FC26: Teaching EA How to Make a Football Game!
Part One
I just bought FC26 last night (November 21st) because of the Steam sale. I knew it had 76% negative reviews on Steam and that I was likely stepping into a pile of crap. But out of love for football, I bought it anyway – and just one night was enough to prove that FC26 is indeed a pile of crap!
Of course, the purpose of this post isn't just to rant. I'm here to teach EA's executives, products of a happy education or legacy students, and their Indian engineers how to make a proper football game. I don't know if it's for profit or because it's the easiest path, but EA has turned a football game (FC) into a fighting game! If I wanted a fighting game, I'd play Street Fighter or King of Fighters. EA, what you're doing is a complete disregard for football fans – because you only care about profit and don't give a **bleep** about the fans' feelings, why they love football, or why they admire players like Messi, Cristiano Ronaldo (in his prime ^^), Ronaldinho, Zidane, etc. You only care about revenue growth, but haven't you considered – if everyone stops playing, where will your growth come from?
Alright, let's talk about how the game should be made. After just one night with FC26, I knew its core mechanics were completely different from FC25! On the surface, dribbling, defending, skill moves (SM), etc., seem similar, not much changed. But in reality, FC26's underlying mechanics are entirely different: In FC25, you could still defend to some extent using your "body position," but in FC26, that's almost impossible! "Body position" essentially means a defender uses their body to occupy defensive space. An attacker, whether trying to burst past with speed, pass, or use tricks, must navigate around that tall defender occupying a large area of space to succeed. Now, in FC26, just spamming a few silly Skill Moves solves everything – Mbappé uses a series of SMs, phasing through a crowd of CBs and CDMs, or shuffles around a few times to find a slightly open spot, then shoots and scores. How simple.
I've watched some attacking tutorial videos showing controller inputs. From these, you can see SM input commands can be queued over a second in advance. I've seen tutorials on chaining SMs (not about the inputs, but the timing), also showing controller mappings. It's clear the player inputs the commands提前, continuously, then just waits for the striker to finish dribbling and presses the shoot button. I wonder, have EA's executives ever actually played football? Or watched it? Perhaps the best at skill moves on the planet was Ronaldinho in his prime. But did you ever see him successfully chain 3-5 skill moves in a match, completing them all and successfully dribbling past someone?! The 40-year-old Ronaldo in recent matches sometimes loses his balance and falls to the ground after attempting just one skill move, and not just once (Sorry, no disrespect to Ronaldo, it's just natural decline with age). This shows that a Skill Move isn't just a simple input command. It's not just about a player having 4-star or 5-star skills and guaranteeing a 100% successful dribble. It also relates to the player's balance (itself affected by stamina at that moment) and their current stamina (the blue bar).