The_Knight
Registered User
Dear Konami,
Pro Evo Soccer / Winning Eleven has always been a simulation, to which it owed a lot of the excitement it generated. I believe with the next-gen computational boost, you can take the game to the next level in realism. As a physician, it's easy to identify the one reason of player fluctuation during a game. It's the same reason why small teams play better against big teams. It's the same reason why coaches don't like to try inexperienced players in big games. It's the same reason why losing teams are able to catch up. It's the same reason why a team with 10-men could still hold its ground: It's adrenaline.
Humans have many variables governing their movements, reactions, accuracy... etc. Soccer is a game played by humans, with all their unpredictability and fluctuations. Humans can be energized, and can be demoralized. Each player reacts differently to loss. Experienced players would maintain their calm play, and focus more on every move. Whereas inexperienced players may appear to have clumsier animations, the wider the losing margin is.
When you start watching a game 30-min into it, you can see from how the players of both teams are moving and reacting, who's winning, and who's losing.
Over here, I'd like to mention a number of variables that affect the level of adrenaline in players. Adrenaline causes players to have more jerky animations, sharp gestures and acute reactions. When raised to healthy levels, it increases concentration, making players pass better, shoot with more accuracy, and make defenders less forgiving. The external affect of adrenaline is evident the most among young inexperienced players, who appear more nervous and disoriented, even though their play maybe improved. On the other hand, experienced players who be able to conceal this nervousness, while still upping their game.
In addition to affecting animations, optimal levels of adrenaline positively affects the player's mentality. It causes a performance boost. This is why UEFA finals are classy games. Everyone's playing his A game, as opposed to a league game between 2 teams in the middle of the table. However, too much adrenaline in an excited young player could lead to hastiness, and loss of concentration. Which is why coaches don't like to try new young players in big games.
Adrenaline levels aren't only affected by big changes in a game (like playing a UEFA final as opposed to a friendly match, or losing a game as opposed to winning), it's also affected by minor ingame situations. For instance, a defender's adrenaline levels would soar higher if he's being approached by Ronaldo, as opposed to a mid-tier attacker. A midfielder would have higher levels of adrenaline (evident by a protective posture hunching over the ball) when surrounded by many players from the opposing team, in comparison to a defender handling the ball with relatively no pressure. This all leads to an additive affect on adrenaline levels.
This should apply to all humans in the match, including the crowds. For instance, the crowds would be more agitated in a UEFA final, than they would in a friendly game. The crowds make more noise when an attacker misses an equalizing goal, as opposed to an attacker missing a 5th goal in a 4-0 lead....etc.
Here is a brief compilation of variables that should affect adrenaline levels on all humans in the game. It affects animations and attributes variably according to each player's experience and contribution to the game:
Long-lasting variables involving game conditions:
("Game mood" setters)
I) Long-lasting pre-game variables
1) Level 1 variables (affecting all humans [players, coaches, reserves, crowd, referee, and commentator]; have an additive/subtractive effect):
a) Nature of tournament:
- Knockout
- League
- Friendly
b) Nature of group:
- Group competitiveness
- Order of group (e.g. 1st vs 2nd qualification round)
c) Time/Climate:
- Time of the year
- Beginning/midterm/beginning 2nd term/end season
2) Level 2 variables (for each team; affects respective players, reserves and coaches only)
a) Safety:
- Disqualified anyway
- Qualified anyway
- #1 anyway
- Position could change
- Position in middle anyway
- Any win qualifies
- Need comfortable win to qualify
- Any loss disqualifies
- Marginal loss disqualifies
b) Position in group (need for win):
- In the top
- Close to top/bottom
- Middle
- In the bottom
c) Nature of match
- 3 matches before
- 1 match before
d) Result of other Home/Away match
- Heavy defeat
- Marginal defeat
- Comfortable win
- Marginal victory
II) Long-lasting in-game variables
1) Level 1 variables (affecting all humans (players, coaches, reserves, crowd, referee, and commentator; have an additive/subtractive effect):
a) Time/Climate:
- Weather
- Time of the Day
b) Stadium/Pitch condition
2) Level 2 variables (for each team; affects respective players, reserves and coaches only)
a) Crowd Attendance (absolute value + in relation to home/away status [adds/subtracts percentage to absolute value])
c) Winning/Losing
-Winning by 1 goal
-Winning by 2 goals
-Winning by 3 goals
-Winning by 4 or more than 4 goals
-Losing by 1 goal
-Losing by 2 goals
-Losing by 3 goals
-Losing by 4 or more than 4 goals
b) Qualifying/Disqualifiying (without ongoing result)
- Marginal qualifying
- Comfortable qualifying
- Marginal disqualifying
- Disqualifying by wide margin
d) Possession (confidence)
- Overall so far
- In last 15 mins
e) Overall chances on goal (so far) --> opposing team gets more tense
f) Overall threats on goal (so far) ---> opposing team gets more excited
3) Level 3 variables (for each player; affects individual player and players within a range of 50-20-10-5 meters around ball holder/receiver)
a) Proximity to ball holder
- 50 meters away
- 20 meters away
- 10 meters away
- 5 meters away
b) Fixed (known) attributes of ball holder
c) Ball holder's impact on game (so far)
d) Ball holder's current ball control
e) Number of teammates vs other team players (depends on "f")
f) Region in the field (players are less tense playing in the backline than those upfront)
So in a nutshell:
1) Each player should have a selectable personality profile (cool, leader, excitable, aggressive,...etc) This will affect how his animations/gestures/reactions will change with fluctuations in adrenaline levels. Also, for instance, a "leader" is seen gesturing instructions to teammates, and calming them down after fouls...etc.
2) An "experience" attribute must be added. Age, and minutes of play (all data available through FIFA) add up to this. Experience affects the impact of adrenaline on a player's mentality. Also, in BaL, you would clearly witness your player becoming more "mature" from one game to another.
3) Adrenaline levels should change universally and individually according to the aforementioned variables.
I really believe this would add a whole new authentic 'human' dimension to both gameplay and animations, taking PES to a higher fidelity soccer simulation, sure to generate in players reactions similar to those experienced when watching real games. It would bring back the unpredictability and passion of real soccer to PES.
Thank you.
Pro Evo Soccer / Winning Eleven has always been a simulation, to which it owed a lot of the excitement it generated. I believe with the next-gen computational boost, you can take the game to the next level in realism. As a physician, it's easy to identify the one reason of player fluctuation during a game. It's the same reason why small teams play better against big teams. It's the same reason why coaches don't like to try inexperienced players in big games. It's the same reason why losing teams are able to catch up. It's the same reason why a team with 10-men could still hold its ground: It's adrenaline.
Humans have many variables governing their movements, reactions, accuracy... etc. Soccer is a game played by humans, with all their unpredictability and fluctuations. Humans can be energized, and can be demoralized. Each player reacts differently to loss. Experienced players would maintain their calm play, and focus more on every move. Whereas inexperienced players may appear to have clumsier animations, the wider the losing margin is.
When you start watching a game 30-min into it, you can see from how the players of both teams are moving and reacting, who's winning, and who's losing.
Over here, I'd like to mention a number of variables that affect the level of adrenaline in players. Adrenaline causes players to have more jerky animations, sharp gestures and acute reactions. When raised to healthy levels, it increases concentration, making players pass better, shoot with more accuracy, and make defenders less forgiving. The external affect of adrenaline is evident the most among young inexperienced players, who appear more nervous and disoriented, even though their play maybe improved. On the other hand, experienced players who be able to conceal this nervousness, while still upping their game.
In addition to affecting animations, optimal levels of adrenaline positively affects the player's mentality. It causes a performance boost. This is why UEFA finals are classy games. Everyone's playing his A game, as opposed to a league game between 2 teams in the middle of the table. However, too much adrenaline in an excited young player could lead to hastiness, and loss of concentration. Which is why coaches don't like to try new young players in big games.
Adrenaline levels aren't only affected by big changes in a game (like playing a UEFA final as opposed to a friendly match, or losing a game as opposed to winning), it's also affected by minor ingame situations. For instance, a defender's adrenaline levels would soar higher if he's being approached by Ronaldo, as opposed to a mid-tier attacker. A midfielder would have higher levels of adrenaline (evident by a protective posture hunching over the ball) when surrounded by many players from the opposing team, in comparison to a defender handling the ball with relatively no pressure. This all leads to an additive affect on adrenaline levels.
This should apply to all humans in the match, including the crowds. For instance, the crowds would be more agitated in a UEFA final, than they would in a friendly game. The crowds make more noise when an attacker misses an equalizing goal, as opposed to an attacker missing a 5th goal in a 4-0 lead....etc.
Here is a brief compilation of variables that should affect adrenaline levels on all humans in the game. It affects animations and attributes variably according to each player's experience and contribution to the game:
Long-lasting variables involving game conditions:
("Game mood" setters)
I) Long-lasting pre-game variables
1) Level 1 variables (affecting all humans [players, coaches, reserves, crowd, referee, and commentator]; have an additive/subtractive effect):
a) Nature of tournament:
- Knockout
- League
- Friendly
b) Nature of group:
- Group competitiveness
- Order of group (e.g. 1st vs 2nd qualification round)
c) Time/Climate:
- Time of the year
- Beginning/midterm/beginning 2nd term/end season
2) Level 2 variables (for each team; affects respective players, reserves and coaches only)
a) Safety:
- Disqualified anyway
- Qualified anyway
- #1 anyway
- Position could change
- Position in middle anyway
- Any win qualifies
- Need comfortable win to qualify
- Any loss disqualifies
- Marginal loss disqualifies
b) Position in group (need for win):
- In the top
- Close to top/bottom
- Middle
- In the bottom
c) Nature of match
- 3 matches before
- 1 match before
d) Result of other Home/Away match
- Heavy defeat
- Marginal defeat
- Comfortable win
- Marginal victory
II) Long-lasting in-game variables
1) Level 1 variables (affecting all humans (players, coaches, reserves, crowd, referee, and commentator; have an additive/subtractive effect):
a) Time/Climate:
- Weather
- Time of the Day
b) Stadium/Pitch condition
2) Level 2 variables (for each team; affects respective players, reserves and coaches only)
a) Crowd Attendance (absolute value + in relation to home/away status [adds/subtracts percentage to absolute value])
c) Winning/Losing
-Winning by 1 goal
-Winning by 2 goals
-Winning by 3 goals
-Winning by 4 or more than 4 goals
-Losing by 1 goal
-Losing by 2 goals
-Losing by 3 goals
-Losing by 4 or more than 4 goals
b) Qualifying/Disqualifiying (without ongoing result)
- Marginal qualifying
- Comfortable qualifying
- Marginal disqualifying
- Disqualifying by wide margin
d) Possession (confidence)
- Overall so far
- In last 15 mins
e) Overall chances on goal (so far) --> opposing team gets more tense
f) Overall threats on goal (so far) ---> opposing team gets more excited
3) Level 3 variables (for each player; affects individual player and players within a range of 50-20-10-5 meters around ball holder/receiver)
a) Proximity to ball holder
- 50 meters away
- 20 meters away
- 10 meters away
- 5 meters away
b) Fixed (known) attributes of ball holder
c) Ball holder's impact on game (so far)
d) Ball holder's current ball control
e) Number of teammates vs other team players (depends on "f")
f) Region in the field (players are less tense playing in the backline than those upfront)
So in a nutshell:
1) Each player should have a selectable personality profile (cool, leader, excitable, aggressive,...etc) This will affect how his animations/gestures/reactions will change with fluctuations in adrenaline levels. Also, for instance, a "leader" is seen gesturing instructions to teammates, and calming them down after fouls...etc.
2) An "experience" attribute must be added. Age, and minutes of play (all data available through FIFA) add up to this. Experience affects the impact of adrenaline on a player's mentality. Also, in BaL, you would clearly witness your player becoming more "mature" from one game to another.
3) Adrenaline levels should change universally and individually according to the aforementioned variables.
I really believe this would add a whole new authentic 'human' dimension to both gameplay and animations, taking PES to a higher fidelity soccer simulation, sure to generate in players reactions similar to those experienced when watching real games. It would bring back the unpredictability and passion of real soccer to PES.
Thank you.