosts for Dynasty players, or literally just buying recruiting prospects (think of the original launch of Middle-Earth: Shadow of War).

The good news is: there is no trace of any pay-to-win mechanics in Maximum Football's Dynasty Mode that I could find. The bad news is: Dynasty Mode is still monetized.

Even though Maximum Football does have its own equivalent of Ultimate Team, complete with in-app purchases for card packs and power ups, the Dynasty Mode is pay-walled by ... <sigh> ... a season pass.

If you want to play more than 1 or 2 seasons of Dynasty, you have to pay (or grind).

You can download Maximum Football for free. You can create and customize teams for free. You can play as many exhibition games as you want (using your created team(s)) for free. And you can start a Dynasty and play through a full year or 2 for free. But if you want to carry that Dynasty into a second season, well then you gotta pay. Additional seasons of Dynasty are locked behind a $20 season pass. Or you can use the 2 Dynasty Tickets that you start with to play 2 seasons, and then try to earn more Dynasty tickets from daily login rewards or from grinding other game modes.

New Dynasty tickets seem to be earned every 14 days that you log into the game. I guess if you're playing 1 Dynasty match per day, then the daily login rewards should be enough to keep your Dynasty going indefinitely.

The game says that the $20 Season Pass grants "unrestricted access" to Dynasty Mode. So I'm assuming (and hoping) that this means Maximum Games isn't going to charge us for a season pass every year if we want to keep playing Dynasty -- effectively turning Dynasty Mode into a subscription service. But I guess we won't find that out for sure until next year.

In fact, there's a season pass for the Franchise Mode too, even though the Franchise Mode isn't even actually in the game yet. The game is techncially in Early Access, so the idea of paying for content that isn't actually in the game yet is a little more forgivable than retail games that sell season passes for future DLC that doesn't exist yet. But still, I'm wary of any game that sells content that isn't actually in the game yet. If Maximum Football flops, and this Franchise Mode never actually releases, then that's $40 down the drain.

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Star Trek Ascendancy Dominion War expansion

I already reviewed the other expansions released between 2019 and 2023 (the Andorians, Vulcans, and Breen), but I wanted to save the Dominion for a separate post because the Dominion come with a whole host of additional features beyond just the new faction. Technically, the expansion is called "The Dominion War". In addition to adding the Dominion faction, this expansion adds rules for new Gamma Quadrant system discs, a wormhole system that connects the Gamma Quadrant to the rest of the map, and a team-based variant game mode with different setup and several new rules.

The Dominion faction can be played with or without the Gamma Quadrant rules in play. But for the most part, I'm going to assume that if you're playing with the Dominion, you're probably playing with the wormhole and Gamma Quadrant as well. Maybe that's a safe assumption; maybe it's not. It's how we've always played the Dominion.

The Dominion War expansion replaces the Bajor system disc that was included with the Cardassian expansion. The new Bajor is a larger piece that combines the Bajoran system, wormhole, and Idran system into a single cardboard "disc" which is placed at the center of the board during setup. This system is fixed and cannot move, and every player knows exactly where it is located. Further, Bajor is a level 3 wap-capable civilization with its own starbase, which makes Bajor very difficult to conquer or hegemonize until the late game.

The combined Bajor / wormhole / Idran system is always located in the center of the board.

Combining Bajor, the Wormhole, and Idran into a single system severely limits the possible configurations of the board when using the Gamma Quadrant. Thus, Bajor has to be at one edge of the Alpha/Beta quadrant portion of the galaxy. Bajor cannot be centralized (like say, being in between the Federation, Cardassian, and Ferengi territories).

I think I would have preferred if the Wormhole tokens were separate pieces that could be attached to any system similar to Starbases, or if they are special effects written on otherwise normal system discs, and that they simply treat the two systems as if they are adjacent. If I recall correctly, this is basically how the Borg Transwarp Conduits work. This would allow the Gamma Quadrant systems to be more of a separate play-space altogether, and the Alpha/Beta quadrant could still organically grow around wherever the wormhole happens to be. This not only more closely resembles the geography of the canon Star Trek galaxy, but it allows for a much wider variety of board configurations and greater replayability.

The Dominion coming through the wormhole

The Dominion is similar to the Vulcans and the Breen, in that all 3 feel kind of like they are simultaneously the hardest factions to play, and also the easiest. Much like with the Breen, the Dominion (if using the wormhole) has tremendous potential to be a turtle faction. The wormhole serves as a bottleneck, and it is very command-expensive to traverse that bottleneck. Ships and fleets must stop at Bajor or Idran, and then spend an additional command to cross from Bajor to Idran (or vice versa). Idran is also a level 5 hazard, which means any ships crossing the wormhole must also survive a die roll. This makes sneak attacks against the Dominion very difficult to pull off, since it may take an entire turn for a player to move fleets through the wormhole, only to not have enough commands left to actually attack any of the Dominion's holdings. Further, if any player takes control of Bajor, then that player serves as the gatekeeper to the Gamma Quadrant, and can potentially block other players from entering the wormhole to threaten the Dominion.

Crossing the wormhole can be very costly.

If the Dominion can build 3 or more culture nodes in the Gamma systems and fortify the exit of the wormhole, they can easily go into turtle mode and secure a relatively un-contested victory. And if the Alpha Quadrant powers fight amongst themselves over control of Bajor, with the Changeling Infiltrators interfering with everyone's movements and making their play less efficient, it's easy for the Dominion to sit back, cleanup whatever is left of the Alpha fleets, and coast to victory This might be why the Dominion does not have any abilities that grant opportunities for free culture (like every other faction has).

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University of Nevada, Las Vegas

UNLV managed to pull off one final, pleasant surprise this year by actually beating Cal in the L.A. Bowl. After the news that head coach Barry Odom left UNLV to take the head coaching job at Purdue, UNLV went from being a 4-ish point favorite to being an underdog in that game. Things started out shaky, with the offense having difficulty moving the ball in the first quarter. But the defense played well, and the offense eventually got its footing just enough to seal an 11-point victory.

Credit to interim coach Del Alexander, who kept the team focused, and called a pretty good game, including a masterful fake punt on a 4th and long inside UNLV's own 40 yard line! UNLV's scouts did their job and identified that Cal would be vulnerable to a play like that, and Alexander had the guts to call it in a completely surprising situation to steal all the momentum back in UNLV's favor.

This fake punt from UNLV was an example of masterful scouting and coaching!

In any case, I was pretty sour on the idea of the bowl game. I wasn't going to be able to attend the L.A. Bowl in person anyway, because it was in the middle of the week on a Wednesday, and I couldn't get the time off work, since I had already committed all of my remaining time off to the week between Christmas and New Year. But after Odom abandoned the team, and offensive coordinator Brennan Marion was snubbed for the head coaching promotion, I was kind of mad at both UNLV and the NCAA for allowing this collapse to happen. Though I did end up signing up for a 7-day free trial of Fubo in order to watch the bowl on TV, out of a sense of obligation.

Complete changing of the guard

Dan Mullen seems like a fine hire. He's had success in the SEC, which is the most difficult conference in college football. If a coach can win there, they can win anywhere.

I was really hoping for some consistency in terms of the team's identity. In that regard, I was rooting for Brennan Marion or defensive coordinator Mike Scherer to get the head coaching job. Marion's offense was as much a part of UNLV's recent success as Odom's head coaching was. And Scherer's defense was the best defense I've ever seen from this team. Odom, Marion, and Scherer successfully turned a perennial basement-dweller into a potential powerhouse that proved it could compete in a big boy conference like the Big 12. I wanted that identity to become fundamental to the team's DNA in the way that the Flexbone Triple Option is fundamental to the identity of the service academies. I wanted the Go-Go Offense to be "the UNLV offense" to the layman and casual college football fan. That success should have been rewarded by UNLV. Honestly, I thought that Marion would be a shoe-in.

But it seems like Marion may have some personality issues that make him difficult to work with. He may have been the one who promised NIL money to Matt Sluka, which the university couldn't actually afford to pay. I've read that he was almost fired for that. Maybe Odom wanted to fire him, but Harper over-ruled that decision, and maybe that's part of the reason why Odom seemed like he couldn't get out of Vegas fast enough. More generally, I've heard that Marion has a very abrasive personality, and that's not a good quality in a head coach.

Odom did not invite Marion to follow him to Purdue the way he invited Scherer. Instead, Marion is going to be the head coach of the Sacramento State Hornets in the Big Sky conference of the FCS. It doesn't seem like there were too many FBS schools banging down Marion's door to invite him to coach their teams. And maybe that is for very good reason. If that's the case, then the Sacramento State football team is a powder keg waiting to explode.

UNLV passed on OC Brennan Marion [LEFT] in favor of former SEC coach Dan Mullen.

So in summary, UNLV has lost is entire winning coaching staff, and it will be losing a majority of its starters to graduation (including a few potential NFL draftees). Ricky White, Jacob De Jesus, Jackson Woodard, Tiger Shanks, Jalen Catalon, Cameron Oliver, Hajj-Malik Williams, Jett Elad, and others will all be graduating, with White, Woodard, and Oliver having already declared for the NFL Draft. Some of UNLV's top recruits have also already switched their commitments to follow Odom to Purdue, and who knows how many under-classmen will follow suit and transfer to Purdue? Will Jaiden "Jet" Thomas still be a Rebel next year? Or Antonio Doyle? Or Fisher Camac?

Mullen will certainly have to do a lot of building through the transfer portal.

The NCAA needs to regulate in-season talent poaching!

This story is also bigger than just UNLV. The NCAA should really be paying close attention to what's going on here. You have a team that was 1-game away from making the inaugural College Football Playoff, and they had their head coach poached out from under them the week of a conference championship game. That should not be happening!

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University of Nevada, Las Vegas

The dream of crashing the inaugural College Football Playoff is over for UNLV. They lost the Mountain West Championship to Boise State for the second year in a row. Boise will be the automatic Group of 5 representative in the playoff. What's more, 3rd-ranked (in the CFP rankings) SMU lost its championship game to Clemson, which demoted them to the "at large" 11th seed, and leapfrogged Boise State to the 3rd seed in the playoffs. Boise will have a first-round bye in the playoff, and will host the winner of Penn State and SMU.

The loss pushed UNLV back to #24 in the playoff rankings, and they are expected to be invited to the L.A. Bowl.

Boise State beat UNLV in the Mountain West Championship and will be the 3rd seed in the inaugural playoff.

This loss was rough. I really thought that UNLV had a good chance to beat Boise State. UNLV lost by only 5 points when they first played in Vegas in the middle of the season. UNLV was one of the few teams to actually make Heisman candidate Ashton Jeanty look almost pedestrian -- though he still ran for well over a hundred yards and multiple TDs.

My dad and I drove out to Boise to watch the game on the blue turf, only to see UNLV play, by far, its worst game of the season. I'm not sure if it was the cold (the temperature was 27 degrees at kickoff), or if they finally succumbed to the pressure, or maybe there were other distractions (which I'll talk about later). UNLV's offense looked inept, and the defense failed to make any big plays to swing momentum.

Missed opportunities

Usually-reliable kicker Caden Chittenden missed a field goal in the first half that doinked off the crossbar. UNLV failed to convert a 1st and goal at the 5 yard line into points following a 90-yard run by Kylin James. A penalty backed them up, and they failed to convert the ensuing 4th down. The back-breaker, however, was the defense blowing gap containment and letting Ashton Jeanty run for an 80-yard touchdown just before halftime.

Those 3 mistakes accounted for a swing of 17 points, in a game that ended up being decided by 14. And those weren't the extent of UNLV's opportunities to swing the game. Defenders dropped at least 2 opportunities for easy interceptions, and quarterback Hajj-Malik Williams missed several receivers downfield.

My dad and I drove out to Boise's blue turf to watch the championship game.

Largely though, Boise's coaches did a great job in gameplanning. They seemed absolutely committed to preventing Hajj-Malik from running the ball with the option. They played edge containment and kept spies on both Hajj-Malik and any potential pitch backs, completely killing UNLV's option running game and forcing UNLV to have to call traditional handoffs and pocket passes. UNLV is certainly built to run the ball, but the offensive line looked lethargic and just couldn't open up holes for any of the running backs, with only a few exceptions. Greg Burrell scored the team's only touchdown in the second half.

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Settlers of Catan: New Energies - title

Settlers of Catan is a monument in the history of tabletop board gaming. I've even heard people talk about Catan as if it is the "Jesus" of board games, and that the history of board games can be broadly divided up into "before Catan" and "after Catan". It was the first German game to receive mass commercial success and popular acclaim in the United States. In a time when most American tabletop gamers were still playing Monopoly, Risk, and Stratego, Catan almost single-handedly popularized the "Eurogame".

But I've never, personally, been big into Catan. I own a Star Trek version of the game, which was gifted to me, but I've never owned the original Settlers of Catan or any of its themed expansions or revisions. I've only ever played Catan with friends who own the game, and I've always felt very "meh" about it.

Players will build power plants and must manage pollution and climate change.

But when I saw the announcement earlier this year of a renewable-energy-themed edition of the game, called New Energies, I was a lot more interested. I'm very enthusiastic about environmentalism and renewable energy. In fact, for those who don't know, my day job is a software engineer working as a contractor with utility companies regarding energy efficiency, renewable energy, and demand response programs. You know when your thermostats sets your air conditioning 2 or 4 degrees hotter on the hottest days of the year? Yeah, that's what I do. (It's intended to reduce the demand on the grid and prevent brownouts from excessive air conditioning use, so that you don't loose power entirely and have to go without any air conditioning at all!). So I have both a personal and a professional interest in the subject matter of New Energies.

I actually bought this game the week of its release, and made a concerted effort to play it promptly, instead of letting it sit on my shelf, still in its shrink-wrap, collecting dust for 2 years. Actually, it can't sit around in its shrink-wrap, because it doesn't come in shrink-wrap. In keeping with its environmentalist themes, Catan: New Energies does not include any plastic in its components or packaging. All the pieces are bio-degradable wood and cardboard, and all the tokens and cards came wrapped in recyclable, bio-degradeable paper sleeves and bags. And there was no shrink-wrap; the game was sealed with 4 pieces of circular industrial tape on each side of the box. So Catan Studio gets brownie points from me for walking-the-walk in regards to its environmental theming!

New Energies commits to its environmental theme, and include no plastic in its components or packaging.

And the components are generally very good. There's a cardboard insert for all of the game components that helps speed up set-up and tear-down. My only complaints (components-wise) is that the draw bag for event discs might be a bit over-sized, and there aren't any player aide cards that outline the turn sequence, environmental event effects, or endgame sequence. It's always helpful to have something like that for player to follow along with while I explain the core rules. Yes, the costs of all the player actions are shown on the player boards, but it's real easy for new players to miss certain actions, or not understand what the symbols mean without any kind of textual description. Thankfully, the general turn sequence for Catan is relatively simple and straightforward, so it's still fairly manageable to explain the rules without such player aides.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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