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Xaor’s Corner: Aerial Battles

This time I’m looking at the way that FIFA represents headers, crosses, and corners. See all previous Xaor’s Corner articles: here

In FIFA 11, there were a huge number of complaints about how crossing, corners, and heading worked. Many, if not most, believed that the balance has been improved considerably in FIFA 12, but it’s still fair to say that the aerial battle is one of the least predictable and most frustrating areas of FIFA today, often leading to one feeling that headed goals are preordained, and little down to user control.

This is perhaps not that surprising – aerial play in general presents a myriad of challenges which are unique. Most importantly, the sheer number of players involved in a single moment is very high. It is not uncommon for a corner to involve upwards of 20 players, including the goalkeeper. In a real life corner there is plenty of action before the corner is taken – players jostle around for position and there is plenty of holding, tugging and pushing between the players too. Once the ball is in flight, everything intensifies and it’s likely that three or four, if not more players will make an attempt on the ball.

When playing FIFA, there is one very major and clear difference which is really the crux of the issue, which is that aerial battles are almost always limited to one player from each team going to head the ball, plus the goalkeeper. This isn’t always the case, as the featured picture testifies, and I have seen two players from one team jumping for the ball. The problem is it’s a once-a-month type of thing, when it should be something you see every game. In fact, the whole event is pretty sterile, with all but two players watching the ball.

The result is that the whole concept of an aerial battle and the whole balance of a ball being put into the box is warped. Take an example where a cross is played in towards an attacker who is surrounded by defenders. In most cases, the defensive team has a large advantage and would probably be expected to get the ball away, but in FIFA one defender and one attacker will go up the ball, levelling any advantage the defensive team should have. In fact, it’s arguable that the defending user may even be at a disadvantage here. If the cross is played well, then the attacking user can guarantee that his player will at least make an attempt on the ball. The defensive user’s circumstances however are more complex, because he’s dependent on which player will be allocated, or switched to. It’s all too common in this situation for the game to switch to a defender behind an attacker, who is thus tremendously disadvantaged. It’s in many ways preferable to have one well placed on his own, than to have a multitude of defenders in the right area.

The ideal solution is obvious: EA could remove the forced one-on-one situation, and free it up so that many players can go for the ball. If it only it were so easy – EA surely would have done this already if there weren’t considerable technical walls to doing so. We can hope that they make some headway with this, but even if they improve it somewhat it seems unlikely that the restrictions could ever entirely be removed in the short term.

So what else could be done to hide these problems? The most obvious would be making further improvements to player switching. Currently the game seems to choose the player who can get to the ball the easiest. In most situations this is fine, and works a treat, but it all too often lets you down in an aerial battle. It could, for example, look at a number of other factors when the ball is in the air. It could take into account which players were in front of the attackers, as well as player attributes like height, jumping, and heading ability before choosing the player. This would hopefully result in aerial battles being won in a more believable, predictable and fair manner than they are currently.

While FIFA 12’s goalkeepers did see dramatic improvements in a whole host of areas, one of the areas they are still deeply questionable are when dealing with aerial balls. Their anticipatory movement (on the whole) is poor, and this often leaves them badly placed when the cross comes in. They also are generally far too reluctant to come out and catch or punch away corners – typically waiting while an easy header flies over their head.

One other area to look at would be the tactical side of things – currently the tactical setup when it comes to corners and indirectly taken freekicks is non-existent. We have to rely on the CPU to choose where players should stand, with only the ability to control the ‘mentality’ of your team which dictates how many players will go up or stay back. It would be nice if we had more control here – able to allocate players to positions or duties. Football manager presents an ideal blueprint for that – it allows you to give instructions to each player. You can tell your tallest man to mark theirs, tell a defender that he should stay back, and the list of options goes on and on. People have complained for years that FIFA has allocated players positioning at corners badly – the tallest players on the posts and so forth – what better a way to alleviate those problems than allowing us to choose these things for ourselves?

Crossing, corners and heading are a really large part of football, and a large part of FIFA. They simply can’t be ignored or neglected, and like any major part of the game they need to be nailed if FIFA is to really come together. Currently it feels random, if not downright cheap at times. There are clearly many ways in which this could be improved to try repair that, and these are things which really ought to be prioritised gameplay fixes and improvements for next year. Above absolutely everything, including realism, FIFA needs to be balanced if it is to be an enjoyable experience for all – the aerial battle is key to that.

Join the discussion
  • Iain

    Spot on post, FIFA 11 was awful in the air (imo) and aerial battles are a lot better now in FIFA 12. Happy with the development on the whole, but hoping next year will be even better for crosses and corners.

    One big improvement with FIFA 12 has to be the ability to chest the ball forward using the knock on ability, which was there in the WC game but not ’11

  • xaviray

    I really enjoyed this post xaor, i always find that it is random as some ttimes i can win balls on defending/attacjking and other times i could not do anything at all. The more i play games nowadays it def seems like game companies are relying too much on online multiplayer and forgetting the AI in general in singleplayer. I play alot of battlefield online and some games really enjoyable but other times so much lag that hit reg etc are awful. Surely games nowadays should have a certain level of AI so that we dont have to rely on multiplayer. I hope the feedback you are giving is being listened to and that EA is acting upon this. Sorry about some of my orevious post where i have been over critical.

  • kasperhansen92

    Xaor’s articles are always great, and i can see that what Xaor wants is a real simulation game. Im just hoping that EA would pick him as the voice of a community and aim the game towards his liking, and by that aiming towards a mature crowd who likes simulation.

  • theirfan38

    Great post Xaor, you exactly said what I think and feel about the aerial side of fifa.
    Furthermore, Kasper, what says Xaor is not a definition for a simulation football game,it is just football bases!!
    To have tall players standing at the post: it is for me a proof that EA (dear Rutter and co) actualy do not understand the principal, fundamental rules of football.
    I do not get how Konami manage to have 3 or 4 players going for an aerial battle, and on the other hand EA, which has great technology, struggles to get more than 2 players to go for a jump…
    Please explain me!!!!
    hope also that what Xaor says will be seriously considered by EA!!

  • jacko

    yeah,a petition for making Xaor a voice of fifa community … another great article … more control on players is required …

  • http://www.carlangas24game.com/ carlangas24

    Does FIFA12 this year took a considerable servers stupid with much lag when going to solve that EA problem which affects millions of users?

  • Ben R

    Great post, absolutely spot on! i often have had my tall defenders go up for a corner, only to wait at the edge of the box and make a woeful attempt to volley if the ball falls out to them! Would be nice to see more urgency and excitement from corners like in real life, in FIFA it just feels ‘empty’.
    Also getting very frustrated when playing agaisnt carlos tevez, he seems to be able to win headers against the likes of vidic or terry with ease!

  • Glen

    You can use custom set pieces for Corners and Free Kicks within about 40 yards of goal?

  • Toby Ross

    Which allow you what? An unbelievably awkward way of setting up your team on an offensive freekick or corner?

    The custom set pieces are woefully underused for a reason. Almost every person I’ve ever seen use them online uses them in some absurd routine closer resembling synchronised swimming than football.

    For any realistic purpose, ie, getting some dynamic movement around the area, or even setting your team up so certain players are in certain places, it’s far, far too much effort for far, far too little reward.

  • Glen

    That’s not the point though Toby. Sure it needs work and refinement. But it is there and could form the basis of some much needed change.

    I think the greater issue here and the one that they have tried to implement albeit not well enough is the physicality of football. Aerial battles fall in to that part of the game. There is a sense of pseudo physicality and the illusion further extended with the Impact engine but there is no real physicality in the game. The jostle, aerial battles and set pieces all lack a true level of physical interaction. I think if you nail the physicality you by default address things like corners, multiple aerial challenges (not just the token never going to get the ball jump) but a much truer sense that its actually football being played by virtual “real” players.

    The lack of creativity with the custom set pieces is two fold. Firstly people want to “win” so they create extreme tactics that they think will help them do that. Secondly the clunky nature of them doesn’t encourage anything but the simplest use.

  • Toby Ross

    From any point of view though, it’s actually far LESS useful than, for example, Football Managers system. FM’s system is much simpler, but more more powerful and much more realistic.

    I mean, custom set pieces don’t even allow you to set up defensively! To try and build a useful system out of custom set pieces would be throwing good money after bad. You could perhaps reason that there is some place for custom set pieces, but to imagine that it (or even a heavily modified version) could substitute for the tactical controls we need is wrong. Perhaps, just perhaps, you could have custom set pieces for setting up a cunning set piece play… but we’re talking about that one off move which a team has practiced on the training ground.

    FIFA is infamous for having spectacularly clunky, inaccessible and debatably functional tactical options… but custom set pieces take that to another level. It’s little more than a gimmick.

    Physicality wise I agree that it needs to be cranked up considerably… but its hardly the root of the problem unless you define it very vaguely.

  • Kg

    What about the lack of fouls in the air? There’s almost a foul on every goal-kick as folks just climb on each others back. Not too mention that they are almost predictable as to where the ball will go if you play it centrally.

  • Toby Ross

    That’s a difficult one I think. Firstly, because the rules about what are, and aren’t fouls in those situations are very vague and very vaguely applied… and secondly because it’s not like you can really prevent your player from doing it.

    I’m adamantly against anything which would punish you when you aren’t at fault. Therefore, to have a system where you can get fouls in those circumstances would demand a lot of changes to how you head would have to be made.

    Perhaps the general set of animations for going up for headers should be toned down so less of them are borderline fouls?

  • JMessLFC

    Excellent point at the end. Balance should trump realism every time.

  • TN

    In my experience (strictly SP) it’s actually the other way around: the defense (CPU) manages to put a man in front of my attacker 9 out of 10 times and easily clear the ball. When you actually manage to hit it, it tends to zip into a totally arbitrary direction. And often players don’t even jump and take a header with their feet locked to the ground.

    The worst thing about the crosses is that their interception tends to trigger an immediate counter attack because the CPU is incredibly effective in finding a receiving team mate in midfield even when they are under immense pressure. Shame really, because it makes you refrain from using aerial play at all.

  • oppyeyounome

    I always check any post xaors does.