[quote]Originally posted by Dave C:
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[...] but difficulty levels are just nonsensical in game like this.
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Because its so focused on 'realism'?
Some day I'll do a full review of FM for some strategy game sites, and one of the things I'll be 'whining' about will be the focus on 'realism', often at the expense of either sense or fun. Don't get me wrong; I think FM2006 is one of the best strategy games I've ever played, but I think some priorities need sorting out.
For instance, its 'realistic' to have scouts at a club. But if you're going to implement this, they should be either realistic or usefully fun, and hopefully both, when they are currently neither. How can one suggest that "We have to have scouts because to just use a player list wouldn't be realistic" and then keep the Player Search feature anyways? There are a lot of anachronisms and broken bits in the game that either should be wiped clean in 2007 or 2008, or actually made useful.
1. Scouts (should do something useful and/or realistic).
2. Manager Profile (should do something useful and/or realistic).
3. Tactics should be made useful without consulting an (unavailable) Rosetta Stone of slider translations.
4. Tactics should be realistic, but most importantly, FUN to use. IE, they should be the
tactical element in a
strategy game, not the mystery meat in a
simulation game.
5. Tactical gameplay should give some feedback to the player about what is working and what is not. Don't tell me that one should:
a. "Watch the matches in Full, then you'll see" or
b. "Analyse the match/player stats correctly, then you'll know"
because as a former coach and longtime strategist I must say to these suggestions "Phooey!. Since we don't know how to change our player's behaviors with the mystery sliders, we can't gradually approach a fine-tuning of tactics. The strategic learning curve here is disturbingly absent."
6. Improve the 'Notes' feature so that:
a. You don't have to click twice just to make a note or look one up. This, and note organization, should be handled auto-magically by our invisible computerized secretaries. Notes on players should appear when you have a screen open with said players, and notes should be available to be kept automatically (Click to make a note of every Key Pass made during the match, for example).
b. Notes and training can work in conjunction to create a useful and 'pretty' html journal or blog to be read while away from the game and shared online to boost SI's profile and profits.
c. Did I mention that Notes should be made more useful?
7. My personal suggestion is to add both difficulty levels and a bit more 'gaminess' to the game such as:
a. Fictional uses for your salary would add long-term goals for the computer game player and make the game a little more competetive between people, which would increase its popularity severalfold.
b. Fictional 'bust-ups' and other shennanigans at a club or between clubs, with press, or whatever.
8. Some day, make a 3D graphics engine, even if this means selling your 'engine' to a current game and partnering. The year you do this, hire a new Management for your own company and buy stock, 'cause your **** will sell like the crack we all know it is already, those of us who don't need the 'pretty factor' to enjoy it.
Tha's a few.