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Amaroq

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About Amaroq

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    Third Team

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  • Biography
    FMS 2007 Writer of the Year, FMS 2007 Story of the Year, GQ 2005 Best Newcomer

About Me

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    FMS 2007 Writer of the Year

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    FM and writing, surprise surprise!

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  1. Six ideas for Team-Talks: - Improve Team Talk Feedback - Add "Motivation" to the Select Team Talk screen - Add a "Special Team Talk Available" icon to the Select Team Talk screen - Rename the "None" team talk - Add a pop-up indicating in more detail what the team-talk means in context - Don't provide any team-talk which is nonsensical in context Discussed in more detail at: Team-Talks: UI improvements?
  2. Welcome to the boards, rayjay. Threads with lists of multiple ideas belong here in the "Wishlist" thread, as indicated in the forum header. Threads discussing a single idea in detail merit their own thread. Cheers!
  3. Spot on - I wholeheartedly endorse this idea. I've got the exact same habit crouchaldinho has, Ctrl-S after every match, because I hate it when a power outage or Windows bluescreen makes me replay a match. However, because of that, I rarely go the full week and get the benefit of the rolling save mode. Never understood why it isn't linked - if I have rolling autosave on, just "roll" every time I save regardless of whether its human-initiated or auto-initiated.
  4. (I followed with:) That's a brilliant idea, crouchaldinho. Just like pre-match scouting, some post-match breakdown. Would love to see that done up well - it would be a great boon to players who are struggling. Especially if it tackled some of the why behind one's struggles. For example, in the current A.M. feedback module, you can see things like "We've really struggled with our passing, gifting them tithe ballme and again." However, it doesn't address why that's happening, or give me any suggestions as to what I might want to change tactically to try and address that. If this post-match analysis could come in and say, "Look, we just kept hitting it direct up to two strikers who were well-covered. We'd have been better suited to try some possession build-up," or, "Listen, the soggy wet conditions made a mockery of our attempts to play short possession football", that might help me understand why my tactical approach was wrong for the day. (End of cross-post)
  5. (Cross-post from FM'09 going back on the shelf) Here's my thought on team-talks. Currently, we have a very short phrase to choose from, which has to be short because it has to fit into a drop-down menu with limited size. As has been noted often, some of the labels don't match exactly what is being said; I thought team-talks were "broken" until I figured out that I can use "None" at times; I think of it as "Keep it up, lads, now let's talk tactics." However, wouldn't a lot of the ambiguity go away if the game UI presented us with wwfan's longer extrapolations of meaning (post 514)? For example, as mouse-over text, or using some of the space which is unused when I have an 11+7 squad to choose from. E.g., place up at the top a bit which says "Current talk: ". Then, as I toggle through options on the drop-down, it indicates what I'm 'actually' saying, so .. when I select "We can win this", it shows me wwfan's line - "Current talk: This will be a tight match, but if we play to the best of our ability we can win this." SI would have a spot more translations to do, sure, but I think that it would be a dramatic improvement in terms of the impact to the "average" user - the one who isn't out here on the forums and expects team-talks to be a common-sense, "does what it says on the tin" module. It would, in particular, be useful if those "Current talk:" lines changed according to the context, so that the case where a slight favorite says "We can win this", gets to halftime 0-0, and says "Pleased" is clearly different from the case where a massive underdog says "No pressure", gets to halftime 0-0, and says "Pleased".
  6. Brilliant stuff, Captain. There is a point, actually. The current Confidence bar is very much a "What have you done for me lately" approach. Yes, it does seem modern football has that attitude often .. but then you also see long-term legends like Sir Alex. When we're talking about 20-season save games, that's the sort of character we're talking about ... and yeah, at that point, I think a career confidence bar adds a lot. It sort of hints towards the Club Legend status that I've proposed elsewhere - in which, basically, if your achievements dramatically exceed the club's reputation when you first took over, then you've achieved a sort of permanent Legend status with the club. In my suggestion, boards would be willing to "write off" one season of failed expectations as bad luck / injury crisis / rebuilding .. board takeovers would find it impossible to sack you because of the fan backlash .. and you'd be able to be sacked / resign / accept a different job without falling off the Club Favorites list. Its a pretty simple set that I was asking for, but I think C.P.'s idea gives that a lot more depth than I was thinking of, and Gypsum's follow-on post about Iconic players is equally valuable for that continued-immersion-after-20-years factor. Umm... we have the fourth official dot and two physio dots .. how is the manager dot any less useful than either of those? Imagine seeing the manager dot come a yard onto the pitch to argue a call, or move to the end of the box to argue with the fourth official, or huddling close to a player as he gets his final instructions before stepping onto the pitch. Immersive, nothing else. . . . The ideas I'd add, C.P., are around #5 - I'd very much like to see these things built up. Preferred Formation, Preferred marking style, etc., should all be things that the game can "understand" just by looking at what I trot out every week. My other behaviors, similarly - in fact, it might help players learn how the game is interpreting what they are saying. For example, if it told me I was "quite angry in the dressing room", I'd realize that I was being more volcanic than I'd intended to be. Beyond that, though, there is a bunch of "stat" things we could see. Why not a "History" page similar to that for clubs and players? I'd love to be able to look back and see my club, league, W-D-L, GD, and finishing position for every season of every managerial stint I've had, maybe with termination results, for example: Club W D L GD GF GA Pos 2008/09 AGOVV 1 7 12 -27 9 36 20th Dutch Erest Divisie Sacked 2008/09 Port Talbot 5 6 10 - 8 26 34 13th Welsh Premier League 2009/10 Port Talbot 10 5 9 + 6 36 30 6th Welsh Premier League Resigned
  7. As a general rule, assuming mostly British players settling into an English squad, all speaking English and of average adaptability .. you'll see marked improvement by the six-month mark, probably a bit earlier; I usually see my team start to "gel" around the end of November, start of December. If you don't change the team, by the second season, they will feel infinitely more consistent. ... of course, that's assuming that things don't "go wrong", like players disliking each other, etc.
  8. Just giving a bit of insight into the industry, and I don't work for SI so this is industry info, not SI-specific: For most annual-installment games, the process is at least 10 months in length, sometimes as long as 20. Identifying the feature set for next year's game is usually done before this year's game completes, so for SI, summer of '08 is when they would be discussing the design goals for FM'10, and what they're going to put their resources into. Major feature revisions might start in summer '08, with a couple of senior architects looking at it, but most of the team will still be focused on FM'09 at that time. Once FM'09 launches (fall '08), most of the team will take a well-earned vacation, say two to four weeks. Then the majority of the team will come in to work on FM'10. Stuff will probably start a bit slowly, say, through December, as people take a bit of a natural "breather", look at bugs for FM'09 patches, etc. By January, though, things will be in full swing as major feature development cranks out: Jan, Feb, Mar, Apr, probably, will see the most progress on the game. QA (the test team) may be asked to test specific modules as those modules are completed. By about four months until launch (May '09, for SI's case), the game is usually considered "Feature complete", and is ready to enter full testing. If the company have an "alpha" team, those testers would receive it. QA begins their heavy testing period. About six weeks until launch (mid-August?), the game would start getting "locked down". Depending on the company, the process will differ, but its not uncommon to have a "Bug Council" that will decide whether a bug is worth the risk of fixing at this late date, can be targeted to a future patch, or should be assigned to next year's game. For the most part, only "showstoppers", e.g., major broken functionality, crash bugs, etc, are worth the risk of a late fix .. If there is a "beta program", those testers would probably receive the game at around this time. SI take their final DB update with transfers from the end of the summer window, e.g., August 30th, so let's figure that DB update gets in by a week later, then they have to focus on testing the DB update for a week or two. By about two weeks prior to the launch, the team are working on making their "gold master CD", so bug fixes are very few and far between, and testing will be focused on the installer, not the game itself. When the gold master is signed off on, it is sent off to the production facility, and the distribution process outlined earlier begins. Of course, after the launch, and depending on the company, there may be patches - SI have a phenomenal service record in this department, which I don't think we-the-community give them enough credit for. So, some team members may remain focused on FM'10 through December '09 and that January '10 data update .. eighteen months after it all started. So, "Why can't we buy it earlier?" ... basically, we get to buy it at the earliest date that SI think it is "ready" and can run it through the production and distribution process.
  9. We need a blushing smiley-face. Badly. It seems like the only possible response to your comment, PM! Oh, and to Terk.
  10. Canvey, the bad news is, I have high expectations of your story, given your writing in this thread. PM7, yeah, I thought about that, but I decided I would be accessible to more readers if I acknowledged to myself that skimming happens .. I'll even skim a bit when reading a novel for the first time. So, I've tried to accommodate them. I imagine that I have some readers who are reading the story bits but skipping to the bottom for scores and goalscorers .. while others who may only read my match summaries .. so I wanted to support both. Canvey, one other bit you may not have noticed specifically is that I try to post the score at the end of each goal-scoring paragraph, if not more often, for those who skim the match reports. I list the Blades first, so I'll say 0-1 to indicate that we're trailing even though I read it as "one-nil" in my head, and if I'm talking about a hypothetical score I'll always write it in full, for example "Newell almost made it two-nil a minute later, but .." I agree. When I get a full-team report in a single post, I tend to skim it by the time I'm halfway through the defenders, even if I meant to read it in full. That's why I started doing the "one position at a time" style that you'll see in Blade, and also why I list the top performers first - if you're a skimmer, then for every position you can pretty much read the first three and skip the rest, because you know that the first three are going to get the lion's share of the action. I also thought a lot about exactly how I wanted to do the team-sheet listing, and decided to do full-name instead of last name to support the reading-every-fourth-day reader. I learned that from somebody else's story, where they were listing last-names only, and it made perfect sense when I read it from start to finish and remembered the first names that went with the last names because they were fresh in my mind .. but when I was checking in on the story after I was "caught up", I quickly lost track of who was who. So, I figured I'd give a paragraph over to that for each match to reinforce the first-name last-name and position of each player .. and thats the only thing in that paragraph, so those who don't like it can skip it and know that the next paragraph is the opening kickoff. I really did put a lot of thought into my match-writeup format, and tried out several variations on myself before settling on what I did! Of course, its probably made the story "too long" for some readers. Absolutely. Professional writers call that "Finding your 'voice'," and its really one of the biggest components I think to writing successfully. Compare and contrast Robert Heinlein, Lois McMaster Bujold, Kim Harrison, and Janet Evanovich: totally different voices, different styles, you could never ever mistake one for the other .. and all either very successful or on their way. That's been one of the hardest challenges for me writing outside of FM: here I "found my voice", but in entirely-original creative venues, I find myself aping too much whomever I have most recently read!
  11. I suppose I ought to answer that. I've tried to write both for the reader who diligently reads every word, and also for the "skimmer" .. so I adopted a number of conventions to help the reader keep track of what they might want to keep track of - score, time, date, etc. I didn't figure every reader would read the entire teamsheet every time, but I figured by highlighting two players, usually either impact-players or youngsters getting a run-out with the first team .. it gives something that stands out if you're only glancing over the teamsheet.
  12. Wow, prikcly gets censored? Interesting.
  13. I dare say this is one forum where you've got an absolute guarantee that "writing quality" trumps "everything else". I mean, heck, they liked me despite my *****ly demeanor and American IP address. Write! Let's see whatcha got! To the "quality over quantity" concept, though - something to keep in mind!
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