Gameplay
Since it’s widely acknowledged that the
Winning Eleven game engine is, at this point in time, far superior than
that of FIFA many of the following gameplay improvement suggestions and
possibilities are to be taken as adjuncts to the most recent iteration
of the Winning Eleven game engine.
As I mentioned before, it seems that the
first generation of new console titles feature pretty graphics but not
much progression (let alone innovation) when it comes to gameplay. This
next generation of consoles promises to provide even more CPU horsepower
to support more complex physics engines as well as even more realistic
and adaptable AI.
Time
wasting
While I’m aware (no pun intended) that CPU awareness is an integral part
of CPU artificial intelligence in a soccer game(along with things like
tactical acumen, team-work, etc) I’d like to see players in the next
generation of soccer games show greater awareness of the context of the
action. For years we’ve seen a prime example of this in certain games
where, after you score a goal to reduce a deficit (say, scoring to make
it 2-1) the goal-scorer grabs the ball from the back of the net and runs
back to the half-way line to restart. This is context that’s hard-coded,
you close a deficit within a goal or two and this goal ‘celebration’
cut-scene kicks in.
For the next generation of games I want
to see real-time awareness of situations. For example, how awesome would
it be to see a CPU player let an errant ball run out of play to win a
throw-in? Despite the fantastic AI in Winning Eleven 9 you still see
players running for loose ball when, if they just let it run, would earn
their side a throw-in. For the next generation programmers could not
only make CPU players aware so they don’t run after these kinds of
errant balls, but also smart enough to try and shield off your attempts
to get the ball back to prevent said throw-in/goal-kick, corner!
I mentioned earlier about having
time-wasting represented as players taking a longer to take goal kicks,
throw-ins or free kicks. How neat would it be to have this time-wasting
extended to CPU players’ actions when the ball is in-play? It
would blow me away to see the CPU, leading by a single goal in the 90th
minute, run the ball to the corner flag and try and waste time by
holding the ball there and/or trying to win a corner to waste more
precious seconds! CPU managers could also show greater tactical acumen
by making substitutions near the end of a match in order to chew up more
time.
It’s a cut-throat offence
I
think a fairly common consensus among hardcore Winning Eleven fans is
that CPU lost its cutting edge when it comes to attacking play. I don’t
play international tournaments with the top teams (I usually play as
Wales), in the ML I keep a self-imposed Salary Cap of 10,000 points, in
JL WE9 I use 2nd Division Montedio Yamagata, I often play on five or six
stars of difficulty and yet even though the game is indeed hard when it
comes to scoring goals or controlling a match, I’ve hardly ever been
battered by the CPU. I don’t think I’ve conceded 4 or more goals in
a non-multiplayer match in years. Again, I’m not saying that the game is
easy, but the difficulty comes from scoring goals, rather than
preventing them.
In the next generation of football games
I want to see more cut-throat attacking when you turn up the difficulty.
I think six stars/max difficulty shouldn’t entail the computer playing a
more rushed game, but should mean the CPU plays with a more of a cutting
edge – more intricate passing maneuvers, more possession, more through
passes for breakaways, more long-range shots on target, and most
importantly - more goals!
Tying into this, the CPU needs to have a
higher free-kick scoring rate – the current rate isn’t realistic, I know
this is partially down to my style of play (I tend not to concede a lot
of fouls) – but I still want the CPU to strike fear into me when I do
give away a free kick in shooting range. I want to feel my stomach drop
and have that ‘Oh Shit’ feeling when I concede a foul on the edge of the
box. As it stands, I often find myself shrugging, and just waiting to
correctly time the jump of my wall.
Blow me down
Last night I was playing Kick Off 2 on UAEX (the X-Box-based Amiga
emulator) and for a laugh set the wind to a few 'Moderate'. Even
a small change in the prevailing wind had an effect on gameplay as high,
floated passes veered off, carried by the wind. However, as with quite a
few features in soccer games, wind is something that’s been missing in
recent soccer games (Winning Eleven 9 shows a wind-speed before matches
but I’ve yet to detect an effect upon gameplay).
The next generation of soccer games
should not only bring back wind but also make general weather conditions
(and how they affect the playing surface) more important. Weather should
be appropriate to the season but should be dynamic during a match. Some
matches could have a light drizzle throughout, but others could see the
drizzle progress to a torrential downpour. This rain should not only
make the ball slippery (resulting in a few more mis-controlled passes,
poor throws, and a few keeper fumbles) but the rain should also affect
the pitch as the match goes on. How cool would it be to not only
see a pitch get close to being waterlogged at the end of a rainy match,
but also see that the ball stops/slows in visible puddles and newly
progressing muddy areas. The muddiness of th
e
waterlogged pitch should also affect each player’s stamina resulting in
players getting tired more quickly.
Importantly, however, the inclement
weather effects shouldn’t be over-exaggerated and the majority of
matches at the beginning and end of a temperate European league season
should be in good weather conditions.
On the flip-side, good weather (and in
particular sunlight) should affect the play as well. Sunny days in the
early Autumn and Summer should have an affect upon players’ awareness
when they are facing the sun. For example, if a team is facing the sun
in a particular half the players could have a 5 point decrease in
offensive and defensive awareness. Nothing drastic (don’t want ‘Sir’
Alex to complain too much) but something that may cause some of the
weaker players to make mistakes they usually wouldn’t. This may be
slightly harder to implement, particularly because not all football
stadiums are oriented East to West.
Paying the penalty
I
started off brainstorming ideas for how penalties could be changed in
the next generation of football games (as the current regime in both
FIFA and Winning Eleven is more or less random) however this presented
so many problems and potential solutions that it was almost an article
in and of itself! So, to save this from being a novel I’ve decided to
post my ideas for penalty shots in a separate article which I’ll post
later.
To analog, or not to analog?
One of the biggest dividing issues when it comes to gameplay amongst the
Winning Eleven hardcore is the use of the D-pad versus the Analog stick
to control player movements. Many Winning Eleven ancients (such as
myself) prefer the exacting precision of the D-pad, while others like
the freer movements of the Analog stick. Regardless of which control
scheme to you use, Winning Eleven still confines player movements to the
cardinal directions of the D-pad (with in-betweens accomplished when
turning/swerving at high speed) resulting in a maximum of 16 directions
you can turn in.
Clearly, this doesn’t reflect real
life where a player has a 360° range of motion. Since the Winning
Eleven/Pro Evolution game engine has been based upon this control scheme
(just think back to the original ISS PE/WE 4!) this would be a
monumental change and one that KCET should only attempt if they’re able
to tweak the AI (on both sides of the ball) and ball physics to
accommodate the change.
That said, the next generation of
consoles clearly has the processing power to be able to support the
changes – its up to KCET to incorporate this feature without ruining the
balance of the game.
A flowing game
I
mentioned in the graphics section that I’d prefer that the cut-scenes
for events such as fouls be eliminated and simply depicted from the
in-game view/angle. Along with increasing the immersion of the gaming
experience, another benefit would be to allow gamers to control the pace
of the match. What do I mean? Say a team is protecting a lead with 10
minutes to go and they’re awarded a foul – they won’t exactly be in a
rush to take the free kick. Conversely, if the team chasing the game
gets a free kick they’ll often take it quickly.
Winning Eleven 9 incorporated an element
of this as players take a while to get into position after a free kick
is awarded. However, totally eliminating the cut-scene and keeping the
camera in the gameplay view will facilitate greater control over the
kick. Furthermore, your attacking bias setting could decide how quickly
your team gets the ball into position to take a kick! For example, if
you have your attacking bias set to max then a player on your team will
quickly grab the ball after the foul and put it down on the floor ready
to take the kick when you press the appropriate button.
This could also be applied to throw-ins
and teams that have their attacking bias set to minimum/defending will
take their time to grab the ball and perhaps even hand the ball off to
another player to take the throw.
More complex free kicks
Winning Eleven has recently included a bit more variety when it comes to
free kicks – you can bring a second player to the party to roll the ball
into the path of the shooter, you can also get that second player to
fake the roll-off and take a direct shot on goal, and finally you can
just use the second player as a decoy.
I think the next generation of football
games (particularly Winning Eleven) could improve upon this by having
free-kick specific ‘set-plays’. Both FIFA and Winning Eleven currently
have strategies that you can implement during a match such as ‘Counter
Attack’, ‘Offside Trap’, ‘Opposite Side Attack’ and so on. These are
achieved by specific button presses (or combinations) during play. A
possibility in next-gen games is to have similar (or the same) button
presses or combinations trigger specific free kick plays. This would
also work in tandem with the earlier suggestion of free-flowing play
with respect to fouls and free kicks.

To give an example, you’re playing
Winning Eleven 11 (ha ha) on the PS3 and are chasing a match using
Chelsea with 5 minutes to go. Your attacking bias is set to max and
suddenly Joe Cole is fouled 25 yards out from goal. Because your
attacking bias is set to max, Lampard (who is closest to the ball)
immediately picks it up and puts it at the site of the infraction. At
this point in time you could take the kick quickly, but instead you hold
down L2 + X to trigger a free kick set play. Suddenly Cole and Robben
move to stand on opposite sides of the ball as Lampard backs off as if
to run up and strike it. Press Circle and fill up the power-bar to the
appropriate level and Robben rolls the ball towards Cole while Lampard
runs up to strike it. However, before Lampard gets close, Cole instead
strikes the ball, curling a lofted pass to the far post looking for the
head of Terry or Drogba.
Sounds neat, eh?
Throw it in deep!
I
think it’s a safe bet to say that almost 99.9% of soccer gamers prefer
the throw-in system in FIFA (where you control the pass receiver) than
that of Winning Eleven (where you control the thrower). It just makes
more sense to be able to directly control those players you need to get
open, rather than wait for the CPU to try and guess what’s the
appropriate run.
I’d love to see the FIFA system adopted
by Winning Eleven but with a few enhancements. I like that in Winning
Eleven you can select the player taking the throw but it’s still rather
cumbersome as you have to pause the game, go to a sub-menu, select the
thrower, then un-pause the game. One simple solution would be firstly, a
la Football/Championship Manager, have you select throw-in takers for
each side of the pitch in the tactics menu (just like you currently
select free kick and penalty takers). This would eliminate stupid
situations you see in Winning Eleven 9 when strikers are taking
throw-ins. Next, once you win a throw, you could tap L2 to automatically
switch the thrower to the nearest player on the same team. And, if you
hold down L2 it instantly brings up a team sheet graphic (superimposed
upon the action) where you can just use the D-Pad/Analog to manually
select the thrower. I think this would be particularly useful if you end
up subbing off one of your designated throw-in takers and can’t be assed
to go back into the tactics menu and switch things up.
Its all tactical
While EA Sports has recently added some newer set-plays and strategies
to FIFA 2006, KCET have been stagnant with the same strategies present
in the past few versions of the game. Winning Eleven 9, however, did see
the introduction of some newer positional types with Wing Backs and a
‘In-the-hole’ Attacking Midfielder types added. Regardless of these
additions, an even greater number of options when it comes to tactics
and strategies (pertaining to both individual players as well as an
entire team) is required in the next generation of football games.

One addition I’d love to see (even in the
next PS2-based Winning Eleven) would be an option of a set play/strategy
that allows you to control when your keeper comes up and joins
the attack. There’s been a few times I’ve been trailing late into a
match and had a free-kick in a good position for a cross – but the
computer didn’t bother bringing up my keeper to cause some confusion.
I’d also like to see sub-sets of strategies, for example the Counter
Attack strategy could be broken up into ‘Wings’ (where your left or
right sided midfielders/wing-backs cheat up the field to spring an
attack), ‘Central’ (where you’re concentrating your counterattack
through or above the midfield) and ‘General’ (which could be a mixture
of the two).
Another addition would be to specify
which players come up (or stay back) for attacking and defensive corners
(a la Football Manager). Furthermore, there could also be an option to
select which players do what for the corner. For example, you set one
player to attack the near post on an attacking corner, another to attack
the far post, and another to stand in front of the keeper! This way you
specify if you wanted both your tall central defenders to come up
for a corner as well as specifying what you wanted them to do. Finally,
you could also specify that you wanted one of your midfielders to hang
back outside the box for a shot!