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EIDOS PROFILES
CHAMPIONSHIP MANAGER 5
Copyright 2004 www.tombraiderchronicles.com
[ March 3rd 2004 ]
Eidos'
Championship Manager series is undoubtedly the
greatest football management game of all time.
Over the last decade it has gone from strength
to strength, making armchair managers out of millions
of gamers. With it now being a truly mass-market
game, Eidos has put together a dream team to ensure
that Championship Manager 5 continues this fine
heritage. Beautiful Game Studios boasts a 30-strong
squad including 18 programmers, three researchers,
two producers, two designers, an artist and a
community manager, all aiming to maintain the
addictive qualities that make the game such a
winner. With Champ Man 5 now less than a year
away, the details are exclusively revealed in
this sneak preview. Back of the net!
Previous
versions of Champ Man have relied on the good
will of fans to provide information on the players
in the game. This time round the developers have
taken a more specialized approach, employing the
services of the Professional Football System,
a long-standing agency who provide information
to actual clubs and managers around the world.
Established in 1999, the services of the PFS have
been utilised by clubs from The Premiership, Serie
A and La Liga, including no less than the mighty
Real Madrid.
The PFS
has a worldwide network of researchers covering
over 50 leagues from as far afield as Australia,
South Africa, South America, Asia, and Europe.
The research team is largely made up of professionals
directly involved with football, such as journalists
and those working in administration at clubs.
Their factual information includes such details
as players' height, weight, what foot they favour,
and even if they are married or single. The single
largest, most detailed and, most importantly of
all, most accurate information resource on professional
footballers and clubs available, it's an invaluable
source to clubs all over the world, and will prove
priceless in CM5, the first game ever to use this
data.
As well
as providing hard facts, the PFS has been given
strict guidelines by which to judge player attributes.
These attributes will be categorised as Technical
(passing, shooting etc), Physical (pace, strength...),
Intelligence (positioning...) and Temperament,
the latter introducing personality aspects that
will affect such areas as contract negotiations,
media dealings, and the relationship with the
manager. There will also be a host of new stats,
such as power, accuracy and feinting, all of which
add to the overall impression of a player.
As an
improvement on previous versions of CM, attributes
will now be represented as a percentage to offer
more fidelity, accuracy and flexibility. They
will also be an absolute value, leaving gamers
in less doubt as to a player's qualities. It will
still be possible to identify future stars though,
and attributes will fluctuate through such influences
as age, experience and training. There will also
be hidden attributes - such as big game mentality
- that will become evident through coaching. With
the help of PFS, the intention is to create the
most accurate database available in any football
management game.
Research-identified
training as a weak area in previous versions of
CM. Many gamers chose simply to ignore the training
options, as tampering would often have a detrimental
effect on the team. Wholesale changes were made
for CM4, but many considered it too complicated
and again it wasn't exploited to the full. CM5
will offer a user-friendly training module, albeit
still with a comparable amount of detail. Training
schedules will be easier to implement, and BGS
has been working closely with a respected Premiership
coach who has designed optimised regimes for certain
areas. For instance, if you need to improve a
player's defensive qualities, a training schedule
will be set, with its effectiveness bearing a
direct correlation to the quality of your coach.
And if training still isn't your bag, you can
always leave it to your coach or assistant manager.
After
years of following matches through text commentary,
a brave new world was introduced in CM4 via the
2D overhead match engine. Generally a popular
decision, CM5 will utilise a similar approach.
However, the code has all been written from scratch
to ensure a quicker, smoother experience. During
a match, calculations will be made on-the-fly
based on player attributes. So when Ryan Giggs
comes up against a leaden-footed right-back, the
outcome will be decided on the spot.
There
will be several options for watching matches,
including the full 90 minutes (as opposed to the
truncated 64 minutes of CM4). Matches can also
be accelerated so an entire game can be viewed
in a shorter time, and the usual highlights and
text-only modes will also apply. Pitches will
deteriorate accordingly, and matches will be affected
by climate, which will be based on the actual
conditions of where the game is being played.
And for that big-match atmosphere, all-new crowd
noises are being recorded.
Unearthing
undiscovered players is a huge part of football,
and therefore of Champ Man. The scouting system
in CM5 is being tweaked to enable more specific
searches to be carried out. So instead of simply
trawling Scandinavia, you can set your scout to
look for players in a specific position, such
as left-back. However, if they do happen to spot
an outstanding striker on their travels, they
will be sure to inform you. More general searches
can also be instigated, such as for young players
or experienced pros coming to the end of their
careers. Scouts will also have a professionalism
rating, so for instance an unprofessional scout
looking for a new keeper could unsettle the current
number one by his lack of discretion.
The tactics
screen has always been a success in Champ Man
but BGS is making subtle improvements. As well
as adding arrows for players to make runs, managers
will now be able to add further arrows instructing
players where to play the ball, into the channels
for instance. So if the opposition is playing
three at the back, you can instruct midfielders
to play it wide for someone to run on to. A wide
array of default formations will be available,
with plenty of scope for tampering by those of
a more tactical persuasion. A big criticism of
previous versions of CM is that your players often
didn't appear to be following any of your prescribed
tactics. A new approach to the match engine will
ensure that this area will be noticeably improved.
As anybody
who knows anything about football is aware, managers
have no say in setting ticket prices, selling
scarves or deciding how much salt to put on the
chips in order to make fans thirsty so you can
sell more drinks (as happens in more frivolous
management games). Rest assured that CM5 will
not be going down that road, and the finances
will follow largely the same model as before.
You will be given a transfer budget, a wage budget
and informed of expenditure, income, profit and
so on. This will also effect the Board Expectation.
And for the first time we are introducing Manager
Expectation. So, for example, if the board expect
you to qualify for the Champions League, you could
claim that you're planning to win the league,
as this may increase your job security. Likewise,
you can talk yourself down in order to get a more
realistic expectation from the board, and hopefully
some more cash.
A fully
realistic transfer model is being employed, encompassing
an array of factors including finances, reputation
and player personalities. Buying players will
be more than a case of simply offering the cash,
so attempting to lure Ronaldo and Zidane from
Real Madrid to Chelsea will not be a formality.
You will first have to establish yourself as a
decent manager with the potential to win major
trophies, and the loyalty of the players in question
will also prove a key factor. As of course will
their wages. The entire game is being programmed
from scratch and through careful organisation
of the code, one of the main goals is to provide
a noticeably quicker game. And of course, one
with less need for 'enhancement packs'.
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