Football Manager Live
Resident Evil.
"It's evil," mutters jubilant Sports Interactive co-founder Paul Collyer as we file out of the Football Manager Live press conference. He's got that knowing, sheepish grin of a man who knows full well how compulsive his massively multiplayer title is going to be. He knows the hours it will consume, the sleep we will lose. With the thought still evidently rattling around his head, he later repeats the observation, nodding. "Evil."
Live is, of course, Evil spelled backwards. It starts to make more sense. Sadly, the best anagram of Football Manager I could come up with was 'Fab Goal! Loan term?' which is yet more evidence of the game's hidden intent. Just ask Paul Collyer. Miles Jacobson's dodgy Watford connections become even clearer once you re-arrange the letters to spell 'Fab goal. Ram Elton'. I'll stop now before it gets messy, or worse, sued. [Or even worse, edited out. - Ed]
Lining up together at a press conference for the first time, founders Paul and Oliver Collyer sit alongside beaming studio director Miles Jacobson, and proceed to rib each other throughout the least corporate demonstration of a videogame that you're ever likely to witness. Football Manager Live is about as simple an idea as possible: it's a fantasy football MMO with an eBay-style auctioning system, and nicks the best bits of the parent game we all know and love.
Tempted out of retirement
The brainchild of fellow darkening ginger Oliver 'Ov' Collyer, the other less outwardly evil co-founder of Sports Interactive, who returned from his globe trotting travels with an MMO plan to shake up the football management status quo. Acutely aware that many long-term Football Manager players were finding their life situation changing (marriage, kids, heavy duty life-sapping jobs, etc), Sports Interactive began thinking of how to bring those lapsed players back into the fold - while also creating the kind of expansive world that hardcore players could utterly lose themselves in. Welcome to your bosom, Football Manager Live.

In development for two years, and in Alpha since last autumn, a team of just four core SI staff have been beavering away on the PC and Mac alpha versions of the game, and already the game is in a fully playable state. In a remarkable gesture, Sports Interactive gave attendees to the press conference full access to a working version of the game, despite being 11 months away from launch. Refreshingly keen to get core members of the press involved at an unprecedented early stage, the hope is to gather as much feedback as possible, iron out all the kinks and deliver something that players will want to subscribe to over a long period of time.
"Rather than you all just going away and regurgitating the press release, we thought we'd give everyone in this room a chance to play it so you can make your own mind up about it," says Jacobson. Such generosity isn't misplaced confidence, either. In short, the game works a charm already, and even at this embryonic stage it offers an excellent insight into a project that has the potential to be even more successful than its parent game.
But these are still very early days, and there's an awfully long way to go before we can fully digest its long-term appeal. In the middle of next month, the game moves into a lengthy beta test phase, where 1000 members of the community (and competition winners) will be able to sign up initially (via the official website). After that, it's "likely" that more spaces will be made available as they ramp up to the spring 2008 release, so don't worry if you don't get a place initially. The game's development, according to Jacobson, is "proactive and reactive... community driven", and that concept alone gives you an insight into why SI is so keen to make it the product that the players want, as opposed to the whims of the team. As much as the game's about creating your team, SI appears just as keen to listen to what people want from the game.
So how's it looking now? Essentially you log in with an email address and password, select a squad from the pool of players in the 'game world', or simply auto-select and let the computer take care of it for you. As long as you don't go above the mandatory £100k wage ceiling, you can pick whoever you like, providing someone hasn't got there first. The first thing to note is that although the players themselves are from the real world of football, you have to create your own fictional team name (Pathetic Athletic), complete with nickname (The Tossers), stadium name, pitch length and width, as well as all your own personal details, photo, logo, favourite team, the area where you live and so on. That way, Sports Interactive reasons, you won't end up with dozens of people all playing as Manchester United to gain the advantage. In FML, it's all about your signings, playing the transfer market, keeping an eye on the contract situation and, of course, your tactical nous on match day.
Talking of transfers, SI is keen to push the auction-style system used in the game, with players able to bid up to a deadline in traditional style, or perhaps take the plunge and snag that tricky winger in an instant buy - and that applies to loans as well as full transfers, while other players (such as free transfers) can be bid on based on their daily salary. As you might expect, you have to watch out for gazumping - a factor that's sure to be a big issue in the fully fledged games when they get going in the beta test. But unlike FM, FML takes a more short-term approach to contracts, so you might end up only securing the services of a player on a four-week contract, for example.
Bottle pissers beware

In terms of ranking, it's not entirely clear exactly how it will work, but SI has stressed that it is experimenting with a proportionate system where casual players will be awarded more points for a win (and likewise lose more points for a defeat) than someone who plays multiple games a day. So, unlike other MMOs, the accessibility level should be extremely high, with the incentive to dip in and out just as strong as the "bottle-pissers" who want to live and breathe the game. That in itself makes FML about ten times more appealing than most MMOs for the average gamer.
All the little touches you're used to from FM appear in FML, from the font style and general look and feel of the front-end, to the drop-down menus and general intuitive ease of tabbed/drop-down menu navigation. For example, upon starting up the game you have the choice to go for single or multi-windowed view to allow all your background guff to still be easily accessible (while you 'work'...), while every part of every menu seems to hot-link to something else of interest. Having refined so much of the interface in FM, it's a breeze to just enter the game, arrange the squad, sort out general and advanced tactics, enter the chat room, find a player, set up a friendly challenge and play the match. Once a player has responded, the whole match scenario plays out almost exactly as it does in FM, so it's not a game that will take anyone long to get to grips with.
In-game, there are three different match speeds (which you have to agree to between you), and FML allows players to haggle over such details via the instant messenger system. Meanwhile spectators can actually join your game-in-progress to see how you're doing, as well as chime in with cheeky quips of their own. Perhaps the most crucial element of any online football management game is how stoppages are handled, such as enforced tactical changes brought about by injuries or sending-offs. In such situations, you're given a one minute 'Time-Out' to make any tweaks, which keeps the game fast and free-flowing.
Instant insults
Prior to a game you get four minutes to make final preparations, while half-time give you a maximum of two minutes of faffing. At present, the player interactions have been taken out, so the amount of distracting time-wasting stuff you can meddle with is largely limited to formation changes and substitutions, which is arguably a good thing for those who don't fancy sitting around waiting for an opponent to make painstaking tweaks. If players don't show up for a fixture or quit out, it's expected that there will be some kind of penalty system, with points deducted for repeat offenders. You can, however, have AI assistance, but SI has already experienced some abuse of that, with certain players currently doing better by relying on it - a good example of something the test phase will iron out
Another small, but perfectly formed new addition to the match-day antics is the ability to place a bet on winning. Although entirely optional, it gives players yet another way to squander their cash and/or fluke their way to be able to buy those top internationals that are otherwise out of reach. Again, possibly open to abuse, but something we'll find out the importance of in time.
One important improvement made to the general interface is the way the 2D match engine remains on screen regardless of what sub-menu you're in at any given time. For example, during tactical changes, statistical analysis, or when you nip to the overview screen, the 2D match slides over to the bottom-right portion of the window in a thumbnail form so that you can still see what's going on. In a nod to Windows Vista, you can still clearly see the commentary bar, as well as the blobs shifting about the play area, so there's never a sense that you're missing out on what's going on. If you want to replay a match at the end of it all, you can do that too. Handy if you missed anything while you were running after your 15-month-old son to retrieve the TV remote control from the lavatory.
Dishing it out

At the end of each match, you can type in your own insulting/witty comment about the result, and everyone in that game world gets to see that remark. Although such interactions aren't likely to make any difference to your team's morale, it's a simple way of dishing out banter and adding colour to the proceedings. In addition, you're given the opportunity to make comments about your player's decision to, for example, retire or reject a new contract and so on. But rather than select prescribed sentences, you can create your own, which obviously leaves the game open to abuse to an extent, though presumably mods will crush you like a bug if you go that way.
Other cool stuff includes the ability to get updates from the game world delivered direct to your email or mobile phone inbox. For example, if a specific player logs on that you really want to play, you'll be pinged a text as soon as they next log in. Like last night, when Miles 'no sleep till beta' Jacobson logged on at 1.39 AM and my jolly mobile phone beeped next to my bed.
So those are the basics, and there's nothing but positive feedback to report so far. Obviously at the moment, with the game being in alpha, the number of players registered was pretty limited (just 120-odd at the time of writing), so we can't report what the game feels like when there's the full 1000 in each 'game world', or how the system fares when there are hundreds of people connected simultaneously. Presumably things like the chat room will get a bit crazy and have to be sectioned off into multiple rooms, while the current system of in-game news updated might have to be scaled back so you don't end up with thousands of arbitrary items detailing every single thing going on in the game. Sports Interactive doubtless has a plan in mind for this, and we'll find out about it soon enough. It's all "subject to balancing".
How much?

Right now, SI isn't revealing how much the game will cost to subscribe to, but when it talks of it being "a couple of pints" that roughly translates to a fiver by our reckoning. But SI says, "we see it as a money saving device", mainly because you won't be going out as much, so it's actually pretty good value when you look at it like that. But what about the cost of the take-outs, guys? And the marriage counselling? And the divorce settlements? The child maintenance? Hmm? But seriously, the game is set to evolve continually, so there won't ever be an annual update - just a continually evolving game with new additions, fixes and tweaks as it rolls along.
So. Football Manager Live. PC and Mac. March 2008. Beta testing mid-May for about 1000 lucky Charlies. Console versions very much under consideration. Right, the full time whistle's just blown, I'm outta here. All I can say is "EVIL".
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Comments (64) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It's a football management game.
/exits nutshell
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*please be better than sky sports football manager*
No word on subscription fees?
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"Imagine a cross between Football Manager, fantasy sports and an auction room and you’ll get the basic idea.
It’s a massively multiplayer football management game, using the Football Manager match engine. The main game has been written from the ground up, whilst it utilises some of the features from its older brother.
Up to 1,000 managers can play against each other to try and be the No 1 manager in their particular gameworld. There will be many gameworlds and the exact number of players in each will be subject to balancing - we'll be working on that during the first stage of the beta-testing process."
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As a huge fan of the old Championship Manager/Football Manager games for as long as I can remember, this has surprisingly left me somewhat cold.
Almost.....meh.
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I suspect the main draw for football management games was tobe able to manage the real life football teams. But SI know more about this stuff and no doubt have done their research, so I'm sure they know who wants to play this
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I got Rooney for a knock down price of £100!
Ronaldinhio? £300! Muahahahaaa
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As a huge fan of the old Championship Manager/Football Manager games for as long as I can remember, this has surprisingly left me somewhat cold.
Almost.....meh."
I utterly fail to see how someone who likes this kind of game cannot see the potential of this. Its not my kind of game - doesn't mean I can't understand why this would be amazing for fans.
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Can you set up your own private league, say with just one team? That way I can always be number one.
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Because we already play FM07 online... for free.... with all FM functionality
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If you're basically playing in a series of friendlies in an ad-hoc fashion, how are games supposed to take on any wider context? The must-win 6-pointers? The second-leg deficits? The last-day-of-the-season title-grab? Is this going to be fun-but-meaningless CounterStrike to Half-Life's superb single-player?
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Good point. Conclusion... this will suck.
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"How does the league table work with 1,000 teams in each gameworld? In the main gameworld rankings, it’s not a case of three points for a win; you are awarded points for winning (or losing points for losing) based on a lot of different factors including, but not limited to, the position of the two teams, whether the game has been played home or away and the size of the win. There are all sorts of clever bits in there to ensure that teams that play hundreds of games a month don’t get a “levelling” advantage over those that play a couple of games a day, so it’s possible for any team to do well, not just those that play the most games.
Do all of the teams have to play one another? No, not at all. You can play friendlies against any team who happens to be online, or you can join or set up competitions.
How do competitions work? For the most part, competitions will be user generated. They are very easy to set up, with lots of parameters available. You can have cup or league competitions, or a combination of the two, set how many points for a win (those points are separate to actual rankings points) and also define what rank of team can enter said competitions. There are deadlines by when each match has to be played to ensure that the competitions don’t go on for ever.
There may well be some official organised competitions inside the gameworld too, but if there are any, they will be optional."
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EDIT: Progression's the wrong word. Maybe a 1000-player league can set up a UEFA-style body, to provide "official" top-flight competitions? Otherwise it might end up in a boxing/darts muti-competition situation. Actually the politics of that is getting me interested.
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Good point. Conclusion... it will rock your world.
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Some users have created a Champ league styled tournament as well. With all of these there are six pointers, there are some classic finals (which you can either view live or watch a rerun when you login)
All of this adds to the fun. You can create any type of tournament you like
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StarchildHypcrites - you are missing the point entirely. Why not read what I've written? But if it's not for you, it's not for you - I don't personally like FPS', but it doesn't mean that I don't appreciate that others do.
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Flagrant Male Boo
Balloon Fart Game...?
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The final point i'd like to make is kudos to SI for having employees actually read forum comments and respond in an open and honest way (not a xmas-psp way). It's always good when a company listens to your fears (or rathe afray's) and tries to do something about it.
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This game is ideal for those with time constraints (women, kids, jobs) who want to dip in and out, get SMS messages when on the move to stay abreast of the latest developments in their world.
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Still, looks like a corking game.
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Yes, the SI comments have been very helpful and make a refreshing change from the normal attitude adopted by game developers.
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The 'e-bay' style bidding in hattrick is fantastic, I sat up to all hours of the morning to wait for that special player. If they can implement the same sort of system it will be excellent. Not sure about letting people have immediate transfers as this will be open to all sorts of abuse.
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Sorry, that's a bit glib. I'm just a typical FM fan, I fear change!
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Lets go - FML is a very different game to playing FM online. But you may prefer the latter, and that's fine - as long as we're entertaining you somehow, we're happy
RexRunti - thanks for that. It's nice to be appreciated! As a company, we try and be very community driven, and are more than happy to post here and on other forums to give people answers that they want about our games.
Stickman - not just glib, but wrong too
I'm not knocking Sunday League, as it's a lot of fun, but FML is a very different game. It's worth looking at the FAQ on our website (which I'll also post later tonight in our Eurogamers group if I get a chance) to see why. Oh, and it's got the FM match engine, which no other MMO's have, and that's a big difference in itself.
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If I set up a website as a governing body, and invite people to join my sanctioned leagues and cup competitions. Would I be able to keep track of all of them and organise my own promotion and relegation battles and stuff?
I'd like to do something with more of a rigid structure if there is scope to do it.
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You would set everything up ranging from the competition name and how it will work right through to prize money, points for a win (league) or 1 or 2 legged matches (cup)
Once people are in and you start the competition when it's over you can change things around, move teams in and out as you see fit, and begin the next competition season.
You have the power
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There are no sections on your site with 'how to deal with a disgruntled missus 'cos you've crawled into bed at 5am for the fifth consecutive night due to this game'
A link to good divorce lawyers would also be a potential winner...
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I'll have to just play it for myself I guess.
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I'm still raging at allowing my best player to go out of contract and losing him and that was six months ago
All I can say is that if you don't like the sound of it then try it. You might be surprised
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Any chance of this having voice chat support? Maybe not in the launch version but in updates?
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I don't understand how people are supposed to get excited about playing games in a world where there is little "structure". Having one league and one cup set up by SI and then relying on the users to generate the other leagues seems quite strange. Am I misreading this somehow?
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Second off, while I potentially have the eyes of Mr Jacobson, I just wanted to ask something a bit off topic to you: has SI ever thought of doing sim games in areas outside sports? (I know I know, your company name sort of suggests that's a no.) I only ask because I'd give my right leg (or left, take your pick) for a Hollywood business sim created by craftsmen such as yourself.
With that, I leave the rest of you to debate things like football which I barely understand...
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I wish it is something more in the line of:
You start the game creating your self ego in the game world, with pictures, name, etc.
Each character/manager in the game has stats. You can customise your character stats initially to some extent.
Then you are thrown into a pool of jobless managers where you have to find jobs from hundereds of low level clubs.
These clubs would be the ones playing in the lowest division of national leagues.
There are many leagues, from different countries, similar to the ones we have in real life.
Each season is played in a specific timescale, say 3 months. There are specific times/dates that all manager need to be available to attend the match.
If a manager is not available then an AI will take his place using the previously saved strategy.
As the player progress, his stats are also affected. If he is successful, he has a good manager rating that would allow him to find better club.
So ultimately, the player aim is to be able to secure jobs at a club of his choice and take the club to win high profile cup or premiership.
Sadly, the only developer that I think may have the ability and vision to do this has decided to create "just another fantasy footbal game".
Ah well, I wish I have the time and resources to make my own game.
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Im sure this will be cool but I wanted a game similar to the great SoccerSim.
Now-a-days, its easy to be able to set condidtions to matches in nearly any in-match scenario.
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WriterUK - it's not our expertese, so we would leave that for others really. We are happy to specialise, as we love the games that we make, so aren't looking to do other types of games in the genre non sports based.
Hula Hoops / Let's Go - if we were working on an MMO for the real hardcore FM fan, then I expect that is what it'd be like. However, it would have bugger all subscribers, and get shut down soon after launch (in my opinion). What we are trying to make is a game for all, and the first question we have been asked with everyone we've shown the game to is "how long til I can play a match". In your system, it would be hours. In our system, it's minutes.
You can, of course, do what you describe in FM either offline or online if you set up a league or join a clan....
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But hey, how can I argue with the guys who bring us the very best footie management game! I'm sure your get it right!
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Your responses to Hula Hoops / Let's Go are interesting too. I strongly believe there is a middle ground between what you 'seem' to be doing, and the all-out multiplayer options available in the full FM release.
As Let's Go says though, you are the experts, and many games I've read about turn out to be far greater than they initially seem to me.
Good luck guys.
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Fuck.
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