PES 2014, A Football Game Revolution?

Hi guys, we are still at least two months away from a demo of PES 2014 but information has started to be released about the new game. First we had the Edge magazine reveal detailing the new engine a little while ago, then in the last week or so there have been a few screenshots plus the information about the six ideas which should form the basis of the new game that Dougie talked about in the last post.

 

There has been a lot of negativity surrounding this information, with people saying that they have been let down too many times before or they have heard it all before, but I believe (and I have only seen the same info as the rest of you), that PES 2014 could be the game that revolutionises how football games are made.

My reason for believing this is the introduction of what Konami have called MASS (Motion Animation Stability System), this if implemented well will mean the end of the ability to dribble the length of the pitch using any old player. Another benefit will be the end to the preset stumble animations that have annoyed many people, so no more Drogba getting knocked into a stumble by Walcott. As mentioned by Amateur in the comments of Dougie’s post this could be undone if the controls are too complex, but something like the left stick controlling the direction and the right stick controlling the body could work.

As with any revolution a lot of people are not going to be happy, it will alienate the casual players (although most of them opt for the shininess of FIFA anyway), the pass to Ronaldo/Messi and sprint players (not a bad thing I’m sure you will all agree) and the I want PES 6 with HD graphics brigade. Although with time Konami will win back a large number of old PES players from FIFA and EA Sports will need to play catch up again as they did towards the end of the last gen/start of the current gen.

Thanks for reading, Paul

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22 Responses to PES 2014, A Football Game Revolution?

  1. Amateur says:

    @ Paul

    QUOTE

    As mentioned by Amateur in the comments of Dougie’s post this could be undone if the controls are too complex, but something like the left stick controlling the direction and the right stick controlling the body could work.

    REPLY

    To be honest, if I had it in my power I would create the whole game around just one button: the left analog stick…. I really see no reason why the right analog stick is required for anything related to dribbling or to the physics of the players themselves.

    The problem (and I consider it a massive problem) that I find with the right analog stick, is that it is a gimmick that FIFA has used for well over seven years now, and the problem with it, is that the right analog stick is not good in terms of two crucial factors (a) the right analog stick is not good in terms of “timing” because you never know if an animation should be triggered when you first touch the button or when you last touched the button; and (b) the right analog stick cannot determine “distance” within a specified “direction”, the right analog stick can only determine direction, and direction is too vague and inconsistent for this day and age, in my opinion.

    In my opinion, the future of the “football simulation” genre, is all about the direction and the distance of the tackle, as well as the direction and the distance of dribbling. And (again) in my opinion, the only way the game will ever be precise enough to register not only the direction of a slight touch on the ball, but also the distance that the ball will travel within the given direction, is if both the R1 and L1 shoulder buttons, as well as the four buttons used for passing and shooting, are used as dribbling buttons, that complement with the left analog stick.

    For example: L1 + left analog stick = passing directions.

    On the other hand: left analog stick *without* the L1 = dribbling directions.

    And as for the “direction and the distance”, if you direct the left analog stick slightly towards the north-east: the north-east will be the direction, and slightly will be the distance. Of course, the distance and direction will only be registered at the precise moment that you press any of the following buttons: L1, R1, or any of the four buttons used for passing and shooting the ball.

    This completely eliminates the need of using the right analog stick in order to affect or determine something or anything related to dribbling. In my opinion, the concept needs to be more complex, but the controls should be simple and intuitive. The right analog stick may sound “cool”, but I think it’s extremely flawed due to the reasons I already mentioned.

    Anyways, PES 2014 may well be the beginning of a new type of simulation, I certainly hope so.

  2. Paul says:

    @Amateur good points as always, I have to admit I find using both the left & right analogue sticks at the same time difficult, so my probably isn’t the best. I knew you would be able to come up with something better ;)

  3. Anonymous says:

    to me the graphics look like fifa and that means that the graphics are **** as ****…

  4. James Goblin says:

    I’m very sorry Mr. article writer, but if you’re drawing the conclusion that there is a football revolution coming based on what Konami are saying you’re up for a huge disappointment.

  5. Amateur says:

    @ Paul

    Not to brag about it, but I’ve always been very good with the right analog stick dribbling tricks, I was probably the first amongst my group of friends to start using the right analog tricks on FIFA04 (it was?), and on FIFA it made all the difference in the world. However, I can say that in my case, being good at it, made me realize early on that it really was almost the same thing as “cheating”, because on the defensive end you didn’t really have a right analog stick “precision tackle” that you could use in order to defend against right analog stick dribbling tricks, and the default tackling animations were certainly not precise enough to properly balance the game; thus the game was helplessly tipped in favor of the people who exploited these right analog stick dribbling tricks.

    Of course, even if EA Sports offered something like a right analog stick “precision tackle”, it still would not fix the fact that the right analog stick is perhaps the worst button ever invented, in terms of timing. And in addition to being bad in terms of timing, it is also bad in terms of practicality, because you need to constantly move your right thumb from the passing buttons to the right analog stick, in order to do something that in reality should not be as complicated as that; some people think you need “skill” to use both the left analog stick and the right analog stick simultaneously, I think such people have very little idea about the real values or factors that make “skill” both required and a valuable asset to have.

    For the record, and I’m saying this in a genuine informative tone, not in a “lecturing” tone, I think there’s a difference between the two; but just to make it clear…. The reason why I think the left analog stick is the best button for most if not everything related to dribbling, is because the four buttons that are used for passing and shooting the ball, can be used as individual dribbling buttons; for example, the short pass button can determine dribbling feints that do not involve touching the ball, the shooting button can determine that final touch on the ball which is always necessary in order to dribble past a defender, the crossing button can be used for “shielding” or “ball retaining” type dribbling (as opposed to aggressive running at defender type dribbling), etc, etc.

    You cannot do that with the right analog stick, because, logically, you cannot press the short pass button and at the same time direct the right analog stick; so quite simply, the left analog stick offers a lot more options and a lot more room for an evolution, than the right analog stick.

    And also, for the record, the whole thing about “direction and distance” should not work like the “power bar” system that determines the weight of each pass; instead, it should combine an arcade-type feel in terms of “timing”, yet with the technological advantages (and freedom) of analog control. So that, for example, if you direct the left analog stick as far as it can go towards the north-west (and hold it there) + quickly press and release the shooting button (whilst still holding the left analog in the aforementioned position) = north-west as the “direction” of the dribble, as far as it can go as the “distance” that the ball will travel within the specified direction; and this would happen instantly after you release the shooting button, thus such a system would offer the precision of a “power bar” system yet at the same time would be as responsive as simply pressing and releasing the shooting button or the short passing button etc, etc.

    The L1 button + the shooting button = shooting.

    The shooting button *without* the L1 button = dribbling.

    I think that’s the future of “football simulations”, as it combines precision and complexity, within a control design that is both intuitive and simple. And since dribbling would require a specific direction and a specific distance (as opposed to some vague nudge on the right analog stick), it would be extremely easy to create precision tackles in order to balance the game. Again, I think that’s the future, and now it’s just a matter of who gets there first and who does it better. I don’t think EA Sports will be interested in getting there at all though, since such a precise system might alienate the casual fans who just want an end to end pin-ball type “simulation” game that does not take into account factors such as the direction and the distance of dribbling movements, since such factors would inevitably and significantly slow the game down to a more realistic pace; some people aren’t interested in realism, they just want to pay $50 for a game that they will master in just one day. Rant over, I guess.

  6. Paul says:

    @James Goblin Just my thoughts mate, yeah Konami could mess it up, but if they get right then EA will be playing catch up again.

    @Amateur I have spoken to Dougie and we think you would be great addition to the team, any chance you fancy writing your own posts for the site?

  7. Makkak-Yema says:

    What all this talk about revolution, new buttons, different control , precise …blah blah blah. Before you even think about changing the control system altogether, look at your game’s fundamental flaws. Animations, online, AI, ball physics……. Get your basics right first . No foundation = not much to build on. Konami haven’t even reached a decent game yet using the “basic” tried and trusted formula. How are they going to get it right using a new system of “intuitive” control system and a new way if playing the game.??!? I mean ….WTF?

  8. Amateur says:

    @ Makkak-Yema

    If you understand anything about game design, you would understand that the “control system” is actually much more important than the animations. With a flawed control system you can only have a very limited number of animations; and considering the fact that the game needs a lot more variety in terms of number or variety of animations, changing the control system is key. The FIFA series is very repetitive despite the decent animations, because the “control system” is very restrictive: it’s essentially the same “control system” that PES5 used.

    Animations, AI, ball physics = does NOT equal a foundation. It is precisely the opposite, animations, AI, ball physics are laid upon a foundation. If the foundation is flawed, the animations will not make the game any better. For example, the FIFA series offers decent animations, but a broken foundation underneath the animations, hence the game is not very good.

    The “tried and trusted formula” just expired a few years ago; either Konami steps u their game, or someone else, a third party, will take the opportunity.

    By the way, the next time you want to open your big mouth, think a little before you actually open it. To say that “animations, online, AI, ball physics” are the foundation, is utterly ridiculous; since when did “online” became part of the foundation of any video game?? Online is a make or break feature in this day and age, but online is not part of the actual foundation of the video game. Artificial Intelligence CANNOT be “intelligent” if the control system is as dumb as it currently is. The control system is an integral part of the foundation.

    I mean, are you really that dumb?? Do you not realize that if the “control system” is the same “control system” that was used for PES5 (note: a d-pad game), that a new game that is based on “analog control” will not work out if the control system that is in use today is identical to the control system that was used ten years ago?? Do you not realize that it is impossible to have good “Artificial Intelligence” if the control system is not actually compatible with the analog buttons?? You cannot “fix” the “AI” if the main button (the left analog stick) is not compatible with the control system. The “AI” of PES5 and PES6 was better, because the control system and the main button (the d-pad) were compatible, obviously, because the control system was specifically designed for the d-pad.

    EA Sports and Konami have been using that exact control system that was used for the d-pad, even though PES and FIFA are no longer based around the d-pad…. Logically, this leads to bad “AI” due to obvious reasons, obvious reasons such as the fact that the concept of the game makes absolutely no sense; a video game that offers “analog control” and yet still uses the same “control system” they used ten years ago, is broken, due to obvious reasons.

    You seem very eager to say “get your basics right” but it is you who needs to get the basics right, because you have it completely upside-down. I don’t mind having a sensible argument, but when you try to sound smart by saying something like “before you think about changing the control system, look at your game’s fundamental flaws” without actually understanding that the game’s fundamental flaws only exist because the system itself is broken; adding more animations, better online, better ball physics, will not change the fact that the control system and the left analog stick are not compatible, as simple as that. What is the button you use the most when you play the game?? Does the control system make proper use of the most used button? That’s the foundation, you get that right, and you will have a good game even if you have bad graphics and bad animations.

    Get your basics right first.

  9. Makkak-Yema says:

    Dumb? . At leadt am not trying hard to be clever like yourself mr “Amateur”. I just wonder why you don’t call yourself PRO. There must be an insecure reason there somewhere. Looks like I have just triggered it.
    As for big mouth. Am not the one rattling along for hours trying to be clever while in fact am the dumbest Amateur around.
    Now, just in case u didn’t notice , fifa is the best selling and most played sport game in history. And no am not a fifa fanboy. I actually own and play both games. In my opinion, both games are have their flaws . But to say fifa is not a good game is the dumbest opinion of all, Amateur? U r a rookie mate.
    And here you are mouthing off with your “technical prowess” and incredible ideas that have been over looked by the most experienced, highest talent, best qualified developers in the world in Konami and EA. just , who do you think you are?!?.
    So, you think changing the control system, ignoring the right analog stick, and utilising the L1 plus blah blah blah dribble dribble is the answer to all or most problems that plagued the football genre over the years. Man , you are a genius. Where do you come from? You are a hidden gem!
    Get a life you ….errrr….Emature . Blah blah bull**** nonesense dribble. You even took DougieDonut and Paul for a ride, now they want to hire you. Lol.
    Go back and revise mate. Take a deep breath, rehearse and try again. But try to make a bit shorter next time. Save us the lengthy dribble. You pressed the right stick north west a bit too far .

  10. James Goblin says:

    I still don’t get it. Why does it matter if FIFA plays catch up, or if FIFA sells more or if FIFA does whatever? I thought we were talking PES, this is a PES forum. I get my satisfaction playing a good game not if some million selling company that is mainly worried about selling millions is catching up or sells more than another million selling company that is mainly worried about selling millions.

  11. Paul says:

    @Makkak-Yema The reason for asking Amateur if he would like to post blogs isn’t just based on his comments here, but his comments on various posts over the last few years. His writing is well structured & always sparks debate.

    @James Goblin I don’t care about sales either, the point I was trying to make was that currently if you asked 100 people which was the best football game 80 people would say FIFA, where as a few years ago it would have been the other way round. My playing catch up point was in terms of being regarded as the best football game.

  12. Amateur says:

    @ Makkak-Yema

    Now why does it bother you that I called you “dumb”?? You basically said that the information that I have gladly shared with Paul and the rest of the (extremely silent) community is not something we should be thinking about right now, you described my information as “blah, blah, blah”, and then you also managed to say that somehow “online and AI” are the foundation of a video game…. I mean, the “AI” is applied to a system, therefore, the “AI” cannot actually be the foundation? How do you think AI can be improved year after year? Do you really think the foundation of a video game can be dramatically improved in just one year of development?

    I mean, what do you expect? Do you expect better manners from me when you are as offensive and as wrong as you are in this case? You clearly don’t take your time to read and actually understand what is being said, and then you have the audacity to completely deny/reject everything I’ve said because according to your upside-down sense of logic we should be thinking about how to implement better animations and better AI into a system that is broken. I have no sympathy and no respect for people like you.

    And listen, I don’t like calling people “dumb”, not here, not anywhere, but I’m not going to apologize to you, nor do I feel I said anything wrong when I called you “dumb”; of course you should take offense, but then again, after what you said you deserve it.

    And of course, you clearly do not understand how the industry works. If you started off with a broken foundation, you can’t really stop production for three years, and then start all over again with a foundation that actually works. If a corporation produces a “star product” that sells on a yearly basis; do you really think that you would get to keep your job if you said to your boss “hey boss, we started off with the wrong foundation, so, now we need to take three years off in order to develop a foundation that actually works” ~ that would cost you your job; so instead, what you do, is that you continue adding little gimmicks on top of a broken foundation, and you continue doing that for as long as you can get away with it.

    We had PES 2008, PES 2009, PES 2010, PES 2011, PES 2012, and PES 2013…. We’ve had a total of six sub-par products in the last six years…. I think we’ve seen more than enough at this point, to understand that adding better AI and better animations on top of a broken foundation will not actually fix the real problem?? You are “dumb” indeed. Sorry, don’t blame me for making an obvious observation, but an argument as dumb as yours, does suggest that you are dumb.

    My friend, you cannot even grasp the fact that FIFA is not a good video game; the best selling sport game?? Really is that your argument? Ridiculous, another dumb argument that you’ve come up with in less than one day, which does (again) suggest that you are indeed dumb.

    Saying that the left analog stick and a control system that PES4 used, does not work, is not an argument that I consider “clever” in any way, shape, or form. I am merely informing whoever cares to read, with what I consider is objective and simple to understand information; you on the other hand, came in here, described my information as nothing less than “blah blah” boring stuff, and in the same sentence you also managed to prove (beyond all doubt) that you understand nothing about game design. Please, don’t play the victim and try to make me look like the villain who tries hard to sound clever and called you “dumb”; look at what triggered my response, and if you aren’t as dumb as I certainly think you are, you should understand that my reaction/response was totally justified.

    Sensible counter-arguments are always welcomed; people who describe a proper argument as “blah blah” are as forgettable as they are predictable. For the record, I couldn’t care less about whatever aspect of my life you apparently know about; I never said that you “have no life”, I merely said “are you really that dumb?”, because, I mean, I hope you can grasp the fact that calling you dumb after you made an extremely dumb argument is a lot more reasonable, than say, saying that some random person who you disagree with on the internet “has no life” just because you think he sounds like a person who has no life. If you asked me, I think you are a lot more interested in rejecting informed opinions and attacking random people on the internet, than you are interested in actually providing this community with sensible and productive contributions.

  13. Makkak-Yema says:

    @Paul
    Point taken.

    @ Amateur
    Wow. I actually managed to read your whole post. Where do you find the time Amateur?.
    Right, well,first of all you are the one who started calling me names. I said what you posted is blah blah blah so that for you justified calling me names in your opinion right?
    Second , I don’t have a lot of time like yourself to argue with you nor I can be bothered to waist it arguing about nonesense .
    But let me make a quick point here. I referred to animations , AI, gameply,online,etc as fundamentals in terms of the essential parts of Pes that need to be right first . Foundation refers to the basis of any decent football game in my opinion . I was not talking in technical terms I don’t give a rat arse about the tech aspects nor I CLAIM or PRETEND to be a wiz . I was talking as a gamer who wants to see the “main elements” of their footy sim in a decent shape with the given controls. Other games have managed this much better, way better than Pes .
    What really angered you is me referring to ur posting as blah blah blah, which for me it is. A man of your “intelligence” surly understood where I was coming from. But you tried to twist my words and put me on the dumb pedestal to justify attacking someone who just happen to be in disagreement with you and your blah blah.
    Do I know about software or gaming development no. I don’t give a sh**. But you the software and gaming development expert who thinks the cure of bad animations, AI , online and broken gameplay lies in changing the controls defies all logics , dumb or otherwise.

  14. Amateur says:

    @ Makkak-Yema

    I actually managed to read nothing that you wrote; quite frankly, I don’t care, I can’t waste any more of my time on a person like you, sorry. Go back to school, clearly, video games (and perhaps other drugs) have damaged your capacity for critical thinking and obvious logic. Then again, maybe you’re just some kid who can’t look any further than his extremely limited point of view; in which case, maybe your opinion will improve for the better with time, or maybe not.

    (NOTE: the following notes are directed are Paul and other readers; I don’t really care about Makkak-Yema at this point)

    For the record, there’s no such thing as “the foundation”, there’s no one aspect of the game that you can call “the foundation”, “the foundation” is simply the combination of a number of components, and the most important components of the foundation are the control system and the animations. Right now, the control system should be the main priority, because the control system that PES 2013 uses is essentially the same control system that PES4 used, it is a control system that was originally designed with the d-pad in mind, and it is a massive shackle on video games that are based around analog control.

    You need to look no further than FIFA…. FIFA offers decent (not great) animations, but the control system can only offer very few variables of such animations, and this makes the game very repetitive and very predictable; FIFA 2013, like PES 2013, is in urgent need of a new control system.

    For the record, “online” is in no way, shape, or form, a part of “the foundation”. And “AI” although obviously one of the components of “the foundation”, is not nearly as important as the control system nor as the animations. And of course, the “ball physics” and the “animations” both fall within the same area, the same engine that is used on the “animations” is also used on the “ball physics”, there’s absolutely no need to divide the “animations” and the “ball physics” into different categories when both are based on the very same engine. Therefore, the “ball physics” cannot possibly be a part of “the foundation”, since the “ball physics” are already implied/included within the “animations”.

    If anyone wants to argue a point, I’m very much open to a sensible discussion. Having said that, I can’t be bothered with people who start their argument by describing my argument as nothing less than “blah, blah” as that is neither reasonable nor informative.

  15. Makkak-Yema says:

    Where did you get this guy? Lol

  16. Amateur says:

    @ Paul

    About that proposition, I will try to send you an e-mail at some point today, thanks for the consideration.

  17. Paul says:

    @Amateur cheers mate, do you have my email address?

  18. Amateur says:

    @ Paul

    Now that you mention that, no, I assumed your e-mail address was somewhere in your articles, as writers tend to do that.

    In any case, if you want, you can send me a message to the following e-mail address, amateur2023@yahoo.com

  19. Cheese Puff says:

    @Amateur – in response to your first comment, not bad, you always raise some interesting moot points.

    Some interesting ideas but you appear to contradict yourself heavily.

    Firstly, you raise the following issue –

    “the right analog stick cannot determine “distance” within a specified “direction”, the right analog stick can only determine direction, and direction is too vague and inconsistent for this day and age, in my opinion.”

    Later on, you begin to discuss using the left analog stick to measure distance within a specified direction, based on how the stick is directed (i.e. directing the stick “slightly” north east).

    Amateur, these are two heavily conflicting statements, at least they are to anyone who has played an extensive variety of video games. The current PS3 dualshock right stick has the same functionality as the left stick – this is evident in the way you are able to control the camera in any number of first or third person games (i.e. slightly directing the right stick moves the camera at a slower speed in the required direction). The fact that this has perhaps not been fully exploited in previous iterations of PES, FIFA or other sporting games is irrelevant (although I will point out that I would certainly not confirm that this is indeed the case). I find it astonishing that you have overlooked this. It effectively undermines your whole argument. Better is expected of you.

  20. Amateur says:

    @ Cheese Puff

    You make a sensible argument, but I never contradicted myself, not even slightly. The left analog stick, even though identical to the right analog stick, can do things that the right analog stick cannot due; why? It’s all about the positioning of the controls, the right analog stick makes it impossible to use the buttons that are used for passing and shooting the ball, because it is impossible to have your right thumb in the right analog stick and at the same time have your right thumb in one of the buttons that are used for passing and shooting the ball, quite simply it is impossible to simultaneously have one finger in two different places; this is why the right analog stick cannot determine the “distance” that the ball will travel within the specified “direction”, because in order to do that, you need to have your left thumb on the left analog stick and then have your right thumb on one of the buttons that is used for passing and shooting the ball; left analog stick would determine the distance and direction, right thumb would determine the timing of whatever you do with the left analog stick.

    The only way the right analog stick could determine the “distance” that the ball will travel within a specified direction, is if either the L1 button or the R1 button is used…. then it would possible to determine the distance and the direction via the right analog stick, and the shoulder buttons would then determine the timing of whatever you do with the right analog stick. However, it must be said, that doing such a thing would be a MASSIVE limitation to the real potential of analog control, because both the L1 button and the R1 button already determine essential areas of the game.

    At the end of the day, the right analog stick cannot be used in order to determine the “distance” that the ball will travel within a specified direction, simply because the L1 button and the R1 button already determine areas of the game that are fundamental; and not only that, using the right analog stick means that you cannot make proper use of the four buttons that are used for passing and shooting the ball; with the left analog stick, those four buttons can be increased into twelve buttons; with the right analog stick, those four buttons are just four buttons, four buttons positioned in such a place that it makes it impossible to have your right thumb on one of the four buttons and at the same time have your right thumb on the right analog stick.

    At the end of the day, you are looking at a button (the left analog stick) that can complement with a total of six different buttons (the four buttons used for passing and shooting the ball, plus the L1 and R1 shoulder buttons), and a button (the right analog stick) that can complement with just two buttons (the L1 and R1 shoulder buttons) that realistically cannot be used in order to complement with the right analog stick; therefore, although technically identical, the “geography” or “positioning” of the buttons makes all the difference in the world, the left analog stick is a vastly superior button than the right analog stick due to its positioning and in turn ability to complement with the other key buttons.

    The best possible option, in my opinion, is as follows,

    ————————————————————————————————————-
    1st — left analog stick (without the L1 button) + one out of the four buttons that are used for passing and shooting the ball: dribbling buttons. Each one of the four buttons used for passing and shooting the ball, would determine specific dribbling areas: running at defenders, retaining the ball, feint skills that do not involve touching the ball, etc, would all be assigned to a specific button, thus increasing the number of animations that can be implemented into the game, as opposed to trying to fit all the animations into just one generic button (which is in fact impossible, and a huge limitation on the current game).

    2nd — the L1 button: would determine passing, and would work like a “power bar” for passing the ball. You press, hold, and then release the L1 button, and by the time you release the L1 button, the four buttons that are used for passing and shooting will only work for passing the ball (and will not work neither for dribbling with the ball nor for shooting the ball; thus a key feature as to how the game would be played, would be to make up your mind about what you intend to do before you actually push that button, because once you make a decision you cannot “undo” such a decision), this means that the four buttons will not work like a “power bar” but instead will work instantly, because the weight of the pass is already determines when you press and release the L1 button. With four passing buttons instead of just two passing buttons, such a control system should offer an increase variety in terms of passing.

    2nd — such a passing system, would separate the “power bar” button that determines the weight of the pass, from the button that determines when the passing animation will be triggered, thus as a result greatly increasing the responsiveness of passing. Not only would the responsiveness of passing increase, but it would be possible to use the concept of “direction and distance” on passing, which is currently impossible to do because just one button cannot simultaneously determine so many different factors (four individual factors: direction, weight, distance, and timing) at the same time.
    —————————————————————————————————————–

    Such a control system would make it possible to use the four buttons that are generally used for passing and shooting the ball, in order to dribble with the ball; whilst simultaneously determining the weight of the pass via the L1 button…. such a control system makes it possible to determine the direction and distance and timing of specific dribbling animations, and at the same time also determine the weight of the pass that you intend to do after the dribbling animations that are currently in motion come to an end; such a control system increases the usage of the four buttons, from just four buttons, into the functionality of a total of twelve buttons, whilst effectively separating the “power bar” pass button from the button that actually triggers the pass, thus significantly increasing the responsiveness of passing animations and of passing in general…. Not only would such a control system significantly increase the responsiveness of passing, but it would also make it possible to use the concept of “direction and distance” on passing, which is currently impossible to do because just one button cannot simultaneously determine so many different factors (four individual factors: direction, weight, distance, and timing) at the same time.

    I cannot think of another control system that can offer as many advantages, as simply and as elegantly as the system that I just explained some moments ago. Just the left analog stick + the L1 button + one of the four buttons used for passing and shooting the ball…. offering infinitely more options than a more complex control system that requires you to constantly switch your right thumb from the four buttons used for passing and shooting, to the right analog stick that is positioned below the mentioned four buttons.

    Bottom line: I never contradicted myself, and your accusation/argument is based on the wrong/false assumption that I did in fact claimed that the left analog stick and the right analog stick are not identical in function, when of course I never claimed such a thing. What I did claimed, however, was that the positioning of the right analog stick makes it impossible to maximize the use of the four buttons that are positioned just above the right analog stick, which leaves you with just two options (the L1 and R1 shoulder buttons) that realistically cannot be used because both the L1 button and R1 button are needed for other areas of the game.

    On the other hand, the left analog stick can comfortably maximize the use of the four buttons that are used for passing and shooting, can also use the L1 and R1 button, and at the end of the day you are looking at a button (the left analog stick) that can complement with a total of six different buttons (the four buttons used for passing and shooting the ball, plus the L1 and R1 shoulder buttons), and a button (the right analog stick) that can complement with just two buttons (the L1 and R1 shoulder buttons); therefore, although technically identical, the “geography” or “positioning” of the buttons makes all the difference in the world, the left analog stick is a vastly superior button than the right analog stick due to its positioning and in turn ability to complement with the other key buttons.

    Hopefully, you do understand how simple and how correct my argument is. And I must say, that I do not like it, when a person tells me that he “expects better from me” just because that person failed to understand a very simple argument. I never contradicted myself, and your whole argument is utterly undermined by your lack of understanding, you cannot create an argument around something (a contradiction) that I never said nor argued in favor of.

    And don’t get me wrong, I do look forwards to discussions and counter-arguments aimed at me; however, I would appreciate if the people who want to have a sensible discussion, do not start their discussion by putting words in my mouth. But at the very least, this was a good opportunity to further explain the concept of the control system that I think makes the best possible option.

    Final words…. I find it astonishing that you obviously think that I would be stupid enough to overlook such an obvious fact: yes the right analog stick and the left analog stick are identical in function (a fact so obvious it doesn’t merit any sort of discussion if you asked me), but the positioning of the buttons means that one can do things that the other cannot….. Do you agree or disagree with my very simple argument/claim?? Whatever your answer, I would appreciate if you could explain and elaborate on whatever it is you agree or disagree with.

  21. ockrass says:

    Every year its the same thing…….when will you learn people?

    Facepalm!

  22. Pingback: allsoccer-football.com » Blog Archive » PES 2014, A Football Game Revolution?

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