https://kinglink-reviews.com/2019/01/21/lets-talk-about-realism-in-video-games-arcade-vs-simulation-gameplay/
Decent article I read. Essentially, there is no legal definition, but arcade versus simulation has a lot to do with "would you expect to see this in real life?" even if that result isn't necessarily the one that would occur in real life, as well as "is this game targeted at casual or competitive players?" However, the article also notes that even the strictest of simulation games are unrealistic. You don't see cars you previously crashed in real life re appearing, but you do in many racing games, because having no car for a long period of time in a racing game is incredibly boring. Similarly, in a simulation football game, you shouldn't see wide open WRs with good catch ratings dropping passes, because that, even though it happens in real life, is incredibly frustrating gameplay that should never happen in a simulation video game. Point is: simulation video games aren't meant to be simulations. They're meant to be tailored to playing the game with as little RNG as possible and having the widest skillgap. It's the difference between, say, CS:GO, and an arcade game of like, Area 51. Neither are remotely realistic to how actual guns shoot, how actual combat is carried out and such. However, the first one is about competitive balance and skill, and the second one is about stealing your money.
So how does this relate to Madden? Well, a few years ago, madden had one foot firmly in the "simulation" game category, and the other foot was submerged in the swamp of being a glitchy mess. The foot in the swamp is still stuck there, don't worry. However, the recent addition of x factors and abilities that both look like and play like arcade football features, thresholds that, if not met, produce RNG driven results (such as catching, blocking, awareness, zone coverage), added QB and WR fumbles due essentially 100% to RNG, and a focus on the run game (where poor tacking and aforementioned abilities further lower the skill gap), madden has evolved into something that can no longer be considered "simulation." It is clearly on a path to being "arcade."
Cool, why do we care? Well, 2k has the license now to make an arcade football game. They could, probably with good success, rip off madden's features, fix the bugs, package it as NFL 2k21 and there would be no issue with the NFLPA license. Sure, EA would sue, but 2k has (probably) as much money, as big of a legal team, and not a very good chance of winning. 2k could also put the case into legal purgatory for long enough to run Madden into the ground, assuming they make a superior product.
Don't believe madden could be run out of business?
Less than 15 years ago NBA live was the dominant basketball game. Now it's a joke.
https://kinglink-reviews.com/2019/01/21/lets-talk-about-realism-in-video-games-arcade-vs-simulation-gameplay/ Decent article I read. Essentially, there is no legal definition, but arcade versus simulation has a lot to do with "would you expect to see this in real life?" even if that result isn't necessarily the one that would occur in real life, as well as "is this game targeted at casual or competitive players?" However, the article also notes that even the strictest of simulation games are unrealistic. You don't see cars you previously crashed in real life re appearing, but you do in many racing games, because having no car for a long period of time in a racing game is incredibly boring. Similarly, in a simulation football game, you shouldn't see wide open WRs with good catch ratings dropping passes, because that, even though it happens in real life, is incredibly frustrating gameplay that should never happen in a simulation video game. Point is: simulation video games aren't meant to be simulations. They're meant to be tailored to playing the game with as little RNG as possible and having the widest skillgap. It's the difference between, say, CS:GO, and an arcade game of like, Area 51. Neither are remotely realistic to how actual guns shoot, how actual combat is carried out and such. However, the first one is about competitive balance and skill, and the second one is about stealing your money.
So how does this relate to Madden? Well, a few years ago, madden had one foot firmly in the "simulation" game category, and the other foot was submerged in the swamp of being a glitchy mess. The foot in the swamp is still stuck there, don't worry. However, the recent addition of x factors and abilities that both look like and play like arcade football features, thresholds that, if not met, produce RNG driven results (such as catching, blocking, awareness, zone coverage), added QB and WR fumbles due essentially 100% to RNG, and a focus on the run game (where poor tacking and aforementioned abilities further lower the skill gap), madden has evolved into something that can no longer be considered "simulation." It is clearly on a path to being "arcade."
Cool, why do we care? Well, 2k has the license now to make an arcade football game. They could, probably with good success, rip off madden's features, fix the bugs, package it as NFL 2k21 and there would be no issue with the NFLPA license. Sure, EA would sue, but 2k has (probably) as much money, as big of a legal team, and not a very good chance of winning. 2k could also put the case into legal purgatory for long enough to run Madden into the ground, assuming they make a superior product.
Don't believe madden could be run out of business? Less than 15 years ago NBA live was the dominant basketball game. Now it's a joke.