FIFA MANAGER: Blog
New player level system in FIFA MANAGER 13
In this blog, I tell you about the decision to introduce a new player level system and the changes that are coming along with it. Since the topicality is rather complicated, I divided the blog into four parts.
Old level system (FIFA MANAGER 11 + 12)
In FIFA MANAGER 11 we created a new player level from scratch. Before this player level system was introduced, the skills were the only criteria used for the overall level of a player in the FIFA MANAGER database. The position level and the new experience system became part of the game and we decided to use a ratio of 30% to 70% to balance the overall ratings (value of all 43 skills considering their relevance for the respective positions) and position level.
We introduced this new system in FIFA MANAGER 11 because of the way player levels were created before. We needed to assign high levels in almost all skills if we wanted a player to have a certain overall rating. Messi for example needed a header level of around 80 to get a player level of over 90, this of course doesn’t fully reflect the reality… The position level was our approach to this disadvantage of the old system. The system introduced in FIFA MANAGER 11 made it possible for players to reach high player levels by still having only mediocre levels in some skills. To stay at the example of Messi, it was no longer necessary to give him a heading skill level of 80 to make him a very good player in our database. With the position level we added a new value that influences a player overall rating, independently from his skills. The position level also made it obsolete to increase all skills in order to achieve certain high overall ratings. In addition we could now also make use the overall player level scale from 0 to 99 almost completely.
Thoughts about a new system
So why change this system again now? Well, it is a series of reasons why we decided to do so.
For the last two years, we collected a huge amount of feedback on our level system and figured out a way to further improve the intensity. One point mentioned was that you could not tell definitely, how strong the skills of a player were influencing the overall level. In our forums, many discussions took place, amongst many users; “theMenace” and “Helgeboah” were the two most active and noticeable. The user “Helgeboah” might also be known to you as our game designer Bruno, who started working for Bright Future a while back. The first project he started working on was the creation of a new level system.
New level system
In FIFA MANAGER 13, the focus is set on the player style of each player in the database. His skills decide which player style fits best for a certain position. To give you an example, let’s take Didier Drogba. He has an overwhelming physical appearance, a great heading ability, a strong shot and knows where the goal is.
He is the perfect representation of a target man. The sum of his abilities allows him a better level on this position as if he was a e.g. a winger. A counter example is Lionel Messi, agile, strong in dribblings and high technical skills make him a better player as an attack dribbler. As a target man he only reaches a level of 82, because he simply doesn’t have what it takes to play that position, his levels in “jumping”, “strength” and “heading” are too low. Of course, an exceptional player like Messi still has a relatively high level on that position as well, since other skills like “finishing” or “speed” matter as well.
On top, each skill has a differing importance on the overall player level, depending on the player style used. The highest multiplier is set for the skill "aggression" for the player style Fighter. The influence of this skill on the overall level is multiplied by 2,5. Another only slightly less influential skill is vision for the player style playmaker, in this case it is multiplied by 2,2. On the bottom of this scale, skills like heading, strength and jumping have only little importance for the player style attack dribbler, they are only accounted for 50%.
Evidently, we still need a value in FIFA MANAGER 13 that tells us how good a player can play on a certain position on the pitch. In contrast to previous years however, this value has no direct influence on the overall player rating. We decided to put another value more into the focal area, the position bias. This value can be set from 0 to 100% for every position on the pitch a player can play. Versatile players can have several positions on the pitch with a position bias of 100%.
In order to provide a better overview and simultaneously pay tribute to the trends in modern football, we also got rid of the positions Anchor man, sweeper, right wing back and left wing back.
Adapting the skill system of FIFA 13
Versed FIFA MANAGER users might have already stumbled upon some new skills while reading this blog. In general, we reduced the number of skills from 43 to 37, thereby looking closely at the system used in FIFA 13. In detail, these are the changes that were done:
Skills that have been combined
Technique + Touch = Ball Control
Creativity + Genius = Vision
Work Rate + Stamina = Stamina
Skills no longer in the game
Skills no longer in the game
GK Throw Outs (we now have the character trait “Long Throw-outs”)
Crosses (jumping and strength come into play now)
Further, the skill “leadership” can now be adjusted in a separate scale from 1 to 10 and is not a part of the standard skills any more. In contrast, tactical education now is a skill (0-99) and has a direct influence on the player.
In one of my next blogs, I will talk about the ripple effects of such a huge change in the game and I'll tell you more about the switch from the old to the new system. In addition, you'll get a deeper insight into the matter. For example, I give you facts about the mandatory level for position bias for each position.