Month: September 2016

  • Renegotiations in Front Office Football

    One of the most important pieces of Front Office Football is managing your roster under the rules of the salary cap. I’ve chosen to simulate key elements of the NFL Collective Bargaining agreement, but I don’t expose the full agreement because the details require each team to employ a full-time assistant in real life. Holding […]

  • House Rules

    House rules refers to set of rules used in a game that only applies to games run by a specific person or organization. In a game like Front Office Football, league commissioners may set their own league rules. These rules are well known, and the commissioner has the authority to enforce these rules. An ideal […]

  • The Process of Adding New Features

    Sometimes, when developing Front Office Football, I spend a day or maybe a little more going through my notebook of ideas for small new features. Today has been one of those days. This year, all the preseason buzz has been about the National Anthem, it seems. And apparently, EA Sports has the same type of […]

  • Responses to the Chemistry Question

    Last week, I asked for commentary about the optional chemistry system within Front Office Football. I know most multi-player leagues use it, but it’s not a perfect system. I received quite a few replies, which I’ll discuss in this article. I was going to include people’s names with this discussion. No one objected, but I […]

  • Chemistry in Front Office Football

    Ages ago, I forget which version of the game, I added the team chemistry model to Front Office Football. When designing the feature, I tried to stay true to the fundamental piece of advice my “mentor” in game development offered when I was starting out in this business. “Create the game you want to play.” […]