This is where the budget part actually comes into play though. They don't have the staff to properly evaluate each rating for the players, and over the years they just get lazy and give random attributes a base 85 +/- a couple points for the decent players. Take a guy like Berglund, and most of his individual attributes will be pretty consistent throughout.
Skating and physical play are 2 areas that have been really bad. It seems like they just give the top guys in those areas stats in the 90's, and everyone else gets something around the mid 80's. If they start making the slow guys slow, and the soft guys soft, then the skill traits will have a greater impact on the game.
This has nothing to do with it. EA hires outside companies to provide ratings.
And the NHLPA is the reason why every NHLer has to be rated 79 and up.
Remember when Shawn Chambers was a 1 OV? I do. And so does he and a few other NHLPA members.
That's why they put in clauses inside their agreement with EA and other game makers. NHL players HAVE to be above a certain threshold.
NBA 2K actually hired a kid who made rosters with his adjusted ratings while in college. They liked them so much, they gave him a job.
And the NBAPA isn't as powerful when it comes to this stuff.
It's also easier for basketball games since there really aren't any farm systems or Euro leagues like hockey has.
But if the NHLPA would get out of the way, the EA series could do the same.
And IMO, that's the biggest issue this series has for years.
The game gets boring because every player is the exact same.
What EA needs to do to combat that is make the differences more noticeable.
If a guy has 87 skating, another 90, then there should be a wider gap between the two regardless if they're only separated by 3 points.
Problem solved.
They could also pull a page from AFL2K and introduce 'weapons'.
With players having specific weapons in their arsenal, a one-timer from Ovi or Stammer should be a lot different than the one we see from Kessel.
Whatever the case, EA's developers must find a way to provide a much, MUCH, wider gap between players than we see now.
Every game feels the same because every player and team IS the same.