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Mod the sims 411/7/2022 ![]() ![]() In 2017 Touch was removed as a ‘mode’ from FM, and became a standalone release, following an initial experiment with selling it separate from FM in 2016. In 2015 we changed the name from ‘Classic’ to ‘Touch’ as the control system was very much geared towards touch screens – and also because research showed there was confusion over the use of ‘Classic’, with many of our fans thinking it was a historical version of FM. ![]() We first made it available for iOS and Android tablets in April 2015, although it would only work on the most powerful versions of that early hardware. At the time, our research showed us that there was a growing audience who wanted something simpler than the ‘full fat’ FM, but more in-depth than our mobile game at that time, Football Manager Handheld (which has since been renamed as Football Manager Mobile).Ĭlassic was first released as a standalone game in 2014 on PlayStation Vita and did much better there than we were expecting, so we looked to expand it onto other platforms. So, today I want to talk about some changes to the formats that we will – and won’t – be releasing Football Manager Touch on this year.īut first, let’s take a quick look back on that game’s history.įootball Manager Classic, as Touch was originally named, was added as a game mode within Football Manager 2013, as a streamlined way for people to play. Sometimes this leads to us having to make difficult business decisions that we know won’t be universally popular, but we have to look at the bigger picture and decide what’s the best for the majority of our players and for us as a studio. We constantly monitor our roster of games using a process of ‘cost-benefit analysis’ which, simply put, means that we look at how much it costs us to develop, QA and release each separate version, then compare that against the revenue it will bring in (alongside any other benefits or costs it may offer to our business, outside of pure profit and loss). The micro-transactions have also made the jump from the PC, allowing you to boost your club's bank balance in-game via real-world cash, and you can also buy unlockables, such as the removal of transfer windows.As you can probably imagine, given what we do and how important data and research is to our games, here at Sports Interactive we use a lot of data to help us make business decisions. These challenges are a fantastic distraction from the main game mode. This mode sets you up with a challenge, such as stopping a team from being relegated with a huge injury list or managing a team going broke to find its feet and keep afloat. Now, of course, if you aren't into the matches, chances are you wouldn't pick this up, but for those matches you know will be boring and easy (FA Cup versus a league two team, for example), it would be nice to skip them.Īside from the main game mode, the challenge mode has come over from the PC game as well. Instead, you have to sit through the matches. This seems perfect for the VITA, but for some reason has been left out. On the PC game, you can in the Classic mode click instant result to get basically a result of the match based on your pre-game prep and get on with the next match. ![]() Being a non-interactive game (you manage players rather than control them), this is not as big of an issue as it could have been.Īnd the final blow to the game is the lack of instant result being available. It is no doubt impressive that SI Games has managed to fit the entire 3D Engine into the VITA game from the PC, and it looks just as good, but the framerate leaves a lot to be desired especially in the wider cameras. However, that's not the biggest killer to this game that comes in the form of the match engine itself. Instead, the joystick is not used by the game at all. This could have easily been fixed by allowing the joystick to control a mouse style cursor. As well as this (especially in the match mode), some of the buttons are quite close together, and this can lead you to easily pressing the wrong button over and over again.Īnd finally, when one particular menu is pulled down, it covers some buttons that still look like they can be pressed with that menu down. For some reason, the screen seemed unresponsive, and we had to tap multiple times to get the buttons to trigger. The touchscreen is used to a large degree, and whilst on paper this may have seemed like a smart idea, this is actually one of the game's biggest flaws. The first major problem is the interface and controls. ![]()
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