Player Styles Glitch
For some of the players that we are able to edit, primarily the AI Gen players, their styles revert back to their original ones. When I edit one player’s styles (ball carry, run style, stance, etc…), it reverts back once I exit out of my dynasty. Some of the players remain the same after i’ve changed them, but it’s always certain ones who do not.3Views0likes0CommentsStill no meaningful change.
Still no draft import…. At least just us import our cpu generated players. Plus no new equipment like one legged sleeves, ski masks, shirt and tape/shirt and shooter sleeve combos….. still no ability to just create your own recruit( again, just get rtg’s player creators and put it into dynasty…. Problem solved.) honestly this game is very underwhelming and I really am starting to not like that I spent this money for a game that is severely incomplete. So yeah im passing on madden until they get this right.You have got to tone down the home field advantage......
Love CFB, was so happy it returned. I ran 5 dynasties last year and have 3 so far this year with intent to add more later. However, I have to say that the absolute overpowered nature of home field advantage is going to drive me away from wanting to play this game. I understand that the home field team should have an advantage, and that's seen by the usual inability to audible, hot route, shaking icons, etc. But on top of that, when I play away, my line let's 3 man rushes get home unblocked. My defenders drop picks to their chest, bat them down, or let them go between their bodies, I get hit while throwing and the ball flops to a LB 45 yards away from the intended target not even the same direction, my best players get injured and often in moments where it means i'm taking an injury timeout to help my opponent drive with extra stoppages, I get Mossed on catches from the home team despite throwing into heavy coverage and i drop wide open passes thrown to my players. I throw a pass 10 yards down field and a lineman two inches in front of the QB picks it off almost off his hands. The home team will catch a ball while getting hit, hold onto and also break the tackle and go for a TD, they can spin multiple times in one spot or just **bleep** their body by half an inch and my defender will be on skates. It basically makes it almost a foregone conclusion that the home team will win unless you're 100x better than your opponent or have a team that is about 25 overall better. I don't mind losing because I got outplayed, but I hate losing because a bunch of unrealistic breaks happen solely against me the entire game. I've never been more frustrated in my life while playing a video game than when i'm playing on the road in CFB26. It really has to be toned down a little. Again, the other effects are already a huge disadvantage without all the extra shenanigans going on.8Views0likes0CommentsIn-Game Presentation Issues
The in-game presentation is broken as soon as I start a game in my dynasty. The camera focuses on a random part of the field, making it impossible to see the band or whatever is supposed to be shown. Every penalty or turnover on downs triggers a frustrating delay where I’m forced to wait about 10 seconds before the penalty options are shown or the play call screen appears. There’s clearly a dramatic scene playing out on the field, but I can’t see it because the camera is stuck on a random patch of grass. Please fix this.14Views2likes2CommentsDynasty Feedback & Observations (Long)
Although a few of my CFB 25 Dynasty gripes were addressed in CFB 26, I'm pretty disappointed with what seems to be marginal changes to Dynasty overall this year. Most of what has been adjusted just feels like patch level changes that were purposely held back from 25 to justify talking points for 26. At any rate, I'm hoping that items below can be implemented or considered for the road map. Recruiting & Team Management 25 seemed alright as I tried to learn dealbreakers, the tactics related to points, visits, sells, etc. but it feels more tedious in 26. After playing a few seasons in 26, I'm kind of over how this is setup and the slog this has already become after just two years of the game. I propose providing players an option to switch over to a straight up, simplified point system instead of designating what activity you want to do or trying to sell or sway players, similar to the older NCAA games. If I'm spending 40 points or 65 points on a player, just let me select that point amount out of my budget rather than what feels like padding by selecting a combination of activities. I’d also be interested in even consolidating all recruiting activities to a 4–6 week window in the offseason, while keeping only campus visits during the regular season. This would streamline things by removing friction during the year with weekly recruiting, allowing for more games to be played in a single evening or weekend. It would consolidate what's essentially "admin" aspects into a dedicated offseason period you could do all at once. This would also include toggling off Dealbreakers, which are extremely annoying and in many cases result in being locked out of players that have you as their #1 choice from the start and then for weeks after, or not signing with anyone. If my school is their number one choice, wouldn't they have an idea of their playing time/spot on the roster, playing style, etc. already? This is also driving ridiculous transfer outcomes in the offseason. Further, why do any 2 or 1 star players have Dealbreakers at all in the game other than for the purpose of fitting within the game's core framework? These players are scrubs and largely serve as warm bodies to fill out a roster. They shouldn't be hung up on whether or not New Mexico State has good brand exposure. At the very least, Dealbreakers for these low tier recruits should either be off completely or have the option to toggle off. Additionally, a simplified mode of recruiting would eliminate the grade system for your school which is largely out of your control anyway outside of winning, staying at the school (coach stability), or switching to a better conference. Everything, in a simplified recruiting setup, would rely on your prestige star rating, which is effectively a culmination of your grades anyway. Persuasion system needs to be adjusted in any new Dynasty change as it's the most nonsensical aspect of recruiting by far. This just feels like an RNG with the chance a player stays (low, high, etc.) being entirely irrelevant. Change it to either: A) the persuasion attempts need to act as firm locks to retain a player B) these players need to be worked into your overall recruiting strategy and require hours to spend in order to retain them—with the players who are least likely to stay taking more points to keep on the team. Recruiting map and dynamic pipelines are a must. I want to visually see where my recruits are pinned and how many/who on my roster are already from those territories. As I recruit more (from let's say Tidewater), it should gradually go from bronze to silver to gold and so on until I'm a power in that region. On the map, I should also have some kind of visual feedback of the pipeline area that's "heating up" or "cooling off" and how many more players I need to recruit in order to have it as a solid pipeline. Visits need to be tuned so the amount that you can schedule during a season is based on your prestige. If you're Alabama, it could be 12 for one game and basically unlimited for the season. If you're Kent State, it should be 12 for the entire season so you need to make them count. Alabama can afford to bring in and put up into hotels almost as many recruits as they want for a weekend, whereas Kent State is going to be really limited. (Perhaps an expansion of the dynamic point value based on proximity that was added) This should also spill over into recruits themselves—hardly any 2 or 1 star recruits are getting visits in real life. Visits should just be omitted entirely for these low-tier recruits. Player variation specifically with tattoos, long hair, and dreadlocks. Unless I've missed something, there are once again no recruits with any of these physical traits. Ability to cut freshmen—I have no clue why we are prohibited from doing this and it was a huge problem in 25 where after a few good classes, my upper classmen that were highly rated had to be cut to make space for incoming freshmen. Fix position changes and skill cap cheese. Also show the top 3 positions that player would fit in best without me having to click into a screen with each position listed and 95% of them make zero sense to move that player to. Abilities in my opinion just seem like complete fluff that have no bearing on performance. I’ve seen the "Heisman moment" green thing on the player reticle and they can’t break a single tackle on the play. Just provide the ability to toggle these off and instead rely the overalls/ratings + basic star player designations for occasional boosts… limit to 3 on offense, 3 defense. This was done so much better in NCAA 06 and has been way over engineered in CFB (and Madden for that matter). Coaching & Jobs Provide the ability to retire as a coach, then return at a later time in Dynasty while retaining their records, ratings/skills, and awards. There are some seasons where I want to take a break or I’m not getting the jobs I want so I’ll sit out a season or two, then come back and select a new team to rebuild. There should be continuity when doing this online or offline unless you choose to start as a new coach. I'd even be open to a slight debuff to the coach stats if you decide to retire then come back. More emphasis on the importance of coordinators. As it stands, they just feel like window dressing more than anything. I should be able to take my coordinators with me to a new job, retain the existing coordinators at the new job, or offer any coach in the league (HC/OC/DC) to join my staff. There also needs to be a toggle that forces me to use my coordinators playbooks as well as let me preview the playbook they intend on bringing. There needs to be some kind of point system related to hiring these coordinators. Right now, you just select from a list of 5 or 6, wait a week, and it's again an RNG whether or not they will sign—even if they have 3 other top opportunities listed you seem to be able to sign them no problem. If I start as a coordinator, then limit the user to just that side of the ball. If I'm an OC, then I only play offense and only recruit offense and only get graded on offense performance. Having played numerous seasons, there's no noticeable difference between user-controlled OC/DC and HC. Coaching carousel needs to be overhauled. NCAA 14 was extremely compelling and felt like an actual carousel as jobs were taken and rotated through in real time, forcing you to take a chance or miss out. The current system, unchanged from 25, is totally stagnant. There are too few options offered and I can’t select other schools that are open. If I'm good enough to get Ohio State, I should be able to select Bowling Green if it's open. On the other hand, if I'm at Ohio State, why are so many offers for OC/DC jobs? As you get closer to becoming the CFB version of Nick Saban, you should be able to basically hand pick any job I want. When considering a school, there needs to be a toggle or comprehensive overview screen that shows: top players returning, projected ratings in next season, current recruiting ranking, previous year stat rankings, uniforms, stadium information/screenshot of stadium. These are all things I have to back out and check in various ways—rosters, depth chart, play now, open practice, etc. before making a decision. Presentation Multiple score bugs and broadcast packages are a must in order to replicate the feel of Fox, ESPN, CBS, etc. as games should to look/feel different. This needs to come with at least one or two more commentary crews to round it out like Sean McDonough, Joe Tessitore, Gus Johnson, etc. In the "primetime" game of the week, there should be enhanced camera replays like you’d see in Madden/NFL—close up in end zone, drone shots, exterior stadium shots, and the coin toss. There has to be a halftime show and a weekly summary. No excuse this isn’t in CFB 27. This should include highlights, scores from around the country, and standings/big games ahead. This should include some kind of Top 25 reveal similar to what ESPN does weekly. You already have the audio for the team names and overlaying that with logos popping up would be great. A bowl selection show should be included too with the final CFP bracket reveal...I'd be thrilled with just a little commentary over this as the team logos are slotted into the bracket and bowl matchups. Crowds/fans need enhanced significantly although I assume this will not happen until next gen (PS6). Dynamic sidelines based on game size with more people, players, and activity. This has been an issue for probably 2 console generations now. There aren’t enough people or density on the sidelines. If you watch any top 10 game, every space out of bounds is filled with people. Crowds need to be dynamic—if you are blowing out a team or getting blown out, people should leave the game. More realistic crowds for bowl games and lower-tier conference title games. Almost none of these games are ever sold out. Seeing Ford Field at capacity for the MAC championship is just not happening ever. In the real game, they can barely fill the lower bowl and it’s that way for the majority of bowls, too. Crowd movement and density improvement as it looks sparse at most angles and they all sway in predictable patterns. Ability to select crowd themes. If I wear all black, the crowd should either wear all black automatically or I should be able to select from a list of options (striped, checkered, black, white, primary, secondary, mix/default) just like uniforms with a preview. Dynamic weather and better snow similar to Madden and much improved rain. Rain games just suck and are depressing in this game mainly because it looks awful. When you break a record, it should show in the game broadcast UI seamlessly in a stat overlay or lower third. Just having that as a popup screen takeover in the Dynasty menu with tiny font seems like an afterthought. Heisman ceremony—this doesn’t need to be complicated, just show the 3-5 top players in the first row of the event, a little commentary and comparison of stats of each player (maybe a replay highlight or two), then an animation of the winner being announced and accepting the trophy. User Interface One of my biggest issues... the UI simply needs to be overhauled completely. I can understand a basic framework being used for CFB 25 as there were clearly other priorities in order to get the game out, but using the identical structure for 26 is extremely lackluster. The flat 2D, sharp edges, rough brush effects and retro stuff just feels super dated. The sound effects are also slightly delayed and sound terrible, making everything feel more sluggish. All the menus should make users feel like it’s an ESPN CFB show with bold, aggressive fonts, stylized logos, wipes, etc. CFB 25 was a fun/cute aesthetic to get us going, but that aesthetic is already severely outdated. My brother and I joke that almost every popup or notification is like a PowerPoint slide. It just feels rushed and uninspired. If no changes are made, the tab system in the main menu needs to be reworked. It doesn’t feel intuitive, it's not customizable, or organized around the info users access most often—like Play Week, Top 25, Standings, Stats, and Settings. For example, having “Members” as the second option creates an unnecessary click and would be better placed as a submenu under Dynasty Central or shown only to the commissioner. Weekly Summary and the end of week recap is the most useless screen in the game. The recruiting update is irrelevant as I'm headed there immediately after I click through these "updates". Coach XP bar/update—who cares? Just move this to the top right or in the XP submenu. I don't need to see this every week and it doesn't need its own slide. The coach level is displayed anyway in the top right. School grade updates seem pointless as well—half the stats don't update week-to-week or they just go up/down by half a letter grade which doesn't really matter and only a handful of categories are shown anyway. It's unnecessary to see the exact same players who might transfer based on these grades each week. As an update—just give the user the ability to customize what's shown on this screen, or at the very least, more relevant info like: New Top 25, team record, last game's result/stats/highlights, next week's game, conference standings, etc. Top stories, team schedule, etc. slides that are selected with right stick still show irrelevant/incorrect info. At the very least, if you’re going to keep this framework for next year again, throw in screenshots/highlights from games. Just having the helmets and text is very barebones and contributes to the very real issue of Dynasty feeling soulless. The coach off to the right is also unnecessary—we don’t need to see someone at all times who has a generic head swaying back and forth. This would be somewhat cooler if we could create custom faces, but you barely show the coaches in game so what's the point of showing them here? It's a waste of space. Fonts in general are way too small especially in all the charts. The handwritten/rough typeface used in a few locations (including the team record in the scoreboard) is illegible. If you change your coach’s name, it only updates in the card under "Coach Stats", but it remains the original name in the list to the left. Miscellaneous Ability to add Teambuilder teams to Dynasty past the 136 instead of just swapping them out. You could even cap it at like 144 total or something if you need a framework max for scheduling. I just want the ability to bring up a few FCS schools via Teambuilder rather than trading out an FBS school. At the least, it’d be great to insert Teambuilder teams in place of the generic "FCS West" schools. Teambuilder team helmets in the team select screen and other locations should appear just like default teams. It looks goofy with these teams being just the logo in every location whereas all other default teams have the helmets (if the UI isn’t completely changed anyway). Stadium rankings list—Include a list of the top 25 stadiums, their records, current streaks, attendance, and a visual of the stadium that we can look at somewhere in the menus. There is no way to see how these fluctuate and I'm almost convinced that they don't at all. When building your schedule, show the opponent team ratings off to right. Team stats need to have rankings next to them or this needs to be in some kind of pre-game matchup screen. I get you can go to the team stats and scroll to your team, but I need to see something like "PPG: 37.5 (#16)" somewhere more prominent. Little things like this build connectivity amongst the league. Ability to schedule neutral site games—ideally at any NFL stadium from Madden although I realize this is probably a licensing thing. At the very least provide more context into how things like the Duke’s Mayo kickoff works, for example. Get rid of the generic rock music that’s used in Open Practice mode. It’s terrible, too loud and abrasive. Also, hoping we can just get generic practice jerseys for all teams (primary solid top, white pants) for immersion. Conference stickers on helmets still don’t change when updating conferences as far as I can tell. There are no Captain patches and assigning them seems pointless. Would love to see these show up on a jersey and the coin flip return. Updated player models/pads. Everything is way too bulky still. When selecting uniforms at the mix & match screen, update the numbers to "26" or whatever the game year is or randomize the numbers. It’s currently "0" which doesn’t reveal enough about the number style.207Views5likes10Comments*Gameplay additions for dynasty…I’m willing to come back to Orlando to help!!!
***I’m asking for changes that I can help with.*** Can we get the fans leaving during blowouts on the road. With maybe some overrated chants during Top 25 games like someone else suggested. With some commentary to comment on it. Also can you add back the toughest places to play and have it dynamically updated like in NCAA 14? Can we also get a halftime show with our highlights and maybe a couple Top 25 games? Can we also get a Heisman ceremony with the winner holding the trophy like NCAA 06 and 07. 3 man commentary teams like NCAA 10 Dynasty Hub News like NCAA 10 Recruit promises like NCAA 12 interacting with mascot as a celebration like NCAA 11 online dynasty highlights like NCAA 11 Heisman challenges like NCAA 13 NCAA the magazine like NCAA 08. It was ESPN. medical redshirts like NCAA 08 Virtual commentary teams like NCAA 07 Also in Road to Glory can you give us the option to play moments or full games. Let us choose. You guys are doing a great job so far. IF you need help or support with this or anything else. I’m a retired Navy IT and I’m in Florida. I have nothing but free time. I can help with any programming, motion capture, voice overs or whatever y'all need. I just need food, a temporary place to stay and a place to charge my electric car while I’m down there. I don’t need anything else. I just want the game to be as good as possible, and I’m more than willing to help.12Views0likes0CommentsEA, Please Just Read This Once -all future and present game fixes
Dear EA Dev Team, First, thank you for the return of college football to the gaming world. The foundation you’ve built is promising, and as a passionate user who’s tested deeply across various modes (especially CPU vs CPU dynasty), I’d like to share several important issues and improvement ideas. Many of these would enhance immersion, realism, and long-term dynasty engagement—especially for simulation-focused players like myself. ⸻ 🔧 Issue 1: CPU vs CPU Dynasty Gameplay Moves Too Fast Between Plays Summary: When watching CPU vs CPU games in Dynasty mode, the broadcast skips too quickly from one play to the next—especially after big gains or first downs. This removes the excitement and drama of player reactions and sidelines animations, which are essential for immersion there is a huge group of gamers who like to play the game this way and this will help the broadcast look way better. Testing Notes: This doesn’t occur in “Play Now” CPU vs CPU. It also doesn’t skip after touchdowns or interceptions—only big first downs or long gains. Suggested Fix: Add controller-select CPU vs CPU viewing as an official feature (even with both teams user-controlled but inactive). Give users a “Broadcast Mode Delay” slider or toggle to let us set how much time passes after a play before the next snap. ⸻ 🛡️ Issue 2: Screen Plays Lead to Immediate Sacks (CPU vs CPU) Summary: Halfback, WR, and TE screens are almost unusable in CPU vs CPU due to D-line pressure arriving too fast—sacking the QB before the screen develops. Suggested Fix: Slow defensive linemen’s backfield penetration on screen plays only. OR give users a “line get-off speed” setting that adjusts OL/DL reactions independently. Ensure WR mid-screens allow for realistic animations where blockers set up. ⸻ 🧬 Issue 3: Can’t Change Archetype Styles for Opt-In Players Summary: Users can’t change the throwing or running styles of real opt-in players. This removes creativity and control in shaping a player’s on-field identity. Suggested Fix: Allow editing of animations (throwing motion, running style, etc.) even for real players, without touching names or ratings. These tweaks don’t violate likeness rules but allow personalization of gameplay feel. ⸻ 🧢 Issue 4: Limited Gear Customization Sharing Summary: Players can’t download or share updated player equipment/gear through the roster sharing system. Suggested Fix: Allow users to upload/download equipment-only rosters, where ratings, height, name, and school stay locked but visually updated gear (e.g., gloves, helmets, sleeves) can be customized and shared. This would keep players looking fresh and updated without violating any NCAA rules. ⸻ 🗂️ Issue 5: No Mass Data Copy or Quick Edit for Dynasty Summary: Dynasty lacks tools to easily copy stats/news from a full week or quickly edit entire teams. Suggested Fix: Add a “Copy Weekly Stats/Box Scores” button for all teams or specific teams. Implement a Quick Edit Mode allowing mass changes to player equipment, traits, or even ratings across full rosters. Makes AI-generated dynasty storytelling easier (I’ve tested this via ChatGPT for sports journalism simulation). ⸻ 🤖 Issue 6: No Control Over Player Tendencies & Move Effectiveness Summary: Currently, users can’t control how often a player scrambles, jukes, trucks, or spins—or how effective those moves are. Suggested Fix: Add individual “Move Tendency” sliders (e.g., Juke Frequency, Spin Usage, QB Scramble Rate). Add effectiveness multipliers per player to determine how powerful their signature moves are, creating diversity in play styles (shifty RB vs. bruiser, finesse DL vs. power DL). ⸻ 🎮 ISSUE 7: AI Must Be the Future of College Football Games – Gameplay, Presentation, and Voice Should All Be Alive College Football 26 is a great start. But what if every rivalry felt like a war? What if every juke was new? What if players spoke, coaches gave speeches, and recruits reacted to your team like real humans? That’s the future we can reach with AI-powered systems — starting now. ⸻ ⚠️ THE CORE PROBLEM: Right now, games feel the same week-to-week. Cutscenes are minimal, players are silent, emotions are muted, and gameplay animations become predictable within hours. There’s no evolution. No dynamic response. No real feeling of college football drama — not in gameplay or in presentation. ⸻ ✅ THE SOLUTION: ARTIFICIAL INTELLIGENCE (AI) CAN FIX IT — AND TRANSFORM THE ENTIRE EXPERIENCE We break this into 4 key game systems that AI can unlock: ⸻ 🔁 PART 1: AI-GENERATED GAMEPLAY ANIMATIONS (REAL-TIME MOVEMENT SYSTEM) 🎮 The Problem: Current animations are canned — meaning every juke, spin, block, and pass rush looks familiar after just a few games. Players lose their identity, and 1v1 matchups lose unpredictability. ⸻ ✅ The AI Fix: Procedural Movement Engine (PME) Using machine learning models (like reinforcement learning and motion synthesis), you can feed a system millions of samples of real player movement, then allow it to generate new animations on the fly based on player intent and physics. 🔍 How It Works: The right stick becomes more than a command — it’s an intention vector. Example: You flick the stick diagonally and lean toward a defender’s blind side. The AI engine then: Reads body position of both players Calculates possible counter-moves Generates a juke or fake that’s never been seen before Syncs footwork and momentum in real time based on speed, direction, fatigue, and reaction time ⸻ 🔥 What This Unlocks: No more “copy-paste” jukes or spins Each 1v1 battle feels alive — based on player traits, tendencies, and angles OL vs DL battles have emergent counter-moves that evolve with matchups WRs dynamically adjust routes based on DB leverage (AI reads hips/space) QBs can now slide in the pocket naturally, without repetitive sidesteps Imagine a user WR flicking inside, triggering a hesitation release. The DB panics and the AI chooses a sudden hop-step outside. No two WR battles ever look the same again. ⸻ 🎙️ PART 2: AI-GENERATED VOICE SYSTEM (PLAYERS + COACHES) 🎧 The Problem: Players are silent. Coaches give no speeches. No interviews, no sideline hype, no recruiting responses. You could win the national title and your QB just stares blankly at the camera. ⸻ ✅ The AI Fix: Voice Synthesis System (VSS) Voice AI now allows you to clone real voices (with consent) and generate realistic, emotionally accurate audio for fictional characters as well. With this system: 🔓 Real Players (Opted In): Record baseline voice samples (5–10 mins of dialogue) Train an AI voice model (like ElevenLabs, Respeecher, etc.) Use game logic to trigger dynamic voice lines: “We ain’t done yet. One game left.” “I’ve dreamed about this moment since high school.” 🔒 Fictional Players & Recruits (Non Opt-In): AI creates a synthetic, unique voice based on: Archetype (fiery, calm, humble, cocky, funny, intense) Hometown accent Player’s emotional state (angry, excited, defeated) Commentary, interviews, tweets, and sideline chatter become real-time narrative content. ⸻ 🧠 How It Works: Player personality and traits determine emotional voice tone AI-generated lines are written via contextual logic (big win, rivalry loss, breakout game) You only need to feed a few templates — AI fills in emotion, style, and delivery ⸻ 🔥 What This Unlocks: Postgame interviews (“Coach believed in me. I had to deliver.”) Recruiting visits with voiceovers (“I felt the energy in that stadium.”) In-game sideline chatter (“Let’s eat, let’s eat!”) Coach locker room speeches (“We fight together. Now go finish it!”) Podcasts & social media posts — all generated dynamically ⸻ 📺 PART 3: AI-DRIVEN PRESENTATION AND EMOTIONAL STORYTELLING 📉 The Problem: Pregame intros are bland. There’s no tension. No narrative around conference races, rivalries, or player storylines. ESPN broadcasts are full of emotionally driven packages — EA’s games aren’t. ⸻ ✅ The AI Fix: AI Story Engine (ASE) This engine reads stats, schedules, rivalry history, win streaks, playoff implications, player accolades, and more — and dynamically creates: Pregame hype segments Halftime breakdowns Heisman Watch updates Breaking news stories “Next up” graphics and narrative foreshadowing ⸻ 🔍 How It Works: Uses your Dynasty or Road to Glory save file Pulls: Top performers Rivalry history National rankings Championship stakes Then writes and narrates presentation elements using AI voices or text commentary ⸻ 🔥 What This Unlocks: “#2 Alabama faces off against #3 Michigan — a playoff ticket on the line.” “Freshman QB Marcus Grier has thrown 14 touchdowns in the last three weeks. Can he keep his Cinderella run alive?” “This is more than just a game. This is for the soul of the Big Ten.” Think College GameDay built into your Dynasty — every week has a story. ⸻ 👥 PART 4: PLAYER BEHAVIOR, TENDENCY & MENTALITY ENGINE 🧍 The Problem: Players play the same — all season long. No confidence, no fear, no swagger, no progression of play style. There’s no growth — just ratings boosts. ⸻ ✅ The AI Fix: Behavioral Feedback Engine (BFE) A system that uses gameplay data + personality traits to evolve how each player plays, speaks, and reacts over time. 🧠 How It Works: Player has an emotional profile (built on archetype) Tracks: Clutch performance Rivalry game behavior Crowd reactions Confidence swings Leadership roles Behavior then influences: In-game movement (confident = aggressive; nervous = hesitant) Audio lines (“Put the game in my hands!” vs “We’re just trying to improve.”) Cutscene responses (postgame speeches, recruiting impact) ⸻ 🔥 What This Unlocks: QB who throws 4 picks in a row starts to second-guess throws WR who torches a defense begins calling for the ball (more aggressive AI routes) Recruits influenced by emotional tone of coach voice + gameplay Players develop personalities you remember — not just numbers on a roster ⸻ 🔁 SYSTEMS THAT TALK TO EACH OTHER: Feature Description Gameplay AI Engine Generates unique, real-time animations and reactions Voice AI Engine Gives every player and coach a voice with emotion Story AI Engine Builds weekly narratives, rivalries, and stakes dynamically Behavior Engine Evolves player traits, swagger, and gameplay performance Presentation AI Adds dynamic ESPN-style segments and camera cuts ⸻ 🧠 THE VISION: TURN COLLEGE FOOTBALL INTO A LIVING ECOSYSTEM College football isn’t just about the games. It’s about the stories, the emotions, the legends in the making, and the trash talk that lasts for years. With AI, we can bring all of that to life — automatically. ⸻ 🚨 FINAL CALL: EA CAN LEAD THE INDUSTRY AI doesn’t mean less control — it means smarter systems that evolve with every game you play. If implemented gradually — this becomes the most immersive sports title ever. Start small: voice AI for 20 players, a handful of cutscenes, and 1v1 animation system. Expand year-over-year into full broadcast, behavior-driven AI, and dynamic voice ecosystems. This is how you make Dynasty feel like a 10-season docuseries68Views2likes4Comments