--- THE WAY ASSISTED PASSING WORKS AND THE PHILOSOPHY BEHIND CHANGING IT ---------------
Debates have raged about Assisted play. Most people err too much on one side of the fence or the other. Either 'Assisted passing goes', or 'it stays because what makes the football realistic'.
In FIFA's case, neither side is correct.
Assisted play has to stay. Of course it does. Manual play is pretty hardcore as it requires so much dexterity to play effectively, and most of the people who pay their money don't have the patience to put up with the learning curve.
I don't think manual players even mind that so much. What really annoys them is that there are hardcore FIFA gamers who use all assisted because it is significantly more powerful than manual or semi control settings. These are the people that usually play FIWC. These are the people who use horrid formations because they've sussed the gameplay flaws. These are the people who use ping-pong passing, who exploit that always going forward is far more effective than going sideways or back. FIFA 10 does a great job of convincing people that they can play it howwever they want, but when one playing style vastly trumps all others and all teams play the same way offline, this veil of freedom of choice burns away. What is the benefit of passing it around in midfield, trying to spread the play, when all the other player has to do is pass diagonally or forwards directly to the striker and face the defence head-on or play a perfect throughball for a one on one chance?
Meanwhile, these types of player almost always use the pressure buttons extensively, because they completely trump any efforts we might make to try and skip past a player who is supposed to be too committed to the tackle to be able to adjust to quick footwork. This only promotes fast, pingpong passing in the rest of us. However we refuse to play with assisted passing because it is too clinically accurate and we feel no satisfaction in good buildup play, and no benefit in using our star playmaker over our Makelele play-destroyer. Consequently our manual passing goes astray or slightly wide, and the opposition's defence or midfield pressure their way to the ball with scant regard for holding their position as in real life.
However, I appreciate that you can't remove pressuring if passing is so accurate. Similarly you can't get shooting inside the box or in one-on-ones to be as vicious or effective as it is in real life because fashioning chances in these ways is so easy in FIFA compared to PES or real life.
The irony is that the way to fix the balance of the whole game is so simple that nobody on the various articulate and considerate forums I frequent can see why it hadn't been implemented in the first place.
Two (well, three) changes need to be made to the balance of the game, which would then lead to a chain reaction of balancing events which would lead to the footballing Shangri-La we all seek (Uncharted 2 much?).
(1)Passing has to have a risk, an imprecision attached, based on the difficulty of the pass, the state and velocity of the ball at the time of impact with the foot (first time passes are harder than passing a controlled ball), the foot actually being used (stronger/weaker), the weight the player intends to put on the pass (the harder you hit it the wilder aiming may go), the direction of the pass (passes where the player can't see what is happening should be in the rough direction based on their ability to read the game [Vision], not inch perfect) and based on the ability of the footballer in question to make such a pass.
(2)Controlling the ball has to have imprecision built in, based on the pace of the ball as it arrives, the balance of the player as the ball reaches him and the difficulty in taking the first touch in the direction the player wishes to move the ball. This imprecision should carry across to tricks, affecting the speed and direction of the ball when coming out of an elaborate skill.
There. Done.
As soon as you load up and play the first build of this new game, players are encouraged to control the ball and look for the right pass, rather than ping pong the ball forwards to the striker ASAP. Assisted players are also put more closely in line with semi assisted players, and manual passers ( who I feel should be affected less by these uncertainties to make up for the uncertainties their controllers already give them). Ultimately the three player types need to be brought closer together so that the single player game they all have to share is more evenly balanced across all control schemes. A fairly decent assisted player should be on par with a good manual player, because both should have to share a common tactical battle against the same opposition.
Defending becomes more about interception and shepherding the play than tackling, so the need for insane pressuring drops wildly. With the need greatly reduced, the effectiveness can therefore be reduced to keep the balance.
Part of the way to do this besides reducing the likelihood of the player succeeding in the tackle in the first place is,
(3) Make player energy something to be conserved and used at the right time, rather than an infinite nitrous boost. How many times have commentators said "I can't see them keeping this tempo up all game", or "this team are knocking the ball about, tiring the opposition out"? Football is a marathon, not a sprint.
--- INDIVIDUALITY!!! -----------
Now, that elusive 'individuality' which most PES fans decry as absent from FIFAs past arrives at EA Sports' doors.
Every technical yet physically weak player in the game becomes desirable in their own way. Slow lumbering players who were built to destroy rather than create are forced to play the short pass to their more inventive partner in midfield, who can dictate the tempo of the game with their metronomic passing.
Players are encouraged to take a touch away from, rather than always towards, the opposition goal.
Tall, powerful yet cumbersome strikers are encouraged to receive high balls because they can't deal with ground passes as effectively. The technical touch of Berbatovs and Ibrahimovic's becomes a real asset as even fast passes that would cannon back off the likes of Heskey stick to them like glue.
One-footed wingers can bomb down the flank, but full backs can jockey to block the cross, knowing that if he cuts onto his weaker foot he won't be able to put a threatening ball in. Two footed players become a real asset as they can use their unpredictability in the way they do in real life.
A League 1 player playing in the Premiership is shown up to be unsuited to the pace of the game because the fast passes he is forced to receive cannon off him, and the passes he needs to make are too poorly weighted/guided to reach the target. However, he might be a gifted passer in League One, where the pace and defensive positioning of the play becomes better suited to him.
Instantly, every team in the game develops their own individuality too. Less technical teams playing against more capable sides with sharp defences and tough midfields are encouraged to play more directly or down the wing to keep their pass count down and reduce the risk of misplacement of a ball leading to possession turnover. They are encouraged to use their target men properly by firing crosses or set pieces in at every opportunity, rather than in the same way that Valencia use David Villa or Spurs use Keane and Defoe.
Those sharper teams are encouraged to try and hassle the less technical players to try and dispossess them when they take their first touch, while standing off the gifted players who they know will control the ball more quickly and effectively. The less technical sides are forced to stand off and hold their shape while the Arsenals or Man Utds try to unlock their defences.
When two sides who are less technically gifted AND not as sharp with their positional awareness face each other (e.g. two League 1 sides), the extra space left on the pitch by their tactical shortcomings balance out their weak passing, which now has more room for error. Meanwhile that League One team, when facing a Premiership team, is forced to batten down the hatches, play at the top of their game and go for the long ball to try and scrape a historic victory. This could be aided by making lesser teams' pitches more susceptible to bobble, which thus impacts on more technical sides' ground passing. It is typically the pitch, as much as the crowd, that gives small teams that leveller when playing Premiership teams.
The League One team might finish a Manager Mode game utterly exhausted if they've gone all or nothing to beat a bigger team, whereas a Premiership team might be more inclined to go easier on pressure and tackling, knowing that they are more likely to be sharp enough to intercept passes anyway.
By making the game more tactical and cerebral, whole leagues develop individuality based on their sliders and the nature of the players in that league. Italian sides pass it around more, knowing that the defences are harder to break down even if they are generally slower than Premier League setups. La Liga's technical players start to shine as you can't get near the likes of Xavi and Iniesta, while those more physical German and English sides tend to rely on a good mix of direct passing, crossing and pace to smash their way to victory.
--- DEFENSIVE AWESOMENESS ------------
As for exploits? Not only do the pressuring and ping pong passing exploits go; the effectiveness of stupid formations is flung out of the window too. Teams with a packed midfield are harder to pass through, while having more options to pass to when in possession. Teams with 8 at the back and 2 up front find their strikers woefully isolated.
Jockeying becomes useful, because you don't need to block a particular pass 100% perfectly. Just by putting the doubt there, players are discouraged from taking the risk. Just by standing close to a less technical midfielder, the pass becomes less likely - why risk a pass to a player who may take a heavy touch and be dispossessed, or who may try a first time pass and royally stuff it up?
With the increased use of crosses, the vast toning down of the pressure buttons and the need for improved defensive play, FIFA 11 needs sides to defend as a unit. No more 1 v 1 aerial battles or 1 v 1 challenges for the ball in general. Get any defender who might reach the ball with his head to go for a clearance, and get the AI to contribute in intercepting loose touches or misplaced passes. I think most people would prefer an automatic clearance to a defender trying to trap the ball, getting dispossessed by the striker and therefore conceding.
--- BUT WHERE ARE THE GOALS GOING TO COME FROM? ----
The room to focus on defensive positioning above pressuring at every opportunity, and with the inaccuracies now present in one-touch passing, also makes it harder to fashion a chance inside the area. Therefore, when you do get a chance, your players need to have the ability to take it. Therefore, shooting in the box from any angle other than head-on (which is powerful enough, thanks) can be made far stronger, in line with real life (or at least PES!). Crossing and heading need to be made slightly more effective to make it a legitimate tactic rather than something to avoid, and to counteract the fact that it is now easier to block a cross.
Not a problem. Give us bullet headers for the Les Ferdinand/Tony Adams types. In return, give defenders in general the ability to head the ball well clear. Many centre backs get as much distance on the ball with their head as keepers do with their fists.
By doing all this, even lesser sides have the ability to score against top class keepers. The top keepers may be brilliant shot stoppers but their reaction times are still human. A good header (which is what lower league sides are more than capable of) or a well aimed shot from the edge of the box is more than most keepers can stop, whether at international or non-league level.
The balance of shots from all distances can be set to something that avoids exploits by using good shooting mechanics rather than by falsely clipping the wings of long range finesse shooting etc. Make shots that go into the 90-100% power bar rating, really skew wide or fly off into the distance. In PES 3, shooting from the halfway line was possible and could lead to goals, but was incredibly hard to do. It was utterly aces.
Low shots from 30 yards are allowed to bounce a couple of times as well, you know! Indeed, with a much more balanced game overall, there is no reason for EA to keep the slightly odd gravity-changing ball and it's uncanny ability to (a) avoid air resistance when travelling long distances and (b) travel back down to Earth at the exact rate of acceleration as it went up, without the overall gravitational pull of the Earth staying constant between shots/long passes. g = 9.81m/s/s. Fact. Make us feel like we're kicking a real ball, and we'll feel like we've scored a real goal.
Lastly (well there's so much more but I'll leave it here!) the added difficulty of making a pass into a very tight space (and with the increase in crosses from the flanks) requires that the attacking AI be improved to actually DROP BACK to capitalise on free space. #10's should drop back to receive the ball; Deep Lying Playmakers (DLPs) should stand back and make themselves available to recycle possession; attacking midfielders and #10's should drop back to the penalty spot (or to the left/right of this) to receive cutbacks or byline crosses that aren't into the six yard box.
There are so many more fixes needed - supercancel [which is really just cancel, rather than supercancel] doesn't stop you trying to go directly for the ball, meaning you try and trap lost causes going out for a throw/you can't use supercancel to flummox a defender and create space as you can in PES; L1 player switching is supplemental, not a valid replacement; R1 stepovers are only when you're stationary, not when running, despite FIFA footballers already being coded to jump over passes that weren't meant for them - but I think implementing the above would really give the game a sorely needed depth of gameplay by making each player unique and giving each team a real sense of character and personality.
The most important thing to remember is that assisted controls should be helping the user overcome their deficiencies with a gamepad; it should not be touching the effectiveness of the players on the pitch whatsoever, and it should not be making up for the user's deficiencies at the tactics and strategy involved in a good game of football.