As a game designed as a reality simulation, FM and FIFA have to rack their brains in response to how the real player transfer record makes no more sense, especially because of PSG. The world is already crazy. Realities that we could only imagine through games have now taken place in the real world. Just look at the record transfer of soccer players for example. The famous player sold at a crazy price, it does not include negotiations with his new team about the contractual agreement about advertising and so on. Actually this is not strange, the football industry is supported by this kind of talent exchange system. So a small club that has a reputation for producing talented young players can continue to survive. But all changed in the early 2000s, the limit of the transfer value of approximately 100 million Euros has been exceeded. These extraordinary value transfer fees involve talents that only appear once a generation. Initially triggered the transfer of Cristiano Ronaldo (94 million Euros) to Real Madrid, followed by Gareth Bale (100 million Euros) also to Real Madrid, then Paul Pogba (105 million Euros) when moving to Manchester United from Juventus. Though the majority of other football players do not approach the value of the transfer. A decade ago, the most talented players on earth were best priced at 20-30 million Euros. The imaginary boundary changed drastically last summer. Paris Saint-Germain, the extraordinary club of France owned by the Qatari oil skipper, spent 220 million Euros to get Neymar, Barcelona's big star who was appointed as the successor to Lionel Messi. PSG soon spent 180 million Euros on the 18-year-old Kyllian Mbappe. How PSG can do these two transactions without violating EUFA rules is not important. What's important is how this transaction destroys expectations about the player's transfer process in the world of football. Because there is no longer a normal limit on spending, plus the flood of income from television broadcasting rights into the world's top leagues (especially the Premier League), the transfer value standard has increased dramatically. So what to do with video games? Make no mistake, the dizzy because of the ballooning transfer record is not only the football club owner, but also the game developer. FIFA and Football Manager are the two most famous soccer video games that are regularly released every year. But the formula they have been using for years now does not apply. As a result the developer must adjust. FIFA is a sports game that focuses on the game. After the Neymar transfer record took place, FIFA has increased the price of famous players in the game for the transfer conditions (unfortunately EA Sport refused to be interviewed for this article). On the other hand, Football Manager is a game that tries to be the most realistic. FIFA developers may not be too dizzy, but the opposite happened for the Football Manager making team. They don't just need fantastic numbers, but also the meaning of these numbers and where the money will go later. "My first reaction was how PSG would get away from financial fair play regulations [editor's message: FFP is an ineffective system that intends to keep a club from spending too much money on transfers and player salaries]," said Miles Jacobson, director the studio of the developer series Sports Interactive. "Then I felt I had to directly talk to Keith Flannery. He is in charge of all artificial intelligence [AI] in the game. " AI must be adjusted because a transfer on a large scale like Neymar should not be possible on the hard side. The numbers provided by Football Manager's computer have not reached that high in recent years. Jacobson, who designed the game as realistic as possible, saw only one player transfer with a value above 150 million pounds in the 2016 version of Football Manager. Then, drastic changes must be made immediately. He explained that transfers in Football Manager are usually made based on two numbers: the real value of the rest of the player's contract and the more subtle numbers, that is, the value the seller has set for the player. There must be some kind of middle value between the two numbers so that a transfer can occur, and before the summer of 2017, that number never touched the 200 million Euros range. "It may be that Neymar's value is actually more than £ 200 million in the game, but this means he will not be able to move clubs because his offer will definitely be rejected. So there must be a change in the structure of game transfers so that this kind of transaction can occur, "said Jacobson. "The transfer value of Neymar is indeed worrying, but actually there are many other transfers that are more worrying, for example how players whose transfer rates between 20 to 25 million now enter the realm of 30-50 million pounds. And more players are entering this area, so it is very difficult for our AI team to change the transfer structure in the game. " That's just the problem of the types of players "good, but not spectacular" which a few years ago the transfer value might not be much. Gylfi Sigurdsson is a good example. The Icelandic midfielder is a solid player in his prime who was bought for a sizable transfer (40 million pounds) by Everton. The club from the City of Liverpool bought Sigurdsson after earning a high profit share in Premier League television rights and the sale of their star striker, Romelu Lukaku, a good player who was also surprisingly close to reaching the £ 100 million mark when sold to Chelsea. "There were a lot of player transfers last summer which I will generally report as bugs in the system, because it would not be possible in the real world. Now it's actually happening, "said Jacobson. In other words, the reality of the world of football broke out in 2017, torn apart by the strangeness of global capitalism and national self-esteem (PSG is an extension of the Qatari sports ministry). Sports Interactive claims to be the "most realistic and immersive" sports simulation game. But what does "realistic" mean when a soccer player is priced exorbitantly? It's good to try to make a model of a rational world, but is this still feasible to do when the world is increasingly irrational? But that's the way game designers work. Is it "exciting" to drive a realistic car for days in real time? Or does realism need to be reduced for enjoyment? There's always a compromise: the height of a mountain, the bullet path, and of course the structure in the world of football. For Sports Interactive, this compromise was made primarily for player injuries, in contrast to their efforts to try to be realistic with the financial realities of the soccer industry which are increasingly inconsequential. "Through Football Manager, we try to simulate the real world, and there is a little area that we tinker with to make it more fun," said Jacobson. "Injury is one of them, which we set at 80 percent of the real life, because if we follow the real world 100 percent - and maybe in the future it could be like this - we will get a lot of complaints. There really is a matter of time perception when you play Football Manager. A football season in the real world lasts for almost a full year - a season lasts approximately 305 days - yes player injuries that occur within the coverage of 305 days seem to be less frequent than the same injury rate within 15 hours of playing a season in Football Manager. " "Perception" is very selective, according to the above quote. Keep in mind that the economic aspects, which are certainly very affected, are not changed according to the real world. Expensive transfer fees are considered part of the "excitement", unlike the injury of a player who interferes with the simulation game Football Manager. Players must be aware that our status is not a real football club manager when playing FM. But we like to pretend anyway? The idea of wearing a suit and tie to the final tournament simulation event had already been discussed by the Football Manager community, and the transfer fees of Neymar and other overly expensive players were a fun aspect and the type of realism sought by Interactive Sports. If you want to get the mod apk for football games, you can download them here. This will help you gain in app purchase easily. Perception in this game also occurs in different levels. Jacobson told me that he often chatted with CEOs of Premier League clubs about how the transfer rates were raised to benefit wealthy English clubs. Football Manager is not just translating the strange realities of modern football, but also creating it. The club uses this game to find new players and plan matches. The game's relationship with real football is symbiotic, and blurs the boundary between the reality of real football and the simulated version of Football Manager. An interesting question arises about this symbiosis. It's hard to claim that the popularity of Football Manager's prediction of reality is the reason for all this, but Sports Interactive is also not a real neutral football game developer. They are very related to the football industry. Therefore, there are some concerns raised by gamers and football addicts about the existence of this game. Is the transfer value in the game that continues to rise over the years actually made the public accustomed to fantastic numbers? Are our expectations of injury to players in the real world chaotic due to lower injury rates in the game? I am not saying that a scenario that occurs in a game simulation has an effect on the real world. Let's look at a scenario like this: games like Football Manager are slowly eroding the boundary wall between the game (which is trying to imitate reality) and the real world of football that benchmark developers.
Sports Interactive may continue to create games according to their wishes, and players everywhere can continue to play the game (I myself have played FM 2017 for 67 hours). However, at first glance, it looks like the line between artificial intelligence and reality, players and game developers are now increasingly murky and unclear. Especially when the real world is far wilder than human fiction imagination.
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