I’ve got to hand it to you, EA
It’s genuinely impressive. Every year I wonder how the game can get more disconnected from what players actually enjoy… and every year you somehow raise the bar and make it even worse.
It honestly feels like it were designed by people who have never played the game, never talked to a player, and possibly think “fun” is a spreadsheet metric.
Genuine question — does anyone on the objectives team actually play this game the way normal people do?
Because from the outside, this looks less like game design and more like a long-term study on how to turn excitement into burnout as efficiently as possible. If the goal was to make players feel like they’ve clocked in for an unpaid shift instead of loading up a football game for fun… mission accomplished, I guess.
The grind for tokens isn’t challenging in a good way — it’s just exhausting, bloated, tedious, and weirdly out of touch with how people actually play. It’s like every decision was filtered through “How do we make this take longer?” instead of “Will this be enjoyable?”
Who exactly are these objectives for? Because it clearly isn’t the core player base. It feels less like “engagement” and more like a social experiment to see how much frustration people will tolerate before they log off.
There’s so much potential in this game, which somehow makes decisions like this even more painful. Players want reasons to play more — not reasons to question why they even booted the game up.
At this point it’s just disbelief. Please, for once, design objectives that make people excited to play instead of mentally preparing for a second job they don’t get paid for.
I would love to know the thought process here, because from the player side, it looks less like a misstep and more like a masterclass in how to misunderstand your own audience.
I’m not even mad anymore — I’m just impressed. It takes real consistency to miss the mark this confidently.