I couldn't agree more with what you have written. I can not help but feel that it is a little bit of laziness creeping in on Konami's part. it definitely buts the hones back on the player to make the right runs and not the AI , but can see an overall strategy emerging if it goes the way I think it will go, (10 v 10) then it starts moving people away from relying so much on the CPU, if you know what I mean!
Yeah, some people will prefer "Not relying in the CPU" anymore. However, I cannot help but think of it as a New way to Cheat -because- regardless of what player I'm using, he will move like a World Class player.
Not relying so much in the CPU means that you can move and position Gilardino -like- if he was Ruud Van Nistelrooy. You can turn any Average Player -into- a World Class player.
I mean, us gamers have the advantage of seeing the whole pitch, and know where a Striker (or a Defender) should be moving.. it is a huge advantage that would only make the game easier and more Unrealistic.
That said, the proper way (in my opinion) to arrange a Football Sim should be to have the CPU control all the off-the-ball movement. And to have "Tactical Stats" to determine how well each Player (and Team) moves and positions himself through Space. Tactical Stats should determine what Type of Football a Team plays.
And we the gamers should just play the game; decide When and Where to do this or that, design our own Tactical Scheme, etc, etc.. However, we shouldn't have the power of controlling a player's off-the-ball movement.. that's CHEATING.
I think Football Sims should be more about playing Football -rather- than being confused by complicated controls (and Gameplay).
Of course, we (The gamers) should have some kind of control over it.. Maybe have better Tactical Controls at our disposal, and having the option of creating our own Tactical Scheme.. that is, having the option of dictating exactly How you want each player in your team to move and position themselves -And- how well they move through the assigned space should be determined by precise Tactical Stats.
For example, if we have a Team full of players with good Defensive qualities but average (or poor) Attacking qualities -then- we should have the option of creating a Tactical Scheme that goes along with the player's strengths. However, we shouldn't be able of playing great Attacking Football with such a Team.
And basically, if I can control a player's Tactical Movement via one of the Sticks -then- consequently, I could pretty much play any Type of Football with ANY TEAM. That's a huge flaw in current Football Sims, and it should be sorted out sooner rather than later.
Football Sims should be more about playing Football as it should be -rather- than playing arcade games with diminishing Controls and Gameplay.
But anyways, this is only Speculation as we still haven't seen any Gameplay Footage. I can only hope that the so-called New Feature (the one where the CPU passes the ball -while- we move the receiver) isn't as diminishing as it sounds.
Oh and the "10 v 10" sounds awesome.. it will NO doubt change the way we play the game. But we should NOT confuse "10 v 10" play -with- "human v CPU" play.. this are completely different and should play very differently.
Yes in "10 v 10" play "Tactical Stats" would be completely irrelevant because of obvious reasons. But in "2 v 2" play, in "Human v CPU" play, Tactical Stats should play a HUGE Role.
And I must say that "10 v 10" sounds awesome.. but most people actually enjoy more playing "1 v 1", no misunderstandings, you get to play the way you want -and- it's one-on-one, it will always be better.