
Originally Posted by
Ego Scriptor
What makes FM11 frustrating at times is that it tries to be both a game and a simulator. A game can be mastered and beaten whereas a simulator is intended to closely model real world results. Since players can largely figure out the part of the game that is based mainly on their input (i.e., tactics), their input can grossly disrupt the sense of "realism" central to a simulation. To remedy this, SI have placed increasing importance on areas of the game where player input produces more random and obscure results (e.g., team talks and press conferences) and introduced mechanisms that render player input increasingly irrelevant if it veers too far away from "realistic" results (e.g., complacency, nerfed one-on-ones, lower reputation team super goalies). The reason this is frustrating is that it makes the player feel as if his input doesn't really matter and that the initial effort he put into the game was, more or less, a waste of time.
This is why it's imperative that SI get back to basics with FM12 and really focus on beefing up the tactical AI. I don't know anyone who finds the so-called "psychological" aspect of the game to be either fun or particularly realistic, and yet, FM11 focused primarily on expanding these tedious aspects and greatly increasing their influence on the match engine.
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