Quick Hit NFL Football

Occasionally, a recruiter calls up and hits you with a doozy. My favorite went a little something like this: "So, hey...want to come help a new company with a non-existent dev team build a product from the ground up to challenge EA Sports' Madden Football with a Live, Web-Based Free-to-Play Product?" Sure. Why not?

Category

Game Design

Client

Quick Hit, Inc.

Key Responsibilities

  • Outlined Core Concept
  • Managed Design Team Schedule
  • Owned Game Design Documentation
  • Presented Milestone and Live Update Objectives
  • System Design
  • UI/UX Design
  • Gameplay Balance and Tuning
  • User Progression Design
  • Audio Script Writing
  • User Beta Test Coordination
  • Development Updates & Patch Notes

Changing the Game

When I left the world of football game development following Madden NFL 06 to work on non-sports IP, I didn't know if I would ever go back. So imagine my surprise when I took the trip out to the East coast to see if Quick Hit, Inc. could sell me on the idea, only to have me end up enthusiastically trying to sell them. I had shipped six different NFL games to date, and really wanted to try my hand at something else, but as we talked more about the idea of taking on the 800-Pound Gorilla that was EA Sports with a casual, Free-to-Play football title, the more I knew two things:

1.) It would be the challenge of my young career

and

2.) I was totally in.

I knew it was going to be an uphill battle, as it was only a matter of time before the competition headed into the space with their comparably colossal resources in tow but, like many game designers, I never met a dream I didn't want to see made real. And like most folks with production experience, I seldom squared off against a pile of problems I didn't yearn to solve. So, I hopped back on a plain to LA, gave my two weeks notice, and started packing for what would surely be a game for the ages.

From D&D to 4th and 3

Quick Hit was based just outside of Boston in Foxborough, MA - less than a mile where the New England Patriots played. It was, ironically enough, founded by a group of fantasy MMO expats from Turbine Entertainment Software, best known for their work on titles like Asheron's Call and Dungeons and Dragons Online.

There were a lot of things I loved about working there: Creating something new in a well-established genre, bringing in some of my favorite ex-coworkers together on single "dream team," learning a TON about free-to-play, user feedback loops, and making the right choices on a live product...but my favorite?

Translating what I knew about football to folks who mostly spoke fandom.

Not to say they were "sportsball" haters. Boston is, after all, a huge sports town with a rich history and they all subscribed to that on some level, but not in a way that always made the need for a feature critical to football fans.

Luckily, I was a D&D nut as a kid, and since we were essentially setting out to make a sports RPG, one of the coolest things about presenting milestones was translating concepts from the gridiron to our resident game masters. It taught me a lot about managing up and meeting people where they are at vs. where you think they should be.

What's more, since I had spent a lot of my career to that point making hardcore sports games, they also had a ton to teach me about how to take some pretty dense ideas and help them mean something to the masses.

A fair trade, if you ask me.

Project Highlights

DESIGN DIRECTION - KEEPING IT CASUAL

Quick Hit Football's core goal was simple: make a football game for everyone that could be played in a web browser. Rather than relying on the user's ability to out-twitch other gamers, the goal was to prepare your team, call the plays, and watch it all play out - just like a real NFL coach. That, and talk some smack via the in-game chat client.

DOCUMENTATION - BEAUTY IN THE BREAKDOWN

They say you can never have too much of a good thing, but when it comes to LOD on design docs, we found that everyone thought and digested things differently, so we went out of our way to include layers of information — both written and visual — to help folks drill down as needed based on discipline.

NFL LICENSING - WELCOME TO THE BIG SHOW 

We were pretty proud of what we'd launch with in September of 2009, but things definitely took a turn when we landed the right to represent the NFL as an official licensee. Even though EA's deal prevented us from signing the NFLPA, adding real teams into the mix made a huge difference for our fans.

SYSTEM DESIGN - A FAMILIAR FANTASY

Since I had sold studio leadership on the idea of a Football Strategy RPG, the notion of experience points for your team came up often. Our answer here? Fantasy Points. DFS was getting huge, and we knew our users would appreciate a familiar system. Also, it gave me an excuse to thump my coworkers in their very first season of Fantasy Football.

UX DESIGN - BUILDING A (ONE-)BUTTON MASHER

When an executive once told me he wanted to find a way to turn a hardcore game that used every inch of the controller into a "one-button mode" game, my boss and I thought he was crazy. I may have balked back then, but it turns out that big buttons, simple progression loops, and straightforward gameplay ended up being a lot of fun, and a big part of Quick Hit Football's success.

RECRUITING - GETTING THE BAND BACK TOGETHER

We may have been making a simple game in flash, but leadership spared no expense getting an amazing team of seasoned sports developers together with some incredibly talented folks from other industries. Almost everyone game-side was a former coworker, giving us a huge head start toward the task at hand.

COMMUNITY MANAGEMENT - SEE A NEED, FILL A NEED

Leadership at Quick Hit believed in leveraging their peoples' strengths, which led to me helping out with a little bit of everything. Copy for game guides, interviews with the enthusiast press, patch notes, developer blogs....you name it. That level of engagement with the user base was rare, and it really made each update matter.

The Old Man and the TD

Long before my younger self learned there was lots to love about life outside of video gaming, my Dad had one thing he truly loved: Marshall University Football.

We never really got to spend a lot of time together, but many of the precious weekends I had with him were spent at the stadium watching the Thundering Herd do their thing. But just like he never really understood why I loved dungeons, dice, and d-pads, I can't say I had much of a clue as to what what he saw in football...until it became my job to make games for the NFL.

The thing is, even though I knew he was proud of me for working on a big game like Madden, he never was much for all that "newfangled" technology.

"Too many buttons!" he'd say when I tried to pass him a controller. "Too much going on. I'm too old for this ****, son."

And so, despite me finally thinking we'd finally share a hobby, we were still somehow worlds apart. So, when I was approached by Quick Hit, I recognized that part of me decided I was finally going to make a game that, well, even my Dad could enjoy. Casual, quick, and set on rewarding folks who knew and loved the chest-bumping chest match that is American football.

By all accounts, we did just that, scoring well with young kids and middle-aged gamers throughout the product's life cycle. And even though I hadn't exactly considered that he wasn't much of a PC gamer, either (*shurgs*), I'd like to think that what we built at QHF helped bridge the gap for other father-son duos where gaming was never quite as cool as the field itself.

Even now, that thought still makes my day. That, and my Dad whapping at an Xbox controller like a cat trying to squish a bug...

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