Amateur,
Rather than quote your rather large, and extremely valid post, I'm just gonna say I think you're spot on.
I come on here everyday and moan my backside off - but it is simply for the love of the game. You're absolutely spot on with your analysis of hardware limitations. Konami have been lazy with it's "port" from PS2 to PS3. Look at what happened to the series between SNES and N64. No longer did we have 8 directions, we used Nintendo's analogue functionality to give us full 360 degree control and the game was adapted to fit what the platform and control method allowed.
PES does not offer 360 degree control, it's merely a guise to say it does. The result is it feels unresponsive. I levy this claim at both Konami and EA, but neither are producing a game that the genre deserves. Same old tweaked formula in my opinion and the bit that irks me the most is that there is no recognition from within either camp to say something like
"We've come as far as we can with this engine, we're going to start utilising the hardware available to us and we'll drastically change the whole game from the ground up and create something brand new for you to try"
They seem genuinely happy with what they're achieving. I know alot of you like the game and fair enough but are you honestly saying that they couldn't do better. For instance, I don't think any of you could criticise many aspects of GTA4. It was a landmark game for the next gen and truly put to bed the previous versions. We, as football gaming fans, need a truly original football game that doesn't have these issues and is a genuine innovation, instead of tags such as "Engineered for Freedom" and "Personality +"
Fully agree with your key argument.
Don't know about ISS on the N64, because Tech_Skill is saying it was not real 360-movement, so I'm assuming he has a point; I cannot judge on that matter, because I've never played ISS on N64, I have only watched video clips of it.
But I fully agree with the more relevant points of your argument, which is, basically, that PES11 and FIFA11 are extensions of the Famicom era.
Konami and EA Sports are adding bells and whistles to the same old Famicom Foundation, with tags such as "Engineered for Freedom" and "Personality+"
Fully agree about that. I will divide my response into two parts, to make it easier to read.
Part I: adding more directions will not fix the core issues.
The problem that PES faces, the dilemma, is that if you add more directions to the same old concept, and you make it truly 360; this could, potentially, minimize the player individuality.
It's kinda like playing "manual" on FIFA. Sure, it feels like you can go in all directions, but you are not actually DRIBBLING in different directions..... you are only RUNNING in different directions.
But of course, EA Sports branded their feature as "360 DRIBBLING" when in fact it is 360 RUNNING: big difference between running and dribbling.
This is why FIFA is kinda boring, because RUNNING in different directions is not really fun nor substantial: it is repetitive and dumb, superficial.
Adding the directions to the same old Famicom Concept without actually replacing the mentioned concept, will never fix the core issues, it will only move the core issues from one area to another.
For instance, by making it 360-RUNNING, you can RUN in all directions, but consequently, your game will loose player individuality and depth.
So you improve one area without replacing the core concept, and consequently, one area of the game improves.... but another area of the game will suffer the negative repercussion.
To date, the left analogue stick determines, WHEN you run with the ball, HOW you run with the ball, and the DISTANCE COVERED with the ball.
These are three entirely different areas, precision, timing, distance covered; three entirely different areas attached to one button.
If you take the Famicom Concept or Famicom Foundation, and you make it 360-axis and make it go in all directions: that will never be enough to fix the core issues that we have with ISS, PES5, PES6, PES11, and FIFA11.
Smart AI or dumb AI is not a game changer, when the foundation on which it stands is dumb and outdated.
Part II: the missing link.
Like I already mentioned, the left analogue stick determines WHEN you run with the ball, HOW you run with the ball, and the DISTANCE COVERED with the ball.
Here is one of the problems with the Famicom Concept: you can cover distances of over 50 feet of distance by simply directing the left analogue stick WITHOUT the assistance of a SPRINT button.
In other words, you can run WITHOUT the assistance of a running button. Can you imagine passing the ball without the assistance of a passing button?
If you invented a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... in all the different directions that it can now go.
The very evident problem that we have with the FAMICOM RESTRICTION, is that running animations are LINKED with yet more running animations.
In real life football, running animations are LINKED by non-running physics: thus the difference between DRIBBLING with the ball and RUNNING with the ball.
In PES and FIFA, running animations are LINKED by yet more running physics; and like a d-pad with over 30 directions, it would never be responsive: it would get lost in translation.... due to all the running in all the different directions that it can now go.
The LINK between running animations is provided by yet more running animations; running animations are LINKED by yet more running animations.
You direct the left analogue stick ever so slightly... and the next thing you know, you have covered a space of over 15 feet of distance... when all you wanted was a subtle and effective and responsive LINK: a LINK that does not requires you to run 5 yards with the ball, subtle, effective, responsive.
Because the LINK gets lost in translation, the LINK is not responsive, and consequently, the LINK between running animations, feels like a heavy car with a really heavy and unresponsive steering wheel.
What PES and FIFA need, is a NON-RUNNING AND RESPONSIVE LINK to link one type of running animation with another type of running animation; and thus, we would have a concrete difference between RUNNING and DRIBBLING.
But in order to have that responsive LINK, the left analogue stick CANNOT determine WHEN you run with the ball, HOW you run with the ball, and the DISTANCE COVERED with the ball.
The left analogue stick should determine HOW you dribble with the ball and WHEN you dribble with the ball, because it has the range of movement and depth to implement/store many different types of animations; but the left analogue stick should NOT determine WHEN you run with the ball, nor the DISTANCE COVERED with the ball.
You need to relieve the left analogue stick from certain responsibilities, in order to create the space required to implement more animations into the left analogue stick.
You need to actually change the way it works, replace the system, replace the foundation, and like you mentioned yourself: you start fresh, from the ground up.
And you need to start by replacing the FAMICOM FOUNDATION with something that makes better use of current gen consoles like the PS3, and then, after successfully replacing the outdated foundation; you add all the bells and whistles.
You replace the dribbling and man-marking system, and after successfully doing that, you change the defensive system and the off-the-ball movement to highlight the strengths of the new dribbling and man-marking system, etc, etc.
With PES11 and FIFA11, Konami and EA Sports are adding bells and whistles to the same old FAMICOM FOUNDATION: at the end of the day, it still is very outdated where it matters the most.