The First Basic GAME Formations, Circa 1999

Below are diagrams of the first series of GAME formations (sketched between the brackets) I came up with back in 1999. Enlarge image. The brackets in the diagrams reflect the modularity of the formations; in other words one could use any one of the formations below to create completely new formations or integrate them into existing formations depending on how involved a GAME a team is participating in and/or what the team is trying to accomplish.
The three formation modules are, from top to bottom:
  1. a power-speed formation (the arrows that extend horizontally from “LINE” indicate that the line-forwards are positioned out in either direction without indicating the specific players or the spacing between them; the arrow that extends up from the “LINE” indicates that a forward push into the opposition is the goal of the line; the double-ended arrow between the Throwing Backs (ThB) at the bottom of the formation indicates that more players can be inserted in between the rear ThB’s, depending on the GAME and/or goal of the team). By positioning the SC (signal caller) close to the line followed by a “tail” of ThB’s, the SC becomes the initial ball handler who can either keep, hand off or lateral down the line of ThB’s (similar to the flow of rugby), depending on the defensive alignment and degree of defensive penetration. In general, ThB’s positioned towards the front are throwers with great size, mobility and generate considerable power when entering the frontline; ThB’s positioned in the middle are throwers who are elusive, and explosive; ThB’s in the rear are mobile, have good height and have the best power arms to deliver the ball downfield or into other transitional GAME zones. The rear ThB’s tend to be the least mobile of ThB’s and shadow the lateral movements of the ThB’s in front, in order to be in position to throw when required. This formation allows an offense to throw multiple looks simultaneously at a defense and then exploit the defenses’ weakest areas quickly and with forceful impact.
  2. a defense-offense transition formation is a defensive alignment module that creates quick transitions into attack mode through the utilization of quick strike power forwards on the wings and athletic power players with size and mobility in the middle of the defensive line. The three “bubbles” at the bottom of the module are a side in hockey, an American football offensive line and a American football/GAME hybrid backfield consisting of a QB, SC, TWB and B (more on these positions later). The “bubbles” illustrate how the forwards on the wings augment the defensive line but are versatile enough to sprint into the transitional GAME zones in all directions; linking up with and then participating in other (athletic) nodes. The defensive line’s main role is to provide a stiff resistance to counter offensive maneuvers, but like the forwards, the line has the flexibility to charge forward to participate in offensive operations. Behind the line are varying numbers of defenders (D) who are typically aligned in an I-formation. The D’s are primarily defensive safeties who are the key decision makers when leading a quick counterattack.
  3. a power-speed formation on the right wing with ThB’s stacked in a power formation upfront and speed ThB’s in the back. An extra layer of SC’s and B’s follow the ThB’s to create more power-speed combinations in the “tail” of the formation, producing more potential matchup problems for a defense.
Most positions have a corresponding athlete and the skill set (listed to the right of the athletes’ names) that I had in mind for the newly created GAME positions. The positions in the diagram may be unfamiliar to some, so a position index follows the diagram.
GAME-Blue-Formation-1

Position index for the preceding diagrams:

B=Back: is usually a multi-nodal hybrid position requiring quickness, speed, elusiveness and explosion. Because the B may usually be positioned further back in a given formation, endurance is a key element in the conditioning required for the position. A Back may in certain formations travel 15, 20 or more yards before hitting the frontline.

C=Center: a specific position from basketball, ice hockey and/or a football offensive line.

D=Defenseman: hockey defenseman providing a line of defense as well as lead a counterattack on a change of possession.

F=Forward: right wing or left wing in ice hockey, power or small forward in basketball. The F positions on the wings, in the middle formation module above, can be occupied by any type of forward from any athletic node as long as his skillset fits most of the requirements for the module’s position. Examples of forwards from the various athletic nodes who could fit in this defensive module include: Deion Sanders (CB/WR/KR/PR, American football), Roberto Carlos (wing back, football), Charles Woodson (CB/WR—in college/KR/PR), Scottie Pippen (SF, basketball), Ron Artest (F, basketball), Dwight Howard (C, basketball), Kevin Garnett (F, basketball), Lilian Thuram (centre back/right back, football), Cafu (wing back, football), Larry Robinson (D, ice hockey), Chris Chelios (D, ice hockey), Scott Stevens (D, ice hockey), Raymond Bourque (D, ice hockey), Bobby Orr (D, ice hockey), Claude Makélélé (defensive MF, football), and Hong Myung-Bo (sweeper, football). The F positions on the wings can also be multi-nodal hybrids.

G=Guard: football offensive lineman.

PF=Power Forward: basketball.

QB=Quarterback: football.

SC=Signal Caller: a hybrid multi-nodal position proficient in transitioning into and out of multiple nodes. A SC can, for example, start with a hockey line and/or receive a handoff from a football QB and stay in his node, transition into another node or distribute to another player from another node.

T=Tackle: football offensive lineman.

ThB=Throwing Back: a mobile multi-nodal hybrid position whose primary role is that of a thrower and whose targets are players spanning multiple nodes. ThB’s can range from tall power throwers to smaller, more explosively mobile throwers. and anything in between.

TWB=Throwing Wing Back: a multi-nodal hybrid player who can be positioned within a backfield formation or motioned/positioned to either wing. A versatile and athletic player, the ideal TWB can make throws between and within nodal zones, can catch/maintain possession, and can have tremendous explosiveness. The size of TWB can vary from tall and lanky, small and elusive, to anything in between, just as long as they have the above skillset.

Esthetics aside, the three GAME formations above were inspired by the University of Nebraska’s “I-option” attack, specifically; the I-formation, in general; and the hammer and anvil military tactical maneuver used in ancient battles and in modern frontline operations.
The I-formation was selected as a starting point for formations in THE GAME for several key reasons:

  1. The ability to have multiple options for a multiple number backs when they are attacking the frontline.
  2. Increased speed in hitting the frontline. The backs from the “tail” or rear will be able to read the defense with a running start when hitting the frontline. Conversely, backs towards the front can serve as quick hitting decoys, blockers, throwers, runners or a combination.
  3. Improved deception. The quick hitting action and the fact that the backs are lined up and virtually hidden by the backs in front, increases the ability of the offense to mask their intentions at the start of play and also increase the effectiveness of the subsequent “hammer and anvil” attack.

Rich Rodriguez Discusses The Spread Option Offense

Portions courtesy of Wikipedia

Updated Videos of Coach Rod. Some new old videos of Coach Rodriguez discussing his spread option offense in more detail:

Outside Run Game

Inside Run Game

 

On Dec. 17, 2007, Rich Rodriguez became the 18th head coach in University of Michigan football history. Prior to becoming the head coach at Michigan, Rodriguez spent seven years as head coach at his alma mater, West Virginia University, where he led the Mountaineers to a 60-26 record, four Big East titles and six consecutive bowl game bids.

Rodriguez is considered one of the pioneers and innovators of the spread option offense. The spread option is essentially a hybrid of the traditionally pass-oriented spread offense and run-oriented option offense. The spread option is based on the concept of defensive isolation. The offense "spreads" the defense by aligning in three-to-five receiver sets, using two or fewer running backs in the backfield and often setting the quarterback in shotgun. This “spread” forces the defense to defend more of the field and isolates its players in “space”. To exploit this, the offense employs double or triple option plays which further mitigates the athleticism of the defense and forces it to play their assignments. When used in combination with a consistent passing game, the spread option offense can yield strong results. The means by which option plays are run from the spread option offense vary greatly. The most popular running play employed in the spread is the read option. This play is also known as a the zone-read, QB Choice, or QB Wrap. A type of double option, the read option is relatively simple play during which the quarterback makes a single read (usually of the backside defensive end or linebacker) and decides whether or not to hand the ball to a running back on a dive or slant track.

In the following video, Rodriguez discusses the spread option offense he ran as the head coach at West Virginia with Pat White as his quarterback. Rodriguez is currently implementing the same system at Michigan.

GAME Nuggets: Hybrid Nodes

Archery & American Football: New Orleans Saints QB, Drew Brees in an impressive display of accuracy.

Football/Soccer & American Football: Philadelphia Eagles K, David Akers in a kicking competition with the U.S. Men’s National Team.

SWAT/American Football: Ray Lewis, SWAT and a door.

Navigating Nodes and Zones in THE GAME

BBQ
Photo courtesy of TaTu BBQ
Updated 5/15/10
The building blocks of THE GAME are nodes. The concept of the node has evolved over time, but the essence of the node and its role in THE GAME has not changed. In its most basic form, nodes are the individuals/groups, places, objects/things, ideas, traditions, discussions, created works, competitions, etc. that are found in cultures and remixed by those in the cultures. THE GAME borrows these nodes; reshaping or “tweaking” them to fit into, if not already, the context of a competition. Nodes enable groups and individuals to create and continually transform the content of THE GAME competition(s).

When an existing competitive or cultural node has been integrated into THE GAME, it is transformed into a GAME node (or G node) which can in turn be spun back into cultures for consumption and/or reintegrated into THE GAME. This process allows THE GAME to recombine and mashup its contents and perpetually reshape and transform itself.

On the surface, it seems THE GAME would be difficult to follow and participate in since it appears to be in a state of constant flux. However, THE GAME is like an expanding universe in that at its center are an interconnected network of known nodes and known G nodes that remain relatively unchanged (and have an established following). On the frontiers of the expanding universe, THE GAME can recombine its constituent nodes and/or create newer nodes and newer G nodes from existing nodes or nothing at all. People could choose to follow certain sections of the “established” GAME or follow the “fringes” of THE GAME where new nodes and G nodes are being developed and integrated.

In terms of participation, there are various GAME Types that one can participate in THE GAME. To summarize, there are five main GAME Types currently in use:

  1. Specific
  2. Transitional
  3. Grouped (style)
  4. Mixed: blended (hybrid) & linked
  5. Jacks

The following diagram visually depicts some of these GAME Types: some shapes represent specific nodes; others represent mixed nodes. A mixed node can be a blend of two or more separate nodes forming an entirely new blended node or a linked node consisting of two or more nodes that are not completely blended but exist in two forms simultaneously—their constituent nodes and the new node created by linking, but not completely integrating the constituent nodes (as represented by the dotted outlines of its constituent shapes). Enlarged view.

G-Types-diagram
Groups and individuals will most often focus their efforts and specialize on a particular part or parts of THE GAME. Others may choose to participate on the “expanding frontiers” of THE GAME, preferring the latest nodes being created. Others may choose to participate in a little of each in varying degrees. And then there are those, if resources are available, who may prefer to participate in the entire GAME. It is this flexibility for customization that enables THE GAME to have a broad appeal and be “everything to everyone”.

So what makes THE GAME unique beyond being a collection of nodes? Citing the previous example of THE GAME as an expanding universe, if the nodes and G nodes are the stars, planets, galaxies, etc., the physical spaces between the stars, planets, etc. are the zones—the physical and virtual spaces in THE GAME in which nodes can be connected or blended together in infinite ways. Referencing the figure above, the figure below (enlarged view) illustrates a section of the GAME ecosystem, with its various GAME Types represented by the different shapes that are blended, hybridized, grouped (by shape), etc.. The links and connections and the creation thereof, that occur in the the physical and virtual spaces between shapes (nodes) are what makes THE GAME more than a collection of nodes. What emerges instantly are links, connections, and blends from one node to many other nodes, to many other nodes, etc., forming an infinite network of interconnected competition nodes that form a larger omni-competition.

G-Ecosystem-diagram
So what actually is happening in the zones—the physical and virtual spaces between nodes to create these connections in THE GAME?

Let’s say, for instance, we want to borrow the following nodes and, if they aren’t already, place them into a competitive context:

  • football/soccer
  • baseball
  • BBQ
  • architecture
We are going to create a unique competition that strings, blends (hybridizes) or links these nodes together by utilizing the physical and virtual zones between them. So here is one way of creating a Game from these nodes:
  1. Indianapolis, IN. A football/soccer pitch is adjacent to a baseball field. One possible connection that can be made between these two nodes is as follows: Team A is at bat; the baseball outfield (a zone) opens up to the football pitch (another zone) lengthwise. The zone that physically connects the two nodes’ zones is a transition zone—a zone that facilitates the transition of action from one zone into and out of another. In what is essentially a pass, a hitter from Team A hits a pitch deep into the outfield, past Team B’s outfielder, and sets up Team A’s football midfielders, who will continue to press on toward the opposing team’s goal (this illustrates specific nodes that transition from one node to another; creating a linked node). Outfielders from Team B may periodically shadow Team A’s players on the pitch to help their teammates defend their side. The football match will not wait or stop for events to occur on the baseball diamond and vice versa. Both events will moving independently of each other until moments like above occur when multiple options may present for divergent flow of play in each node. Another option can have a zone physically located between the two nodes, within and/or adjacent to the two nodes whereby a (newly created) blended node with players on each side use a bat and their feet to advance a modified football towards the opposing goal.
  2. Dubai, UAE. An architecture firm (49% owned by Team A) enters an international competition (in which Team B is also participating) for a commercial project. Team A’s architecture firm presents its bid to the developers of the project in a conference room (a zone); the videoconference of Team A’s bid is shown to leadership, coaches, participants and spectators (via a big screen) in Indianapolis during the Game. A virtual connection exists between these nodes. A physical connection may exist as well if the pitch/baseball field are physically connected to other competitions, that are connected to other competitions, etc. all the way to Dubai.
  3. In the parking lot of the football pitch and baseball field (a zone), several tailgaters representing themselves and Team A or B are participating in a BBQ contest while the Game ensues. The contests categories will include: chicken, ribs and brisket. The spectators watching the Game and a panel of judges (whose points will be weighted more) will decide the winner of the contest. This is an instance where a specific node can simultaneously be a linked node.
The winner of this Game is determined by the total runs, goals, points, project dollar amount, etc. tallied by Team A versus Team B.
 

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