Football Manager Live
Reboot = the boot?
When Sports Interactive announced it was resetting the Football Manager Live servers and ostensibly re-starting the game from scratch, there was understandable uproar within some sections of the FML community. Why, after 15 months of commitment, should die-hard subscribers have to forfeit the majority of their hard work? Sports Interactive's answer was that the game had become overly imbalanced towards early birds with a half-decent knowledge of the Football Manager player database. Once top teams had hoarded the majority of the best players, they became almost impossible to catch.
The decision to reset the servers was a bold and highly risky one, with the game's loyal fan-base ultimately the ones who've been the most penalised. Clearly, Sports Interactive is hoping to welcome a new wave of subscribers buoyed by the reset's more level playing field. But with the reset in full swing and with the game having undergone numerous tweaks and changes since we first reviewed it in January 2009, is Football Manager Live still worth investing your precious time and money into - especially if you've just had 15 months of work wiped away?
If you're one of the many players who've dedicated themselves to FML over the past year, the good news is that Sports Interactive hasn't forgotten about you. But whether you'll consider their efforts to placate you enough to warrant your continued loyalty, well, that's something only you can decide.
While the 3D match engine is on its way, the reboot still uses the 2D one.
Your short-lists, match-plans, club name, tactics and most importantly, Skill Points have all been retained. However, there's a catch. Your Skill Points can only be spent on a limited number of specialist skills, meaning your attributes will be considerably less impressive than you're used to. The upside is that Football Manager Live does now feel far more even and balanced, and as a result has become a more skill-based managerial challenge, despite a few lingering loopholes. The downside is that you've pretty much lost everything else you've worked for, including your budding youth academies and expensive stadium improvements.
What is surprising is the timing of the reset. With the recent announcement that the 3D match engine is on its way to FML, it seems odd that Sports Interactive hasn't waited a little while longer before resetting. For all of the new, improved balancing and the more even playing field, there's an underlying suspicion that more could have been done to keep the attention of loyal fans other than a change of price - you can now pay a monthly fee of £4.99 rather than paying a lump sum for several months' subscription - and a few carried-over Skill Points.
Purchase new players via an eBay-style auction.
It's also surprising that no attempt has been made to overhaul the game's puzzlingly ugly and, at times, confusing layout. A streamlined interface and the introduction of the 3D engine could have at least encouraged more subscribers to hang around while also proving more attractive to newcomers. Compared to the streamlined, polished presentation of Football Manager 2010, FML almost has the appearance of a hardcore indie project. Even veteran fans of the single-player series coming to FML for the first time could find themselves fumbling around as they attempt to decipher confusing interfaces that lack adequate player guidance.
It would seem that many long-term players are split between the bile-spitting disillusioned and the stoic die-hards intent on rebuilding their empires. However, while the chagrin of many is understandable, truth be told, FML has certainly become a better game since its reboot.
Perhaps the most compelling factor is that with the reduced influence of star players, you now feel that your management skills are a far more important factor in achieving success. Thankfully, it's no longer possible to sign a team of superstars, leaving precious little talent for those who either arrive late or aren't as familiar with who the world's most talented players are outside of a Nike advert. Since the reboot, even the top teams appear to have a far more balanced mix between household names and those whose own households struggle to recognise them.
Whatever your personal thoughts about the reboot, FML remains a compelling and entertaining game in its own right, one that has certainly evolved since its launch. If you're coming to it for the first time, chances are you won't care about the reset. All you want to know is whether it warrants your time and subscription. So let's look at the game now and see what it offers to the budding online manager.
You start off by selecting a starting squad from a pre-selected pool of players. A stringent wage limit means you begin with a collection of journeymen, though your squad can be quickly added to via clever wheeling and dealing in the transfer market. You must also pick which football association you think is best suited to how often you'll be playing, to ensure you're competing against like-minded players.
Transfers remain one of Football Manager Live's most entertaining features. Players are put up for sale in an eBay-style auction with a minimum starting price. These auctions can last anything from a day to a week. Some players also have an 'Instant Buy' price, and if you're ready to meet the valuation, you can purchase the player right there and then.
Larger stadium = more fans = more money... hopefully.
There are numerous ways to improve your club, both on and off the field. Youth academies can be created all over the world in a bid to unearth new, cheap talent. There are different levels of academies, ranging from the lowly to the grandiose. While larger schools provide more graduates, they're also far more expensive to run. An academy's location is also key. Construct one in Brazil and the pool of talent you'll be fishing from is far larger than in most other countries. However, this is offset by greater competition as numerous other clubs also scout the beaches of Brazil for the next Pele or Kaka.
You can also pump your cash into stadium improvements. Capacity, maintenance and executive boxes can all be constructed to bolster income. However, as is the case with the youth set-up, Sports Interactive has done an admirable job of balancing this side of the game, as you must carefully weigh your team's on-pitch results and its past success against the rate of stadium expansion. Build too many new seats too soon and your home matches will be more akin to a group of hikers trapped in an underground cavern than a roaring wall of noise that acts as the twelfth man.
Football Manager Live possesses an impressive number of skills to learn, ranging from coaching talents to the ability to lessen player recovery times after injuries. There's an exhaustive list of sub-skills for each of six main skill categories. While the interface for choosing and queuing these abilities leaves a lot to be desired, the sheer number of them ensures you can mould your skill-set to the type of management style you prefer to employ.
One of the most striking differences between today's FML and its original launch is just how much more the game feels like a traditional MMO. Whereas in its early days it was overly reliant on human players competing against each other, there's now far more flexibility if you're looking to mix in solo challenges.
If you don't fancy playing against a real-life player or if there aren't any willing opponents around, you can undertake a series of increasingly taxing challenges against AI opposition. There's also more room to set up bespoke strategies for competitive games that take place while you're offline (fail to play a tournament game by a certain date and your team will play the game under the control of an AI manager). You can even define when you want to make substitutions and under what circumstances as well as when tactical changes are made.
The 2D matches remain as realistic as we've come to expect from a Football Manager game. Played out as a series of highlights and lasting somewhere between 10 and 15 minutes, you and your opponent can make tactical and player changes on the fly without ever seriously breaking the flow of the action. Compared to when the game launched, you now have far more tactical control over your team, while the tactics interface has been revamped and feels more powerful, striking an excellent middle ground between Football Manager's hardcore depth and intuitive accessibility.
Don't fancy playing against another human? Then opt for the AI challenges instead.
Football Manager Live is certainly a game that's improved over the past 15 months. However, it feels like it's evolved at the steady pace befitting a solid MMO rather than leaping forward in any major way. FML is undoubtedly more entertaining and deeper than it was a year ago, but the overall lack of visual finesse, coupled with a general lack of polish and a few lingering balancing issues and bugs, can make the game look and feel less impressive than it actually is.
If you're new to FML, then I'd highly recommend trying the game out for a month, then assessing how much fun you're having on a month-by-month basis. At under a fiver, you have everything to gain and little to lose. But for those of you who've invested over a year of your life into FML only to have the rug pulled from under your feet, the idea of having to start almost from scratch might be just too much to bear.
As it stands, thanks to its continued evolution and improved post-reboot balancing, Football Manager Live still just about warrants an eight and your attention - though it's more than likely that if you're a veteran who's just lost out big time, you'll see it more as a seven, for the time being at least.
8 / 10
Since this re-review was written, Sports Interactive has informed us that Football Manager Live's 3D match engine is in the "advanced stages of testing" and will go live in the next major update, 1.6. It includes advances on FM10's match engine, including night matches based on your local time.
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Comments (21) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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My biggest gripe is having a break from the game for a couple months for real life only to discover your team has been sold off, which pretty much destroys any chance of me wanting to play it again.
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I'll stick with 2010 then I think.
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I really wanted to get into this but I don't think the game does a good job of handling extreme noobs life myself (last manager I played was CM2).
I'm sure there is a gem of a management sim in there somewhere but it's not conveniently enough accessible for my liking.
Edit: I'm still signed up and paying monthly even though I am not logging-in to the service at the moment.
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Marc Duffy - SI
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I've suggested it on the forum before, the game is crying out for either an in game wiki or tool tips, or even better a combination of both. I realise that there are priorities but even veterans of FML get confused by some rules. It would be fantastic to get some kind of system set up where subscribers can contribute to the wiki or manual. I've seen people slip up by bidding large wages during wage auctions because they have forgotten that the bidding does not work in the same way as a free agent wage bid. Other areas remain unexplained, the JP skill has an ambiguous percentage tagged to each level but no where in the manual does it actually explain how the percentage relates to the reading of players. Same to with increasing the scouting within each specific country, apparently it has an increase on the efficiency of your academy, but how? More players? Better players?
Despite those problems FML remains a fantastic game. I feel like I've been overly negative but really for only £5 a month I urge everyone to sign up and try it out for a month or two. It's reignited my interest in footy manager games and I love it. Negotiating transfers with real managers, snapping up players from under peoples noses in wage auctions, winning your FA's cup, gaining promotions on the last day of the season... All these things are so much better when you know that you are playing against real managers. Give it a go!
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I played tons of FM10 until they started to patch it, but the match engine is a freakin' joke now. Whats the point in having a football game where its nearly impossible to score headed goals from open play? The only time you can score a header is when the defender makes a mistake, which is obviously quite rare.
The worst thing about it is that SI released the final patch knowing this was a problem after one of the devs commented on the official forum about it.
I have played SI games since CM2 and they seem to get worse by the year now, more and more bugs. We wait months for a patch, followed by another few months for the next patch only to end up with some different issues. We basically beta test the game for them for 6 months after buying it, only to get a final shoddy patch that still doesn't get it right.
I would rather the game got released every 2 years now and just have us pay for a DLC update in the transfer windows. At least we would end up with a well balanced match engine rather than the 10.2 and 10.3 patches which had huge issues.
Patch 10.1 - Too many goals from balls into the box
Patch 10.2 - Crossing no longer works, narrow formations become 'overpowered' with too many goals through the middle
Patch 10.3 - All of the above fixed, but heading no longer works from open play resulting in 7 out of 10 headers hitting the bar and going over.
FM10 is almost there, which is probably why I get so frustrated at the little things that have gone wrong with it. I still remain a huge fan, despite my rant about the patching.
I would still like to give FML a go, but after the problems with the last 3 games I find it hard to give SI any more money.
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But since you ask about what my problems are with the game, here goes...
Gameworld & Login Confusion - While starting up the game, if login fails, it takes you to a generic page that simply shows the status of all the game worlds. The problem for me here was, I didn't know which game world I was part of (I said I was a noob) or for how long the server would be "under maintenance" of "offline". For that you had to go to the forum but a link was not provided.
Information Overload - When it comes to FML, I'm an absolute casual gamer. The only reason I signed up was because my boss thought that I'd be an awesome idea to have us both competing in the Ramos server (that's not where I ended up by the way). With that in mind, as soon as I logged in I had no idea what to do. The automatic guide thingy on the top left corner helped a lot to get me started up. But now that it's gone and I haven't logged in for a week, I am totally lost again.
I feel that as soon as I login there are far too many non-essential things in view. Things I consider essential are: "Squad", "Tactics", "Skill", "Play Match (human or ai)", "League", "Go back to match". Without those things in clear view my menu orientation take a nose dive.
Mail - I just signed in and apparently I have something like over 500 unread messages between several different mail types. I get enough spam at work thank you very much. How I would love to have one simple mailbox with 3 important emails. I'm sure there are filter settings to weed out the irrelevant stuff but why should the filters be setup for the hardcore from the start? Can't the hardcore login and filter their mail to receive all 500 messages? Why make a noob sort through such a painful task?
There are more stuff which turned me off but I'm on my lunch break now and my time is almost up. For the record, I'm sure there are simple answers to my frustrations, but like I said, I'm a casual fan and for more casual fans then me, the service isn't friendly enough nor welcoming enough.
My experience with FML is that it's oriented towards the extreme end of the hardcore spectrum. I think that's fine for the hardcore and not so fine for someone who just wants to get online, set the tactics and start following match schedule and have fun.
I wanted to say something about the "skill" but no time. Gotta go back to work!
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Gameworld & Login Confusion - I'll see what we can do to fix up some of the confusion (forum links, GW status pages etc). Your boss has the Recommend a Friend scheme at his disposal to ensure that you could have signed up and played in the same GW. Apart from that a normal user signing up will be allocated randomly to a GW.
Information Overload - It's a whole lot better than before but it's clear it could be cleaner. We do create daily mail summaries for when you are offline and miss a few days (allows you to catch up). I wonder how much of the 500 is important game mails vs user mailing list discusssions (which we're providing more tools for policing / removing).
At it's core, FML is a very simple but engrossing MMO and it's posts like this that give us the info to continue to improve the interface and the experience for new (and existing) players. Thankyou.
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When on earth are the Youth Academys going to be fixed? I started again with the restart and built a 5 star academy, with the intention of not buying players and using the youngsters as they come through my ranks. It's been over a month now since I've had anyone come through, which means that at least one up coming season I'm going to be struggling for good players.
As a result, I've more or less lost complete interest in the game, and have hardly signed in for the last couple of weeks.
When it works it's a good game, but I've found so many problems lately, it's put me really off playing, which is a shame...
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By way of compensation, we'll be refunding all affected clubs with the running costs of their academies during this period.
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Top marks to SI.
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Yes, there's the manual. As I'm not discussing the content of the manual, the way it is presented is completely wrong, in my opinion. A few issues:
1.) There's a gap between the game and an internet-browser. Most people search guidance within the game. When they do find the manual in the navigation-bar (the only place where it can be found), they're prompted to a webpage. Which again, scares off.
2.) When they actually stay at the manual, the user first has to search what he wants to find, assuming that he actually does find it afterwards.
3.) There's a lot of text to scan through, with few (little) images that aren't self-explanatory. The text is also only available in English, which is fine. Most people are skillful enough to understand it. But a lot of text that isn't your native language, again scares off. To be cliché: an image says more than 1000 words.
"But hey, there's a help chatroom!". Sure, but you again expect the 'casual' user to take the leap to use this. It might look obvious for us, but it's really not. Even if they want to use it, they might get second thoughts because they don't know if the information they're getting is valid. I'm not saying that it happens (getting invalid information, it will be picked up by other pretty quickly), but it is something that holds some users off beforehand.
So I seriously opt for a help function in-game. An advisor like in Football Manager would be a massive step forward. Step-by-step help with 'highlighted' buttons just like in FM. I know this is a major new 'function' to add, so 'for now', just an F1-help function, in-game, would do the trick. You're visiting your stadium page but don't quite get it, press F1 and boom, the appropriate information is there. The leap to press F1 is smaller and you get the right information right away.
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3D and a proper help function w/could be a massive turn-point for a lot of (more casual) users.
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