I can understand that. I know you like arcade racers more than simulated racers. But it is not really not FIFA aesthetics I am talking, it is more lifelike game play of movement of FIFA. Players run in more than 8 directions on the real pitch. So my point is almost that I could attach my old PS2 to the TV set and save 40 american dollars this year if I want that. Either way we will have to apply an option file if we are into real rosters/kits as I am. Although I do feel I will likely by both PES and FIFA (I wasted $40 on much worse things in my life).
I am probably not to used to either, but if my teammate starts a run and encounters a defender I want him to alter his path around the defender to continue (FIFA) instead of simply slowing and clogging up next to the defender (PES) because their is no programming set to get around him. As a Madden player, if my running back simply ran straight forward with the ball instead of juking or changing direction to avoid a tackle I would be upset as well. That is why I wouldn't play Madden on PS2.
Well to be fair, underneath that "aesthetic" or "illusion" of freedom that the "organic" off the ball runs create, the same old tricks that worked back in 2009, still work perfectly, which is just one out of many examples, that do expose the fact that FIFA is not a state of the art video game, but merely an old car with a new box.
Hey "look at how the striker avoided the defender; looks so fucking cool!!" yet, I can still send a long ball to the same exact direction again and again, without even looking at the damn screen, and 7 times out of 10 that creates a goal scoring opportunity; I mean, quite simply, I am not very amused by the aesthetics when the core game is in actual fact a d-pad game with additional analog gimmicks.
Now I'm not saying that PES12 is better than FIFA12, I mean, I personally prefer FIFA12, but to me, the contest between PES12 and FIFA12 was not one that revolved around the "which is one is better" question, but instead, one that revolved around the "which one sucks less" question, and to most people FIFA12 was that little less bad.
At the end of the day, my point is, that even though FIFA12 hides the d-pad mechanics better than PES12, it still remains a d-pad game at the core.
Adding cool looking aesthetics to a game with dated core mechanics, doesn't actually make it a "simulation", FIFA12 is not a simulation not even by the lowest of standards, FIFA12 is an arcade game with "simulation-like" aesthetics.
Again, I am not saying that PES12 is a "smarter" game, I'm just saying that FIFA12 is not a state of the art simulation which can be compared to video games that do actually try to be sim games.
And in addition to that, I would much rather have a solid game that on the negative side isn't very pleasing to the eye, than have a FIFA12, which looks like a simulation but plays like a dated arcade game, which is the reason why so many fans complain about the poor replay value of the FIFA franchise, because finding the same old flaw takes about five minutes of play.
Though again, unfortunately, so far in this gen of consoles, nobody has offered a good footy sim, so far it's been a case of which one is less bad.
Well there is the R3 run but even then you have no say over were they decide to make that run. How would you go about addressing that issue though? I mean without making it to complicated. Faster cursor highlighting? It is true though we still have to rely on the computer AI particulary with runs.
The R3 run was useless for me in PES 2012 you would click it on the player to make the run and your player controlling the ball would decide to lollipop. That got really old it was too easy last year to do that when you wanted to make a player run into space. Another problem with the R3 runner was that sometimes when you had plenty of men forward it was hard to highlight the specific player you wanted to make the run into space.
The R3 is uncomfortable, as simple as that. What Konami should offer is a memory system, in which you can save four different off the ball runs into each of the four directions of the d-pad, that creates a total of 16 off the ball variations, to be used or not used, as desired by the player.
And of course, the computer will always need to "script" a large percentage of what happens off the ball: the speed, the movement of 20 players, etc, etc. But the least that Konami could offer, instead of the R3 nonsense, is simply offer some level of control over just a few selected players.
----------------------------------------------
Example: direct the d-pad towards the west (west is attached to Cristiano Ronaldo) just once, and Cristiano will execute the same repetitive pattern of off the ball movement.
Example: direct the d-pad towards the west again, and Cristiano Ronaldo will execute a different series of repetitive off the ball patterns.
Example: direct the d-pad towards the west again, and again, and again, quickly, and Cristiano Ronaldo will revert back to doing whatever the computer dictates.
-----------------------------------------------
You might think that we already have something similar to what I've explained, but the massive difference is, that with the feature that I have explained you have a great level of control over the key individuals in your team, you can alter their off the ball patterns on-the-fly and without over-complicated procedures.
And of course, as should be expected, the repetitive patterns should never actually feel nor look like identical copies, due to the many variables that will force slight alterations to the repetitive patterns: the computer would still dictate the speed of the off the ball movement, the computer would still have full control over the players that you did not selected (you can only select four), etc, etc.
The off the ball patterns would not be predetermined by the computer as pre-set options that you can select, instead, you would design them yourself,
-----------------------------------------------
Xavi Hernandez (attached to the south direction of the d-pad)
* (first tap on the d-pad towards the south direction)
* before touching the ball: (you have a picture of the football pitch) you do not actually draw a line or lines of the movement that you want, instead, a dot appears on the football pitch, and then you move that dot all over the pitch, and then eventually you select the starting point, and then the end point (whatever happens between the starting point and the end point, should never actually be an identical copy).
* after touching the ball: (again, the picture of the pitch) select the starting point, and then the end point; or, you could also select com-movement, which means that the selected player (Xavi Hernandez) -after touching the ball- will revert back to the random off the ball movements that the computer dictates.
* (logically, "before touching the ball" and "after touching the ball", means that every time you win or loose possession of the ball, the script will go back to "before touching the ball" and then "after touching the ball")
-----------------------------------------------
Essentially, off the ball movement would still be scripted, but it would be scripted in an RPG type of way, thus giving you a level of control over the overall picture that is the script.
And again, at the end of the day, the feature would not be forced upon all players, you could either use it or ignore it, but the important thing is to offer more substance to the consumers that have grown bored of the same old one dimensional routine of simply letting the computer do whatever the computer wants to do.