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<...> It seems FM players fall roughly into two camps. The first camp, one in which I firmly situate myself, is the camp that enjoys the challenge of tactical design. The second camp prefer the fantastical elements of a virtual world, prefering to build amazing sides for the favoured team, wanting the sheer quality of the player to outweigh tactical importance. <...>
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Well, I think there are actually 3 very distinct categories and you are lumping everyone that is not in the first, into the second.
I certainly wouldn't consider myself as wanting a fanciful outcome. On the other hand, I don't really want to delve into the deeper mysteries of tactics and replay the same game over and over and over until I understand what ever slider and setting means and what their interactions mean.
I consider myself a part of a 3rd group. The
casual gamer that loves the intricate details of this game and its tactical system but thinks the user interface and feedback from it (or lack thereof) are seriouly damaged. Nothing is more frustrating that knowing what is wrong and not knowning how to fix it. Even worse to me is seeing your team win and not really knowing why.
I also think the game is logical and that there is a reason for most every setting in the game. My opinion is that I shouldn't have to do a massive amount of research to understand what each slider does. SI should tell me that, very clearly, what it does and more importantly, what it interacts with.
The reason I play this game is because of its detail. It is the only game I've seen to realistically model things like 2nd season slumps. I think of WHUFC last year and this year and think Pardew should have spent more time tweaking sliders. The difference is that we can see what is happening and why, there is visual feedback. In the game, I just have a column of stats and some text.