Football Manager 2012: What we want to see

This is our list, but what do YOU want to see?

Football Manager often rides high in the PC charts but would never jump onto a list of gaming's greatest if you were to ask the hardcore about the first titles that popped into their head.

Perhaps that's because it requires a love of games and football as well as a lot of patience, a willingness to press the space bar a lot and a person forgiving enough to get over the fact that it's essentially a lot of glorified spreadsheets.

For those that get Football Manager, though, it often rallies passions inside that no other game can. So addictive is the management sim, that It destroys relationships, educations and careers. For that, Sports Interactive, we thank you.


Although it has been described as gaming crack in the past, it still isn't the perfect blend. Here's what we want to see in the next...erm... batch.


We can only imagine some of the rousing speeches the world's greatest and most inspirational managers have had to give their squad to turn around a game at half time.

We can bet they drew on more than five crude emotional responses as well, yet that's all Football Manager provides, more or less.

At the moment we have the option of being angry with our team, disappointed, encouraging, pleased or thrilled. It's a system that works just fine and has some depth in being able to choose one of the five for individual players depending on their personality.

But it could be so much more. We want to be able to tell the players why we're angry, we want to remind them of specific performances that we think they can replicate again.

We want to tell them to avoid complacency (which we can already do) but we don't want them to take that the wrong way so we want to express how happy we are as well.

By allowing us to combine a few team talk responses, the system could be improved ten-fold, but there's so much potential on top of that as well to put together something resembling a whole dialogue tree.

Why doesn't Sports Interactive adopt a similar approach to its own player interaction system for example and how conversations develop back and forth between manager and player.

We'd love to criticise the team at half time only to have the captain pipe up and say why the lads are struggling out there so that we can come up with a solution together.


We talk up the player interaction mechanic but, although it is a massively useful addition to the game, it too is limited.

When a player has a problem; contractual, personal, or otherwise, it often feels like a bit of a gamble for us as to how he will react to one of the few course of action we have in front of us.


Will he back down if we play the hard man or will he just get more argumentative? You can get some character traits from the player's profile and make an educated guess but it often isn't enough.

Dealing with uncertainties like that is probably part of a manager's job, though, so it's not the main problem. Our biggest gripe is that if a conversation doesnt go well the player will flat out stop talking to you within a few misunderstood sentences.

It'll be difficult to make a perfect system, but we need more dialogue options to have a more nuanced and reasoned bargaining system and we need ways to bring players back from their angry time when they shut up shop.

We'd also like to be able to talk about a player's happiness when he has low morale, we want to be able to talk him out of a goal drought and maybe even try and talk him out of moving to a bigger club when he's been handed a contract by someone else.

  1 2