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Xaor’s Corner: Rebuilding the Virtual Pro

 

Before FIFA 08, FIFA had always been an affair where you control an entire team. This all changed with the addition of Be a Pro, a mode which centered the users focus down to just one player – Whether it was their created player, or a real pro. When this generation comes to an end, it will be one of the most meaningful things we are left with. This feature has grown since 2007 to include Virtual Pros, Be a Pro Seasons, Be a Goalkeeper, Pro Ranked Matches, Online Team Play, and Clubs.

I remember thinking, back in 2007, that such a change presented a vast range of inspiring opportunities, particularly online. Though some of this potential has been realised, 5 years later I find that the modes fall far short of what I imagined – and due to this they are rather niche modes which feel more like spinoffs to the main event, than fully fledged modes in their own right. I’ve commented on this, particularly focused around Clubs, before, here and here. With this piece, I’m going to talk about a potential solution – redesigning the ‘Virtual Pro’.

The Problem

The Virtual Pro system itself is one of the worst parts of FIFA. I’ve written about this plenty already (here), so I’ll only summarise here. The accomplishment based progression mechanic is easily exploitable, and it is very difficult to level effectively online – these two factors together lead to a lot of boosting. The extreme physical archetypes of the short-and-quick and tall-and-strong are unbalanced. The gap between a high-levelled VP and a low-levelled VP is overpowering. The gap between the randomly-generated players and the VPs is even more overpowering. The system means that VP’s tend to converge towards a small number of homogenised types. Finally, fairly simple hacks allow you to make your VP into a superhuman.

What I think is wanted from this system is a good balanced variety of Virtual Pros who can accurately represent their users. The current system does not achieve this, or even close, and it has a lot of other problems to boot. So, is it worth trying to fix what we already have? For example, could things not be fixed through alterations to the accomplishments, the physical stats, and the position/role based stats? Well, yes. Things could definitely be improved within the current system, but there are some inherent problems right now which makes me conclude that starting afresh is the right route.

The biggest issue of all is that it’s very hard to have a Virtual Pro which will work across the board for all game modes. The needs in CM vary greatly from the needs in Clubs, where balance and variety is key, and it’s also difficult to come up with a fair progression system, which is why right now it’s so enticing to ‘boost’ your VP offline, even if you don’t want to play offline with him. Regardless of what else is done, a separation between the offline and online VP should be created. If the online VP was to be stored online, this would serve to stem the hacking which has been a major problem over the last couple of years.

With Virtual Pros right now, we have a setup similar to a traditional RPG/MMORPG, where the stats/experience you’ve worked for are by far the most important factor. This is fine, but it does tend to make the actual ‘action’ side of the game fairly dry and repetitive. Though you can definitely work RPG elements into normal gameplay as many FPS games now do, if you make the RPG element too influential you lose the core gameplay.

Manual?

The solution is clear – lower the amount of assistance and try and aim to make a game where what plays out on the pitch reflects user ability, and user personality. With manual controls, you see how this can play out. You no longer have to assign an arbitrary value for ‘passing’, or ‘vision’ to a player: users have ‘vision’, users have ‘reactions’ . Some people are far more capable of dribbling well, some people are far more competent with skills – we all have our own strengths, our own weaknesses and our own propensities to do some things more than others.

I’ve made quite a few negative remarks about manual in recent articles, and I stand by my view that it is not the right way to simulate a football match between 22 representations of real players. For the purpose of making a game based around one player – you – playing football, I think it’s the right way to go.

Naturally, there is this huge stumbling block: regardless of how much feedback (and evidence) attests that FIFA suffers due to assists, EA have not made a single serious move to change any element of the borked system they implemented in FIFA 07. Even so, I’ll persist: the idea I’m putting forth may sound like a really hardcore one – one which couldn’t possibly fly with the casual gamer – but should aiming a pass really be any more hardcore than having to aim in Call of Duty?

You would be very hard pressed to find any competitive game on the planet which requires less of its players. Clubs, as I commented upon here, is the epitome of a skillless encounter, which is ridiculous considering it’s probably the mode which draws the most dedicated audience.

So, for me, the route to the ideal VP mode is to move towards a system which gives you more freedom to fail, and to succeed than any other part of FIFA – where the ‘personality’ of your player is as much as possible down to either you, or the choices you have made.

In my mind, it would be best if there is a separation between the concept of a typical player in FIFA, and a Virtual Pro. Ideally we shouldn’t be constrained by having to use the same attributes – some attributes would no longer be needed, and others would need to have different effects.

For example, I would envisage getting rid of short passing as an attribute for the Virtual Pro. The intended result would to be create a situation where passing was user dictated, but, still within a realistic bounds in that the relative difficulty of one pass to another should be well represented (ie, it shouldn’t be easy to do blind passes), and importantly that it is accessible enough so that very quickly one could learn to play a simple passing game.

I don’t believe that exists within FIFA right now. Manual passing for a highly-statted passer is closest, but the lack of pass inaccuracy for very difficult passes, and, manual passing is far more difficult that it needs to be thanks to a variety of glitches and needlessly awkward controls.

I’m not sure whether solving those usability issues and bugs would leave manual in a state where it was realistically usable by all, but I am adamant it would be feasible to get the controls to a position where it would still be manual, and also be accessible. As an example, a small aiming aid could be provided with a small arrow extending from the ball when you are charging a pass, shot or cross showing you where you are aiming – this could be provided as an option, or for a certain number of games.

It is this sort of change that I think would make Virtual Pro based modes the best they can be. A different, more personal experience than normal FIFA. Making similar changes to other mechanics (e.g. tackling & dribbling) might represent quite a departure from the normal way that these work in FIFA. Ideally, not only changes to the Virtual Pro stats/attributes would be necessary, but gameplay changes too. Gigantic improvements could be made moving to a more manual system with heavy attribute restriction – but if there was some freedom for mechanics to differ between team based modes and Virtual Pro based modes, then EA could go a lot further.

Attributes, Customisation, Progression

Customisation and progression would not have to be thrown out the window – physical attributes and traits would still have to be earnt and chosen. Even so, I think it best if the accomplishments have no part in it. They’re fine as a set of challenges to tick off, but it’s awful The accomplishment system is fine as a feature which has no ramifications on gameplay, much akin to the challenges in Call of Duty, but tying these often pretty stupid tick box challenges into attributes, and therefore success has been a disaster in more ways than one.

Should there even be a progression system? If there was an ‘online’ Virtual Pro, then it wouldn’t be a necessity, so certainly removing the progression would improve the balance of things. Having said that, I’d still probably include one. Progression systems, especially since Call of Duty 4, have become extremely popular and do genuinely add to the longevity and variety you find online. FIFA’s accomplishments show just how important it is to design a progression system carefully. It may seem like a nice extra, but if badly done, it can have a castrophic effect on the rest of the game.

It’s important that you are never at that much of a disadvantage. You shouldn’t feel like you cannot possibly win against a higher levelled opposition. It’s also important that you progress by means which aren’t detrimental to your team, and also that there are no easy ways to cheat the system. Certainly, you shouldn’t be rewarded for selfish or stupid acts – no bonus for rouletting your opponent three times in a match.

To me, a fairly simple experience system works best. At the end of each match you would be rewarded dependent on your own performance, and perhaps rewarded extra had you won – and this experience would contribute to your Virtual Pro’s level.

I’m not really a fan of the extremely-showy experience system that more recent Call of Duty games (and you can add to that a long list of other shooters) where you’re constantly told how great you are for performing a long shot with medals, ribbons and massive text all over your screen. This is a football simulator, so ideally you should be able to forget about experience entirely during the game. Marius Hjerpseth’s impressive Warfare series are exactly what this should not become.

Each level would provide with it points which could then be spent on the remaining attributes, skill moves (basic moves would be available to all players), and various traits/abilities like skilled dribbling (things like ‘early crossing’ should again, be available to all).

Anyone who has played much of FIFA Street will notice that it had a system not disimilar to what I am proposing. It’s not a complementary comparison given that FIFA Street’s progression system is, much like the accomplishment system, quite horribly flawed.

It’s critical that there are limitations. In FIFA Street, it took a few hours to have a whole team of flawless players. In FIFA, though a level cap isn’t strictly necessary, progression should slow exponentially – only the most persistent should be able to get their player to the level of a Messi/Ronaldo over the course of the year.

Some system would also have to be in place to prevent players being superhuman in other ways, as so often occurs in Clubs. FIFA’s current ‘solution’ is to have a sliding scale between the small and maneuvreable, to the tall and strong. As anyone who plays Clubs knows, this hasn’t really worked, though I do think it would work significantly better if the randomly-generated players in Clubs were better, but it’s also disliked because it effectively prevents the real world variety that people want to emulate – there are plenty of tall and fast players, for example.

I don’t think you can avoid having a link between the chosen physical attributes of height and weight (these can’t really be treated like other attributes – it wouldn’t make sense to spend points on ‘height’) and the physical attributes like strength and speed. If you choose a small player, he should be naturally quicker, and, if you choose a tall player he will naturally be stronger, if more cumbersome – but you should be able to overcome this by investing in those physical stats

So, a strong, fast, and tall player wouldn’t be disallowed – but it will be a significantly more expensive build than one that is just fast, or just strong, which will mean anyone wanting that build will have to spend a lot longer getting it – and forfeit in the meantime a lot of other things. Balance is key – improving stats like sprint speed and strength should be expensive, and increasingly so.

Conclusion

The current system does not work. Having a single Virtual Pro across multiple modes inevitably leads to a weakened experience across the board. Worst affected is Virtual Pro Clubs, a mode I’d happily argue is totally undermined by this one deeply flawed system.

I have seen many people come out with their ideas for what to do about this system, and it has always been patently obvious that there are many wildly different solutions to this problem. So broken is the status quo that gigantic improvements could definitely be made without needing a total rebuild. I’ve thought about those ideas a lot  – there are some very innovative possibilities out there – and these have inspired the ideas I’m outlining here.

When writing this I tried to answer a question: How would you design FIFA if it was to be based around VP-centric modes – how would FIFA work had it been a single-pro experience all along? I figured that we would see an approach more focused on the individual actions of passing, dribbling, shooting etc. than one focused around the whole attack. That is what I’ve tried to describe here.

This gives me a large part of the plan, but not all. I waivered quite a bit on what should be done about customisation and progression. I definitely felt that the accomplishment based system was a poor idea, but, amongst suggestions I had read I rather liked the idea of an RPG-style skill-tree, or a more natural-to-football concept of performance & practice in areas leading to development. In the end though, I opted for a simple design – easier to balance, and one that maximises the variety/customisation that you’re likely to see.

This is what I want to see, but I am very open to other things. What I am convinced of is that change – major change – is necessary. This is one of those rare places where factors outside of gameplay are more important than the gameplay itself.

Do you agree with the sentiment that this system needs to be redesigned, and would you see a move towards a manual style of play as a good thing? If the plan I’ve outlined was implemented in a future FIFA, would it encourage you to play Clubs more or less – and feel free to add any other comments below.

Join the discussion
  • Jay`

    Great read, Toby you should go along with Dave and Tom to Vancouver to give those devs a lecture haha :)

  • mfmaxpower

    The biggest problem is having a single VP for both online and offline modes. Separating them and tailoring each to their respective modes is the first step. As part of that, the accomplishment system absolutely needs to be scrapped. Worst idea ever.

  • Toby Ross

    @David Humber: I support Arsenal. I actually go to university in Coventry though, (Warwick university is on the outskirts of Coventry, and nowhere near Warwick).

  • Spike Chapman

    @ Toby I didn’t realise you were going to Cov Uni, I’ll be up that way at some point next year as my mate lives there and I’m going up to watch the Hockey :)

  • Toby Ross

    @Spike: Warwick University, not Coventry – as I said, they’re both in Coventry.

  • David

    Good article.

    They absolutely have to change the VP system and with that it would change the major mode around it – Clubs.

    FIFA should take a leaf out of NBA 2k’s my player mode, where you build your pro up using exp points you earn during matches, this happens over a long period of time and it’s impossible to level your pro up quickly. There are many attributes you can choose to spend your points on, with certain obvious caps depending on which position you are playing. This is nothing new to gaming, but a modified version of this would work for FIFA. It would also make your pro feel more personal, more the unique type of player that you want to be.

    On top of that, you could complete certain challenges or goals, similar to accomplishments that would give you extra things, mainly aesthitically. But to simply have the accomplishment system as the main base levelling up system is beyond broken, easily exploitable and repititive. As long as the your pro can be used offline and online, people will boost and exploit. The point you make about having a seperate offline and online pro is a good one. It would stop crazy slider boosting and hopefully the dreaded VP hack.

    The assists also cause major issues during a Clubs match, making certain things far too easy and other things just complicated. I’m all for a modified manual passing system being the only option online. Unfortunately the manual passing just isn’t good enough to make it work. I guess finding the balance is important. Perhaps manual/semi shooting too. But it needs to be better.

    Having the Practice Arena in Clubs mode seems obvious to me, everyone in the arena together allowing them to try out any new ideas and mess around. If there were major changes to gameplay, like removing certain assists, this arena would allow teams to get a feel for this. I know there is a practice match, but matches against the AI on World Class/Legendary or just in general are incredibly tedious and boring.

    As it is now, Clubs consists of 70-80 rated generated players versus maxed out VP’s and often hacked VP’s. Many matches are against superhuman VP keepers and 5 man AI defence, the most boring combination. Pass, pass, pass, pass, pass, fakeshot, shot, pass, pass, pass etc. You need to play a certain way. It differs if there is a human controlling the defence. It’s certainly more fun, somtimes easier and sometimes harder but at least there is variety. If there isn’t a VP keeper in goals then it’s far too easy to score. It shouldn’t be this much one way or the other.

    I know i’m concentrating on Clubs here but it’s clearly the main mode regarding VP. In my eyes, simply changing the VP system to a more bog standard exp earning system (perhaps seperate offline and online), adding practice arena and clubs customisation would transform the mode. This can’t completely out of reach, can it?

  • David

    Great article Toby, I do think it would be a very good idea to separate vps for both offline and online. I gave out a list of ideas some months ago when you guys ran a series of articles called “back to the fifa”. In the one about improving the situation with online vps I said that it should be done completely manual. Not only would this improve vp play but it would also go far as far as eliminating the hacking that goes on online. I think that no attributes for your players should be aquired in artificial ways ie; you have a good game and so you earn points which you then allocate to any attribute you want to boost, etc. The way I think it should be done is that in order to improve any attribute you should have to work for it in training and practice. The only things that you SHOULD’NT work for in training is your mental and personality aspects since that really comes down to how you are in real life. So I think that the way the whole vp experience should work is that you should have to keep maintenance of your vp from match to match. You should have access to training facilities and training grounds were you can go around building your vps physical attributes. For example, I want to make my vp a bit stronger so I go into the training complex and do some muscle workout, I can also go out onto the training ground and run around the tracks to improve a bit in stamina and many other things I can do there. However, I also think it would be very important that there be a stamina bar so that you know there is a limit to how much your vps is able to undergo for a given day at the training facilities. Therr should also be a diagram of your vps body where you can see his overall condition as far as body parts. That way you know if there are parts aching or sensitive so that you are made responsible for attending to whatever your vp is in need of physically. I also think that you should be able to buy a type of energy bar or food to help your vp for at least a short time and help him through a tough game, like a small boost if he is too sick or tired. As far as the skill attributes go, that should all come down to how well you do at the controller and that is why I think they should add many more manual things to do like for example what part of your foot to use to strike the ball, what part of the ball to hit, manual use of your head for headers etc. But also, I think the physical conditioning you give to your vp should affect your players skill because in real life physical condition affects your skill alot ie; when you are fatigued you can’t run for long distances, your passes are not as sharp etc. it also affect things like vision, get injured etc.. So something like this I believe is the way to go.

  • David

    Another David with a long comment, I should have added a surname initial hehe.

    Use paragraphs man! Please, more people will read your comment if you do. There are some interesting ideas in there but not many people want to read a big wall of text. Just trying to help, I posted the one above FYI ;)

  • David

    Oh.. And on the topic of maintaining your vp through training etc. I also think that physical conditions should improve and worsen during matches. For example, if you were using alot of body strenght during a match you will come out of that match with some more muscle, if you did lots of jumping then your jump would improve a bit. Speed should be one of the hardest to build and I think that for that you would need to hit the training complex to do certain exercies that gives your player some explosivenes in his legs and movement in his feet or something. And as far as skill once again, special moves should be earned if you consistently do well on the controller with manual dribbling. So yeah, I think dribbling should be made manual. For example, moving around with the ball should have to require that you tap the ball first or somehow make contact with the ball THEN go aftet it or chase it. Your vp should not automatically chase the ball and maze around the pitch. It would be like passing to yourself. Some users will naturally be better at this than others while others would get better as they practice. These manual dribbling controls might work best for vp modes only since its a bit too complicated doing it on 22 man pitch. So if you do welll with manual dribbling for a good number of games, you will be rewarded with extra moves that are impossible to do with manual dribbling. On anothet note; a manual dribbling control system with lots of ways to contact the, ie; one to lift, one to tap, just dragging it with your sheer body (impact engine) a system like this could account for ways in which gamers can come up with their own dribbling moves thus making “boosting” your ball control attributes a very natural process.

  • David

    @David, (other)

    Lol.. Thanks for the advice, agree about the paragraph thing, will do that from now on. Oh and yeah, we gotta do something about the name situation. :D

  • Mark

    Great article. They absolutrely should reward vp players for playing well instead of reward for playing so long that you complete the ahievements. Kinda obvious I think.

  • James

    Was in a clubs team all the way through FIFA 11, until everyone learnt to have VP goalie and AI defence 5 at the back.

    FIFA 12 came about, nothing changed… the club lasted for about 2 months and that was sporadic. Such a shame as the concept is fantastuc.

    Not VP related, but I wish they’d let you just control one person when you play offline with your mates. When there’s 3 of you, on PES we used to do 1 v 1(+1 fixed player). Was great fun. Must be so simple to implement as well.

  • Grantastico

    The play as any option has to be removed. If you want to control the entire team play an exhibition, career mode, head to head, etc… Pointless!

  • barry

    The VP is my favorite part about FIFA 12. My player is 6’10”, weighs about 120 lbs and has a giant green afro. With the header traits turned on, I dominate in the air!

  • Xophia

    Make an ANY / AI, Search filter. Hate playing people that just use AI and spam pass all day long.

    @Grantastico :- The same could be said the other way around. If you want to play against AI, play offline modes, etc, etc. Not going to get into that old debate tho :)

  • Dizz

    While you are right about big changes being needed, its absurd to suggest its skilless atm. I have a 100% pro, and am far better than the majority of other maxed out pro people i see.

    The major problems that need resolving first, are the huge amount of people who use the AI, that stems from the gameplay, the AI is far too responsive, cannot be fooled or tricked, and has ultra perfect passing.
    Then there is the heavily overpowered goalkeepers.

    A must is the server side hosting of pros, it is absurd that EA just sit back year after year and allow people to cheat without putting a firm fist down on them.

  • Toby Ross

    I don’t think it is precisely skilless – I think it is one of the least skill based ‘competitive’ games I’ve ever played. It’s certainly the part of FIFA where you can get away with being utterly useless the most. If you come up against people with Pros who are vastly better than yours, you are in for an incredibly tough battle, particularly if they know how to play FIFA in an exploitive way.

    My friends and I are far superior players of FIFA than the people we come up against, for sure, but because we refuse to do many of the exploitive things that our opponents do, and because generally our VPs are weaker than our opponents, and because we always use an ANY even though our opponents never do, we will often be beaten by people who not only aren’t very good, but shamelessly try to win by doing things which require no intelligence or skill.

    FIFA Clubs isn’t skillless – but it is the epitome of skillless encounters in FIFA and frankly, in competitive gaming as I know it. In any case, I think you’re wrong to neglect how problematic having VP’s of your player’s level is to the general gameplay. It completely, utterly breaks gameplay to have VPs who are so much better than the generated players.

  • Erland

    Me and my friends always play FIFA 12 on manual controls, it’s been since FIFA 11 on manual now, and we’ve kinda…mastered the manual and to be honest the game is much more realistic on manual than the stupid overpowered assists.
    I suggest to everyone to start playing manual and tact defending and you’ll become a far better FIFA player.