At the same, I still feel my point on the consumer is an important one; I mean these marketing strategies wouldn't be employed if they didn't work right? Hence why they spend so much on licensing leagues, competitions, and faces.
Ah I've figured it out!
The advertising industry is worth about $500b worldwide. And it's worth that because it makes people do things that they would not ordinarily do like eat terrible food, kill themselves with smoking and prioritise licensing over actual gameplay!
So I actually think that this rests with the gaming companies. It's easier to buy up licences than it is to overcome the admittedly big challenges we've mentioned.
That's one thing this game has incorporated but I'm not entirely sure how. Misses do happen because of defensive pressure. That's is something I've definitely experienced. But I don't know if it's something that is influenced by attributes or skills or if it's the same regardless of player.
I think the issue is the pressure needs to happen all over the pitch. We shouldn't have time to think on the ball. We should be forced into planning one or two moves ahead. Otherwise with our helicopter view and more unpredictable play we're always going to have an advantage over the computer.
This comes from a completely different set up with, as you've mentioned, defensive lines pushed up to narrow the space in midfield, far closer marking of players, the right sort of pressure on players that does not involve fouling/cheating but simply leaning in, forcing players onto the weaker foot.
In fairness this sort of happens in Super Star but that also relies on a huge dollop of cheating so it becomes very frustrating. At the moment I'm stuck between Top Player and Super Star. I find the former too easy and the latter too frustrating. It'd be better if the pressure on Super Star came from something the computer was doing tactically rather than relying on different laws of physics.
My belief is that the lack of fouls comes from the flaws in the collision engine and the animations themselves. I get a decent amount of fouls. The AI will foul me and my teammates (I play fixed cursor/BAL) 5-7 times a match (20 minute matches). It should definitely be more.
The collision engine in its current form is very poor. It doesn't call anywhere near enough fouls for all the collisions that happen in this game. Not to mention the delay when you are tackled when it feels like your player is stunned. Or you player's inability to avoid tackles. It needs to be looked at.
The ridiculous thing is this was never an issue in games 20 years ago. I don't remember going this many games back in the early PES games. It was never an issue. Whether they have now overcomplicated things or have deliberately made the decision to keep game flowing or to make more challenging, but it's kind of inexcusable in 2020.
There are so many consequences - a lack of free kick and penalty opportunities, a lack of yellow and red cards, never experiencing the challenging fo playing with or against 10 men, no need for sub-GKs, just lots of real life scenarios that are simply absent from a game in 2020.
Lol mate I have no idea how to explain it. I don't know what I might be doing differently and it isn't just me. My AI teammates have won penalties too.
I tend not to dribble too much which admittedly will reduce the prevalence. But still there have been opportunities to award penalties. And in games I'm winning comfortably all I do is try and win penalties by dribbling into the box but I just cannot win a penalty.
The defensive goalkeeper player type is dreadful. That's why keepers stay on their lines. I hate it. I always make sure my keepers are offensive goalkeepers.
Thanks for the heads up about this. I might edit the AI GK's to make them offensive keepers and hopefully this will improve things.
I'm on a roll....