Soccer Boss Football Manager


Design Considerations II
September 3, 2007, 10:20 pm
Filed under: design

To elaborate more on the “lack of stats” — I will be focusing more on the provision of “real” stats.  Percentage passes, percentage completions, ground covered in games, mistakes made.  The great thing about this kind of focus is that a player in one system may look crap but under another manager with different tactics may play great – much like real football.  Of course, like in real football, good players always do well but at the same time the management skill in real football is not utilizing your best players but utilizing your team players effectively.

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Design Considerations I
July 20, 2007, 8:56 pm
Filed under: design

The driving force behind making this game is fun.  Too many football management games come down to stat crunching and seeking out the players with the highest stats to recruit. The interfaces are complex and the game requires lots of playing to master.  Either the game is too easy (the stats masquerade as depth) or too hard for casual players to get involved.  There needs to be a balance struck between modelling the aspects of football management and keeping the UI and gameplay manageable.  It should not take hours to get into the first match, but at the same time there needs to be a way of adding depth to the game.

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