I've been thinking about difficulty levels and specifically the question:
"In a stats based game of football, how do you make the AI better or worse without boosting or decreasing stats?"
In other words, if CPU stats were NOT lowered for beginner/regular level and NOT boosted for top player/superstar level, what other ways are there of making the game easier or more challenging?
I can't think of anything that doesn't involve manipulating the default stats.
Perhaps leave all stats untouched except the teamwork stat? So, all players would shoot, run, tackle etc. true to their stats no matter what level you are playing, with the only thing changing being how coherently the CPU "Team" plays together at the different levels.
Or have no difficulty levels at all but just make stats, individuality and tactics so influential in the game engine that there's a huge difference between the very best and very worst teams. If you want a challenge, pick a bad team and almost every game should be difficult because all opponents are better. If you want it easier, pick a top team and have a clear advantage over the worst sides but still face a really stiff challenge against similar or better sides.
I know what your are saying, but there are 'other' variables IRL aside from player stats that influence the outcome of the game are there not?
I don't think that stats boosting is THE definitive way to make the game better/harder personally, but I don't know how hard it is for KONAMI to ensure that players play like their stats and teams follow team styles.
I mean the game this year has been set up for attack and counter, that's the way it is. You can play possession, but this involves patience, which I can do, but what you have then is a complete and utter offsetting of possession %, sometimes as high as 70% against a top three or four team, which is absurd.
So, what I'm trying to say is that with enough team styles, and enough players playing to their stats, this will make the game invariably harder anyway, and a lot more interesting tactically. What we have now, is the human player playing a possession game, the active AI taking all his players ahead of the ball carrier, the CPU parking the bus, and then countering with blistering speed with insane dribbling speed and accuracy. Now reverse this; and what do we have - not the same, because if the human player decides to play a counter game, the CPU is a) unable to hold onto the ball for more than 5 seconds b) is programmed to STILL dribble as direct as possible with insane accuracy.
SO - what is the CPU not doing?!?
Well, it's not taking into consideration individuality. Take Man Utd for example, who I just played. Even Fletcher was just smashing forward dribbling away like no tomorrow. So what is needed is a complete clean slate from KONAMI on how both the CPU and human play off.
Fletcher should be lateral passes, backward passes. So to Carrick. Scholes, small touches and small ten fifteen yard passes in triangles.
The main problem is that the CPU just aren't programmed to be aware of where they are on the pitch, where the human threat is, how many of the human threat there is, and where their players are in relation to the human. If the CPU actually had build up play for say teams like Swansea and Arsenal, then the game would suddenly be a lot more tactical, and a lot more realistic. Stoke could still fire in long ball after long ball, but the teams that look to play football will play football and not be afraid to pass backwards and laterally. It's as if the CPU either isn't aware of the danger of the human pressing defence, or just doesn't care. Now IRL, if a CPU defender was put under extreme pressing pressure, it would pass back to the goalie or pass laterally....not on your life in PES, it's just straight straight straight.
I like the idea that that Curdie bloke put forward, with players having tendencies or something. Even something as simply as 1) safe player (which would be your bog standard possession type footballer 2) flair player (who looks to hit through balls, dribbles etc) 3) Long ball lumper (who plays it long from the back or looks to lump it forward).
These are just off the top of my head by the way.
The tactical defensive side for the human player should be THE most interesting part of the game for me, in that you must defend patiently and correctly or the CPU will pick passes through your midfield. The midfield HAS to be brought right back to the fore again. This then brings a whole tactical dimension to proceedings, where if you play say Barcelona they will just pick their way through you, so you almost HAVE to adopt a defensive line of say 3/4 approach. BUT, if you play a weaker team with less possession/ball skills, then you can look to press them.
The tactical side of PES is totally lost at the moment for me. Until KONAMI get the game tempo down to a tee, and have players playing like their counterparts with default tendencies or something, then the game will continue to be quite linear.
It's getting to a stage with KONAMI where I don't really give a shit if there's some kind of in-built possession indicator code that sets off the CPU to maintain possession for a bit if the human player has it way too high.
Also intertwined with all this is the stamina system. Active AI is great, but seriously players simply cannot move like they do both for the CPU and human like this for the whole of the match, there has to be periods of relative slowness.
So what I want as you go through the difficulty levels perhaps, is not how cheaty the CPU becomes, but how better it keeps possession and works the human player. If this was in place, then the real sim side of PES would shine I'm sure, and we could all start having 20/25 minute matches, which will show off team/player individuality, bring out tactics and gameplans, and have safe yet good players playing it safe and good, the dribblers occasionally taking people on, and the long ballers lumping it.
How easy is all this? I don't know.