Marlon Anthony
Purist
Well, the short answer is that it's algorithm based. On the older games you could only aim your pass in 8 directions on the controller, even with the analog stick. Not to mention on PES 4 onwards, outside of holding the the pass button down to reach a further away target, it was very rudimentary and there is no input on passing power or speed.@MafiaMurderBag That's interesting about stats and how there seems to be so much player individuality in the older PES games. How is passing stats and traits different than the newer PES games?
That's where the stats come in. It was a combination of the stats of the player calculating how fast, accurate and smooth a pass would be as well as the context of your players body position, their momentum and situation. That's where the stats "mentality" (and i think it was "response") would come in too, determining how composed a player would be and if they could pass while being pressed by a defender or under any other urgent circumstance.
So in the example of passing, that's where all these variables would combine to give the player the illusion that the game was as diverse and hence the individuality. It's because of this you felt like there was a difference between Pirlo and Gattuso. Why one felt more like an elegant passer when you needed it and why the other felt like a reliable pit-bull when out of possession. Konami did well to disguise the limitations of what's really an engine that limits your passing to certain directions and the fact the ball physics aren't literally free & individual.
Once the technology improved it kind of became less about player algorithm and more about the actual human players skill with a controller. Don't get me wrong stats still have their role in modern games but i think it's also more of an issue of game design that players weaknesses aren't really felt particularly well in modern games.