In sport games, in order to make the game APPEAR more challenging to the player. I wonder if scripts or micro-events have been implemented in the game mechanics so that:
1/ The user-controlled AI could be sabotaged at will under certain crucial circumstances (which under the prediction/calculation of the machine, the player surely have had a chance to score or when there is a need to be equalized by CPU-controlled team). Sabotage could be under the forms of slow response, delay or ignore user input, null situational awareness, passing error, abandon pursuit and marking.
2/ Choreographed formation event in which the user-controlled team voluntarily opens up like Red sea under some trigger for the CPU to have an ideal through ball or your defender always get tugged behind the opponent strikers or defender run (or pushed by the game engine) out of the path of the striker which leads to the certain goal, regardless of input or dexterity or determination of the player (the feeling of helplessness You often feel when You know the opponent is going to score no matter what, there is no coincidental or accidental event on the match, all has been synchronized and timed perfectly by the programmer. That's why in-game you always know ahead a certain event happen but helpless to prevent or remedy it, because the game does not let You).
3/ Choreographed ball movement, passing speed and ball physics behavior that could benefit the CPU-controlled team (the phenomenon in which: the ball suddenly slows down to wait for or "magnetized" to the "right" player's foot, the ball repeatedly and miraculously bounced back to the opponent's foot or his teammates' feet at every of your single successful tackle, your opponent's desperate clearance at most urgent moment always miraculously and precisely landed at his striker's foot for a successful counter-attack or break (often cleverly synchronized with your defenders running out of marking positions), or ball trajectory is pre-determined regardless of the skill of the player to hit the cross bar countless of times in a match).
4/ Ball control skill or tackling skill of the player is not always honored by the physics simulation engine that is supposed to be fair and impartial (the ball repeatedly and miraculously bounced back to the opponent's foot or his teammates' feet at every of your single successful tackle). Ball bouncing and collision physics behavior might be also influenced by other scriptings.
All the buzzwords like realistic ball physic engine, realistic simulation system may be just a smoke-screen, a masquerade for the cunning cheating scripting mechanism behind the scene to confuse the players further when they were being dealt with unfairly by the cheap scripting tricks. In every first touch, the ball bouncing off the player feet always steered into the path of a conveniently placed nearby opponent, the loose ball always heeded in its path snapped or locked into the cpu opponents. Every header or cross always fall into opponents' position.
There may be also insidious pre-programmed interference with your input by injecting "noise-value" in the x,y,z coordinates reading of your controller sensor by the game engine, rendering it sluggish, inaccurate and erroneous at will, in some extreme cases, the game engine is instructed to ignore your input altogether.
Almost after every of your first touch the ball will steer itself stubbornly into a nearby cpu opponent feet, you have to try to steer it back under your control. You often find yourself struggle, fighting with the game controller just to execute a simple movement or an evasive action.
With this hidden, "deniable", insidious and "invisible" game mechanics, the player always will have the feeling that he has no real control of the AI player or the game itself. It leads to a feeling of frustration when things do not happen on a consistent or logical basis. The player has the feeling of just being a passive spectator of a pre-choreographed game. The whole game match is nothing but a masochistic self-inflicted frustrating pain and more of a futile Sisyphean chores than an exciting, rewarding and enjoyable experience.
The analogy is like You play a game of chess whereby the rule is unilaterally decided on the fly by your opponent and he could move your chess piece at any time at will. You can't win, You might have been railroaded to lose by mathematical certainty of the dirty coding while believing it was your limited skills or your fault, then they would insult you in the commentaries:
"Where is the defense?" (after having executed the script for your own AI defenders to become zombiefied, disoriented, dazed for a long time after beinng tackled or pushed way then suddenly unmark/run away from the striker or give way to them like the parting Red sea then run clumsily behind the cpu striker like a herd of birds.)
The naive and angry player is in fact being played by the cunning and sadistic game programmer(s)/designer(s).
1/ The user-controlled AI could be sabotaged at will under certain crucial circumstances (which under the prediction/calculation of the machine, the player surely have had a chance to score or when there is a need to be equalized by CPU-controlled team). Sabotage could be under the forms of slow response, delay or ignore user input, null situational awareness, passing error, abandon pursuit and marking.
2/ Choreographed formation event in which the user-controlled team voluntarily opens up like Red sea under some trigger for the CPU to have an ideal through ball or your defender always get tugged behind the opponent strikers or defender run (or pushed by the game engine) out of the path of the striker which leads to the certain goal, regardless of input or dexterity or determination of the player (the feeling of helplessness You often feel when You know the opponent is going to score no matter what, there is no coincidental or accidental event on the match, all has been synchronized and timed perfectly by the programmer. That's why in-game you always know ahead a certain event happen but helpless to prevent or remedy it, because the game does not let You).
3/ Choreographed ball movement, passing speed and ball physics behavior that could benefit the CPU-controlled team (the phenomenon in which: the ball suddenly slows down to wait for or "magnetized" to the "right" player's foot, the ball repeatedly and miraculously bounced back to the opponent's foot or his teammates' feet at every of your single successful tackle, your opponent's desperate clearance at most urgent moment always miraculously and precisely landed at his striker's foot for a successful counter-attack or break (often cleverly synchronized with your defenders running out of marking positions), or ball trajectory is pre-determined regardless of the skill of the player to hit the cross bar countless of times in a match).
4/ Ball control skill or tackling skill of the player is not always honored by the physics simulation engine that is supposed to be fair and impartial (the ball repeatedly and miraculously bounced back to the opponent's foot or his teammates' feet at every of your single successful tackle). Ball bouncing and collision physics behavior might be also influenced by other scriptings.
All the buzzwords like realistic ball physic engine, realistic simulation system may be just a smoke-screen, a masquerade for the cunning cheating scripting mechanism behind the scene to confuse the players further when they were being dealt with unfairly by the cheap scripting tricks. In every first touch, the ball bouncing off the player feet always steered into the path of a conveniently placed nearby opponent, the loose ball always heeded in its path snapped or locked into the cpu opponents. Every header or cross always fall into opponents' position.
There may be also insidious pre-programmed interference with your input by injecting "noise-value" in the x,y,z coordinates reading of your controller sensor by the game engine, rendering it sluggish, inaccurate and erroneous at will, in some extreme cases, the game engine is instructed to ignore your input altogether.
Almost after every of your first touch the ball will steer itself stubbornly into a nearby cpu opponent feet, you have to try to steer it back under your control. You often find yourself struggle, fighting with the game controller just to execute a simple movement or an evasive action.
With this hidden, "deniable", insidious and "invisible" game mechanics, the player always will have the feeling that he has no real control of the AI player or the game itself. It leads to a feeling of frustration when things do not happen on a consistent or logical basis. The player has the feeling of just being a passive spectator of a pre-choreographed game. The whole game match is nothing but a masochistic self-inflicted frustrating pain and more of a futile Sisyphean chores than an exciting, rewarding and enjoyable experience.
The analogy is like You play a game of chess whereby the rule is unilaterally decided on the fly by your opponent and he could move your chess piece at any time at will. You can't win, You might have been railroaded to lose by mathematical certainty of the dirty coding while believing it was your limited skills or your fault, then they would insult you in the commentaries:
"Where is the defense?" (after having executed the script for your own AI defenders to become zombiefied, disoriented, dazed for a long time after beinng tackled or pushed way then suddenly unmark/run away from the striker or give way to them like the parting Red sea then run clumsily behind the cpu striker like a herd of birds.)
The naive and angry player is in fact being played by the cunning and sadistic game programmer(s)/designer(s).