Thursday, December 28, 2017

Fantasy Football League Design, Ideas and Philosophies Thereof

What follows is a series of articles that explore my various thoughts regarding setting up a complex fantasy football league.  This is not intended for the casual player.  Instead, this is for the true degenerates out there.  I, personally, favor salary cap leagues, but I will address all types of leagues that are available.  And before I even get into the nitty gritty details, I should explain why my opinion is worth your consideration.  If you just want to skip into my thoughts, click on the links here. 

My name is Ryan Early, and in addition to playing fantasy football ("FF") since 1988 (yes, that's not a typo and yes, I'm old), I was also a sportswriter for a period of 7 years, including 3 years working for ESPN as a "pro football analyst" for their ESPN Insider pay site.  I have been a FF league commissioner since the first year I began playing and convinced my then-fellow high school classmates to try this crazy game out.  I have played in, set-up, and acted as commissioner for redraft leagues, auction leagues, keeper leagues, best ball leagues, dynasty leagues, and salary cap leagues.  Basically, every type except daily.  Back in the mid '90s, I decided to make a go of writing about fantasy football as my full-time occupation.  I saved up some money, rented a room from a friend, and wrote about football.  At the same time, I started my first complex salary cap league.  The first article I received compensation for was about setting up that league ($5 plus a year's membership to the site that posted it. I don't think I'll ever be as excited for any other compensation in my life than I was for that first measly sum).  I did freelance work for about two years and then joined up with a brand new sports media start-up company called NFLtalk.com.

At that time, it seemed as if everyone was getting rich by starting new websites and selling out to large, established companies for millions, and that was our dream as well.  We shortly relaunched as Sportstalk.com (in order to cover other sports though I stayed focused exclusively on the NFL) and worked obsessively to grow the business.  After two years of 100-hour workweeks (not an exaggeration), we were getting more monthly traffic than long established media companies such as Sports Illustrated or The Sporting News.  The only problem was a recession was starting, the advertising revenue was drying up, and the internet startup bubble was bursting.  We had many heated debates about how to survive.  I was in favor of making us a pay site. I was overruled.  And we missed out on the timing.  By holding out for millions, we missed out on the chance to at least make several hundreds of thousands, and ended up declaring bankruptcy.  ESPN came along and bought us, but I think the final sales price was a six pack and a bag of Doritos.  On the plus side, a few of us got hired by ESPN, primarily so they could capture and monetize our loyal readers.  I worked at ESPN for 3 years, putting 2-3 articles a week up on the Insider page.  And then I got married and realized I needed more money in order to start a family, so went back to school to become a lawyer.   

You may recognize several people in the sports media industry who got their start at Sportstalk.  Mike Florio was a lawyer who wanted to be a sportswriter, and was one of our feature writers.  He made the cut in being hired at ESPN but after a year he left to start his own site called Profootballtalk.com.  He now appears on NBC’s Football Night in America as well as his own cable show.  Chad Ford stayed on at ESPN for over a dozen years as their NBA draft expert while also working as a professor at BYU-Hawaii.  Drew Lawrence has been a sportswriter at Sports Illustrated for many years, Mark Wimer is a long-time employee at Footballguys.com, and John Taylor is a sportswriter at collegefootballtalk.com.  So that’s me and my 15 minutes (or 7 years) of fame.  Those are my professional credentials as to why my opinion may be worth listening to.  Now granted, I am no longer a professional sports writer, or fantasy football writer.  I am now merely an enthusiast.  An obsessive enthusiast mind you (a degenerate), but if I had been a better sportswriter/analyst, I'd probably still be doing it, so take that with a grain of salt.  That being said, these articles are backed by 30 years of playing FF, in almost all its various formats, and this series of articles is my attempt to boil down all of those experiences into some hard won wisdom that others may find of benefit. 

LINKS




            A. PPR vs. P1D




            A. Relative Positional Value


            C. Inclusion of Ancillary Positions




 

I. First Principles and Path Dependency of Fantasy Football

The first thing I want to do is discuss the first principles of fantasy football.  The very basics.  Yes, you may be tempted to skip this section, but please bear with me, because this may end up being the most important part.  When we talk about Fantasy Football, what is the "fantasy"?  It isn't the fantasy of being the player with the ball in his hand.  If that was your fantasy, you'd be playing Madden.  No, we are drafting, trading, signing, and cutting football players for our imaginary teams.  The "fantasy" is running an NFL football team.  And the person who runs an NFL football team in real life is the General Manager ("GM").  Yet, the game of fantasy football only captures a small, small portion of what a GM does.  Part of that is because FF is a game, and one designed to be as accessible as possible to the widest number of people for commercial reasons, and part of that is from technological limitations that were stifling when I began playing 30 years ago and still are far too prevalent today.  

The reason why the game of FF is focused on the offensive skill position players, plus kicker and a team defense, is because those were the only positions that showed up in the USA Today game box score with statistics.  Yes, when I first started, I would have to manually calculate the game scores Monday and Tuesday mornings by looking up the stats in the morning newspaper, type up the reports, print them out on a dot-matrix printer, copy them, and then distribute them in person to all our league members.  Thankfully, technology made the distribution of weekly results MUCH easier very quickly, yet the limitations from that formative era live on in how we play this game.

This game is fueled by statistics; by the things players do on the field that are both countable and actually counted.  But an NFL GM does not just draft and trade offensive skill position players.  And they certainly don't select a block of players for their defense.  I often wonder how our game of FF would be different if today’s variety and availability of statistics were present back in the late '80s when FF first started becoming widely played.  It is quite likely that nothing would be different, as that focus on offensive skill players favors the casual fan that watches games on television, as the cameras track the ball and thus always has a skill position player in the middle of the screen. Yet I also think that the number of people playing in more complex leagues would be significantly higher, that there would be two, nearly equal sized groups, playing FF very differently.

That being said, I always kept the fantasy of being a GM front and center in my playing FF.  After only two years, I changed my home league to a keeper league as a small step closer to the real life GM experience.  Two years after that, we changed to an auction league. Through this period, there was a brand, spanking new invention called "the internet" that suddenly put me into contact with fellow degenerates, no matter where they lived in the world.  Software quickly became available in which statistics could be downloaded from the web, allowing running a complex league to be not just easier, but actually possible.  I joined a dynasty league with individual defensive players (“IDPs”) in 1996.  That league dissolved two years later, for reasons I will discuss in detail below, but it prompted me to start my own league with IDPs when it folded. I decided to see just how close I could get to the fantasy of being a GM. 

The NFL's salary cap era was still pretty new and for the first time free agency was turning the NFL into a Hot Stove league much like baseball.  This was causing all kinds of new challenges to the NFL GM, and I wanted to capture that.  At the same time, the people at Sideline Software, who had created (in my opinion) the best desktop-based fantasy league management program (literally called, Fantasy Football League Manager) were then making it web-based, and they renamed it MyFantasyLeague.com ("MFL").  I sometimes think that half the features that currently exist on MFL are because of the requests I submitted while setting up my first complex league. 

There have always been myriad different types of leagues, with variations in roster sizes, scoring systems, positions, and on, and on.  But the game of fantasy football, as most people play it on the major sites like ESPN, or Yahoo, has not changed much over the decades.  The move from Standard Scoring to Points Per Reception ("PPR") becoming the dominant scoring system was the most momentous change in the game's history.  Most adopted innovations address major problems.  PPR was necessary to break up the trend at the time where 20 of the first 25 picks in every draft were running backs.  That problem was sucking strategy out of the game.  The depressed value of quarterbacks relative to other positions is also a problem that Superflex (allowing a second quarterback to be started in a flex spot in starting lineups) leagues are primarily addressing.  Other leagues are trying to address that problem differently through scoring rule changes.  I think there has been a recent fracturing in how people play FF, or perhaps a better way of saying is that there is an increasing number of FF players choosing to explore and play in more complicated leagues, as there are enough people playing dynasty leagues, or Superflex leagues, or salary cap leagues, or IDP leagues, to support commercial enterprises dedicated to those niches.  Once again, technology has been a major driver in how we, the community who plays this game, addresses issues. 

The amount of information regarding the actions that take place out on the field during games has exploded.  The types of things players do on the field that are tracked in some form or fashion is much higher now thanks to, well, many reasons, from video tracking, to the expansion of scouting services and techniques, to private company grading of players, to "advanced analytics."  This is expanding the universe of possible rules that leagues can incorporate.  That means that we are now at a very exciting point in time for the game of fantasy football.  We are almost at a point where if we can think it, we can incorporate it into our leagues. 

That brings me back to the initial "fantasy."  My personal goal is to create and run a league that comes the closest possible to recreating the NFL GM experience, while still making allowances for the fact that this is a game.  Therefore, I am trying to figure out how best to have a league with 53-man rosters including individual defensive players, a salary cap equal to that of an NFL team, with multi-year contracts, cap hits when cutting and/or trading players, and as many other aspects of the NFL managerial experience as I can exercise.


I am attempting to balance three directives: a) to accurately recreate the NFL general manager experience, b) to accurately value the things NFL players do on the field in helping their team win games, as measured in readily available football statistics, and c) to maximize the enjoyment of fantasy football as a game.  Those three directives do not always complement each other, and when they conflict I try to lean towards game enjoyment.  Let’s begin with the two most important aspects of league design, which are scoring rules, and your roster/position requirements.   

II. Scoring Rules

Let us begin our discussion with the "Standard scoring" as our default.  Each offensive skill position player gets 1 point for every 10 yards rushing and/or receiving, and 6 points for each touchdown scored.  A QB gets 1 point per 25 yards passing, and 4 points per touchdown, and all turnovers score -1 points.  This system was originally devised as an easy way for people to track their team's score in their head during game day back in a time when smart phones, apps, even wi-fi, was not in existence.  Now we have the technology to track a wide range of statistics in real time, no matter how complicated our scoring system.  This begs the question, what is the ultimate purpose of the scoring system?  Your opinion may differ, but I believe that a FF scoring system is an attempt to assign relative value to the acts football players perform for their team's benefit.  The better a play, the greater value should be assigned to that play.  And at the end of the game, and the end of the season, the accumulated points should reflect how well, or poorly, those players have performed.  Ideally, such a scoring system could be used to designate season awards such as Pro Bowl invitations and All-Pro awards.

So let's engage in an intellectual exercise.  I am going to list a number of different plays regarding the quarterback's play, and you rank them from the most valuable to least valuable (or most detrimental) to his team.   Everything in the game of football is situational, so let’s set the stage – It is 3rd and 8, the ball at midfield, with a called pass play, and the QB is pressured by the pass rush: 

  • QB throws 50 yards into the end zone, which is caught by the WR for a TD.
  • QB throws a 5-yard dump off pass, and the receiver takes it 45 yards for a TD.
  • QB throws an incomplete pass 40 yards downfield, but it draws a pass interference call resulting in a 1st and Goal.
  • QB scrambles 10 yards for a 1st down.
  • QB throws 10 yards for a completion and 1st down.
  • QB scrambles for only a 5-yard gain, forcing a 4th down.
  • QB throws a 5-yard pass, and WR is immediately tackled forcing a 4th down.
  • QB throws the ball out of bounds for an incompletion.
  • QB is sacked for a 5-yard loss.
  • QB is sacked, and fumbles, a teammate recovers for a 5-yard loss.
  • QB throws an interception 40 yards downfield, the defender returns it 10 yards.
  • QB throws an interception 5 yards downfield, the defender returns it 10 yards.
  • QB is sacked, and fumbles, defender recovers and returns for another 10 yards.
  • QB throws an interception and the defender returns it for a touchdown.
  • QB is sacked, fumbles, and the recovering defender returns it for a touchdown. 

I ranked those 15 plays in order from what I believe is the most valuable to most detrimental, though some of those plays are so close that they may be of equal value to their team, such as the QB scrambling for 15 yards versus passing for 15 yards, or likewise for 5 yards.  An argument could be made, however, that the QB run affects the mindset of the defense, how they play going forward, and the fact that a QB has demonstrated the ability to run will open things up and make positive plays more easily attainable for the remainder of a game.  I find the counterargument more persuasive, that the greater value of those future plays will be captured by the fantasy points assigned to those plays, and we should not be “jumping the gun” in assigning more points to a play merely because it is a QB run. 

The next step is to place proper value on each of those plays, relative to each other.  In standard scoring, those plays score, in order: 6, 6, 0, 1, 0.4, 0.5, 0.2, 0, 0, 0, -1, -1, -1, -1, and -1 points.  There are some obvious problems you can see without even going back and looking at which score goes with which play.  A couple plays are more valuable to the team (at least, in my opinion) than the play afterwards, yet accrue less fantasy point, such as the 5-yard scramble on 3rd and 8 failing to make the 1st down that is assigned more points than a 10-yard completion.  It may be that you believe a QB run is of greater value than the same plays as a pass, but here, the alleged lesser valued play gains more yards AND obtains a first down thus allowing the offense to remain on the field and leaving open the potential for points to be put up on the actual scoreboard, whereas the other play gained less yards and resulted in a fourth down.  This is a problem.  In fact, if you want to get excited about this, you can borrow a phrase from my legal job, and call it a travesty of justice.  Other problems are valuing several plays identically even though we have ranked them as being of different relative value.  A final problem would be whether the points assigned to each play are appropriate relative to each other, even if they are ranked correctly.

The other primary scoring system out there, PPR, merely adds a point per each reception.  This has no change to the QB play.   So let's score these plays based on the primary player involved, either QB or WR, for comparison’s sake: 

Standard: 11, 11, 0, 1, 1, 0.5, 0.5, 0, 0, -0.5, -1, -1, -1, -1, and -1 points.     
PPR pts: 12, 12, 0, 1, 2, 0.5, 1.5, 0, 0, -0.5, -1, -1, -1, -1, and -1 points. 

The PPR scoring system was adopted for very good reasons regarding relative value of RBs versus other positions.  And that's a topic I will address shortly.  But you can see how it skews the play value regarding some types of plays versus others.  From the perspective of the issues identified above, the PPR scoring system is actually worse. 

Now, before thinking about what statistics should be included in your scoring system, go back and look at your list of ranked plays.  Go to the play in which a QB scrambles for 10 yards and a 1st down.  Let's say, for argument's sake and to remove it from the Standard and PPR systems, assign it 2 points.  Now, go back and assign points to all of the other plays, with the primary focus being how those plays are more valuable or detrimental to the team relative to that other play in which the team advanced the ball 10 yards downfield and got a new first down. 

Next, look at the things that are being counted in those plays, and assign a point value to that thing that gets you to your relative value, and if not, at least close to it. Look at yards gained, whether or not the ball was completed, whether it resulted in a first down, etc., etc.  The good news is that there are league hosting sites that allow statistics such as first downs, sacks taken (by QB), sack yardage lost, and fumbles/interceptions returned for touchdowns, to be tracked and incorporated into a league scoring system.  Some other things that are needed to differentiate the relative value of some of those plays above are not yet available such as depth of target, yards after catch, dropped passes, pass interference penalty drawn (and yards by penalty attained).  Thankfully, the statistics that are widely available continue to be expanded each year, and we will be able to incorporate these into our leagues soon. In the meantime, keep your focus on properly identifying and valuing each thing a player does on the field. 

Just for the sake of transparency, my main league that I started in 2014 (The Ultimate Fantasy Football Salary Cap League, or TUFSCCL) would score those plays above as follows (for QB):  8, 8, 0, 1.5, 1.4, 0.5, 0.2, -0.1, -2, -4, -5, -5, -6.5, -7, -8.5.


As depth of reception stats become available, I will be able to differentiate the relative value of those first two plays as I think more of the value belongs to the receiver than the quarterback in that second catch and run touchdown.