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Gregorio Thommassi

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Everything posted by Gregorio Thommassi

  1. Been playing FM since 08. First 5 years, I knew nothing about the tactical system. It was just 'buy the best players, then hit and hope' Eventually I get to grips with the tactical system, and realise it's entirely possible to emulate Tiki-Taka in a very authentic way. Cue: the next five years spent turning yer Burnleys, yer MK Dons, yer Pescaras, into post-Barca tippy-tappy icons. Alas, my dear friends, such times were not to last. By focusing your attention on a single tactical system, you inadvertently narrow the game and it players and their attributes down to a very narrow band of experience. I.E., that of 4-3-3 (inside forwards), where every time you load up the game you end up looking for the same type of player. Recently, perhaps inspired by Big Sam's rather one-dimensional podcast, I loaded up FM09 and embarked upon a career with Bolton, in which I would play decidedly one-dimensional, deep-lying, counter-attacking football, in which there would me no tippeh-tappeh. THE POINT OF THIS POST: It really opens up entirely untapped (no pun intended) avenues of this game when you decide to go for a certain, 'old-fashioned', direct, ye olde Englishe, way of footaball. It forces you to view players differently. Instead of looking for the best all-round striker with good determination and good playmaking attributes, instead you find yourself looking for a very specific finisher, who perhaps doesn't have the best playmaking attributes or the best workrate, but is perfect to complement your battering ram target man (Kevin Davies, yes). And when you buy this player for pennies (because that's all you can afford as Bolton in '08) and he turns out to be a success, it feels better than going through the always-successful process of buying a composed CDM and two new IFs because you want to emulate Pep. In short, going for the Mourinho, Conte way of football allows you to experience a very different side to this game. It's almost like playing it on hard mode. But it is all the more enjoyable for it.
  2. Imagine player attributes floated between a pre-set range, and depending in a number of factors, including manager interactions, consistency, important matches attribute, they would come to a fixed value on a given match day. I'll give the worst example first. Messi's dribbling stat would float between no less than 19 no matter what happens, so he plays with either 19 or 20 dribbling any time he plays. But for a mid-table club whose top striker has a finishing attribute of between 14 - 17, the prospect of doing everything you can to make sure he maximizes his potential on match day would be a very immersive and engaging gameplay experience. Maybe you'd have to pay closer attention to his training regime to make sure he's happy there, how much would morale play into it in general, how much would coaching play into it? I know that the game essentially already operates like this anyway, it just doesn't show us the attribute changes to reflect the underlying 'score' or effectiveness of a player in a given match. So why not give us floating attributes within a range, and make it our (the manager's) job to make sure we can get the best out of the players. It at least gives a visual, gamified element for players to latch onto.
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