“The goal stands!” exclaims Martin Tyler as the crowd at the Santiago Bernabéu rains exaltations of joy over the pitch. Cristiano Ronaldo shakes his head in frustration; the keeper retrieves the ball, and sets up for a goal kick.
The above sequence has never happened in an actual soccer match, but it happens too often in EA Sports’s latest approximation of actual soccer, FIFA 12. Which is to say it happens at all.
The glitchy sound design in the most recent installment of FIFA is a nuisance. It’s not broken so much as temperamental. Two or three times per match, the AI that selects lines of commentary misreads a play and provides the wrong cue to the recorded voices of Martin Tyler and Alan Smith. This means, when set up for a corner kick, one might hear Tyler mutter “Not a good corner!” before the kick-taker has even struck the ball. Or a defender will intercept a pass, scuff the ball some four yards upfield, and right as the ball is settling onto an attacker’s foot, the commentators will praise the fullback’s clearance.
These moments are both silly and frustrating—chunks of absurdity spliced into a world that has a Pinocchio-like desire to be real. The game designers at EA Canada, like ambitious cartographers, want to recreate professional soccer down to the flecks of mud that fly up on a slide tackle in the rain. Minutiae, really. Minutiae is sometimes just the yellow hue beneath the rim of a fingernail, but it’s also something with which one becomes concerned when one discovers that realism isn’t composed solely of ball physics and player models. Or weather effects, or referee tendencies, or crowd chants, or any of the other features FIFA has added over the years. Trying to recreate soccer—not something very similar to soccer, but the game itself—is like attempting to photorealistically map an ever-expanding mole colony. As soon as one has ostensibly sketched out every tunnel, eight more have been constructed. This type of cartography is the hobby of self-flagellators.
Designing a sports title might not be a fool’s errand, but it’s impossible to do perfectly. The goal of sports videogames is literally unachievable: they seek to replicate reality. In no other game genre do developers toil to create what already exists. Even games allegedly based on actual events (say, Call of Duty: Black Ops) use fact as a spool around which they weave fictions. I’m sure the developers of Black Ops labored to ensure that the correct bullet-y whizzes and pangs rattle through a gamer’s television speakers as they work their way through a corridor, but the faces and tendencies of one’s fellow soldiers are not the faces and tendencies of Cold War Era special ops agents. Even if they were, practically no one would know, since military conflict is not a spectator sport broadcast to millions the world over.
The EA employees who develop the FIFA series intermittently brush up against the edges of reality. There are moments within matches in which, as with every great videogame, the gamer is pulled through the television screen and walks among the little character models darting around the game world. In FIFA’s case, Old Trafford is subdued as Swansea are holding the scoreline, admirably, at 1-1 in the 81st minute. The ball is being knocked around midfield as Chicharito starts a diagonal run, and, before the Swansea midfield can close down Tom Cleverley, he chips the ball about five yards beyond the speedy Mexican, who catches up to it and slots a low drive into the corner of the net. The gamer, in concert with his team of overmatched footballers, frowns dejectedly.
The feeling of helplessness that frequently accompanies competing against superior talent is palpable in FIFA 12. Fixtures against juggernauts are nerve-racking and often dispiriting, just as they are in real life. Even if some god-hand could control the movements of the Swansea back line, Chicharito would probably still run through it like a child through a cloud of bubbles. FIFA gets a number of other things right, like Nani’s tendency to take on defenders with audacious dribble moves and the way Cristiano Ronaldo huffs like an irritated thoroughbred as he stands over a free kick. Italian referees officiate the game more strictly than English ones, and Barcelona play a possession game full of quick, short passes and perpetual movement.
Earlier this year on RoP, Supriya Nair, while discussing the possibility of understanding Xavi through playing FIFA, sort of whimsically imagined a universe in which sports videogames, like an exponential function finally hitting infinity, become so lifelike that the difference between representation and object becomes superfine. One imagines tawdry Friday SportsCenter segments wherein Cyborg John Buccigross narrates highlights from a Madden showdown between the Steelers and Ravens, the camera intermittently cutting to reaction shots of both teams huddled around a flatscreen, perspiration collecting on their furrowed brows as the polygonal showdown predicts with 94% accuracy who will win the actual game in two days’ time. In this fantastic future, living room footy stars would, in theory, have a firm understanding of what it’s like to be Cyborg Xavi or whomever.
Even in the cyborg-less present, playing FIFA, for many of us, offers a clearer insight into what it’s like to be Xavi than participating in an actual soccer match. Like a rat squeezing its body under a car’s hood, FIFA gets into the machinery of Plato’s Theory of Forms and leaves it a smoking mess. When you play FIFA, you’re playing a flawed-but-eerily-accurate representation of association football, one that’s significantly more similar to association soccer than the kind you might play in a park. If we’re operating under the assumption that Xavi’s skill is so immense that he flirts with the metaphysical idea of a central midfielder, then it’s strange that a mere representation of soccer (FIFA) might better help us understand what it’s like to be Xavi than lacing up a pair of cleats and playing midfield in a neighborhood pickup game. But it’s true. Because most of us, when on a soccer pitch, are nothing like Xavi; a game that brushes up against reality as often as FIFA can perhaps teach us what it’s sort of like to be Xavi. At the very least, it endows us with his ability and precise estimations of his teammates and opponents, if not his thought processes or his vision. Maybe if we jog a few miles on the treadmill, place the player lock on the diminutive Catalan, switch the camera angle to field level, turn the sound all the way up, and have a few friends yell obscenities at us in Spanish as we (as Xavi) move around the virtual pitch, we might learn a bit about what it’s like to participate in a Clásico at the Bernabéu.
Though I’m not sure that’s why we’re playing in the first place. FIFA is probably somewhat edifying, but that’s not its main draw. I’ve never thought I better understood why José Antonio Reyes plays the way he does because I’ve scored a few hat tricks using his virtual avatar, nor have any of the hours I’ve spent twirling analog sticks and mashing buttons been an attempt to find out. And realism? It’s important, but not paramount. One doesn’t sink an afternoon or eight into a soccer videogame because it mirrors reality, just as someone doesn’t buy a painting to marvel at the lifelikeness of its subjects. If you wanted to stare at something that looked a lot like a bowl of fruit, you would just go to the supermarket. The realism for which titles like FIFA strive is a window into something nearly all games want to establish: an intimate relationship with the gamer.
Because the purest reality is a knife with innumerable serrated kinks running down its blade. Reality is where Villareal and Valencia sell off their best players each summer due to financial hardship, and if we know what it’s like to be Marcelo or Yaya Touré, we know what it’s like to be racially defamed. Instead, we want a sandbox that feels real. We want agency where we would normally have none. We want the serrations of reality rendered smooth. We want losing 4-0 against a rival to sting, not scar. The ideal sports title provides the gamer with a world that’s deceptively realistic, but then it gives them the privilege of manipulating that world. Being a sports fan is an exercise in anxiousness, because a fan can’t actually do anything to affect what he or she is watching. The ideal title expunges that anxiousness and replaces it, ostensibly, with a sense of responsibility. It asks questions of the gamer. If you had Xavi’s passing ability or Drogba’s aerial prowess, how would you use them? And the gamer discovers that this responsibility is simply a different strain of anxiousness. The game wraps itself around the gamer, and the gamer flexes their elbows a little uncomfortably.
So when Alan Smith praises a striker’s poise after the ball has flown over crossbar, he shouts You’re playing a videogame! at the gamer, which is jarring and irksome when one is ensconced in the pseudo-reality a close FIFA match creates. These infrequent glitches in sound design are emblematic of the futility of the task at hand. No matter how stellar a sports title is, it can never be correct. Portions of the map will always be blurry. The team at EA Canada gathers its instruments each year and sharpens a few of these blurry patches, knowing they will fail to sharpen others. This variety of cartography is for self-flagellators, after all. And meanwhile, bathed in cheers so genuine they sound sarcastic, the gamer is forced to shake the disillusionment from his or her joints. The crowd at the Almost Santiago Bernabéu grows restless.
Colin McGowan is a writer and comedian living in Chicago. You can follow him on Twitter @cs_mcgowan.
Read More: Pixel Dramas
by Colin McGowan · November 18, 2011
“We want agency where we would normally have none.”
“a game that brushes up against reality as often as FIFA”
Really?
http://www.ea.com/uk/football/videos/ugc/98255923
http://www.ea.com/uk/football/videos/ugc/95194249
I initially misread “Plato’s Theory of Forms” as “Pirlo’s Theory of Forms.” It’s somehow more fitting.
I find myself drawn back to the 8-bit forms of my youth, as the desire to be real finds itself pinned against the exact phenomenon you describe here. When it approximates reality well, it’s almost creepy. But then something odd happens, and the curtain drops, and eight hours have passed and your throat is parched and all you can see when you close your eyes is Xavi holding the ball and figures moving in every direction.
Well done.
First time I ever played Fifa 12, I went up against my friends West Ham as Arsenal (He’s a delusional fan). Going into the dying minutes, I was losing, 1-0. I couldn’t figure out how to attack without losing the ball the second I stepped into his half. Then, I had Robin van Persie almost break through. He got trapped by 4 hammers before dejectedly passing the ball foreword to nobody in a desperate, and unsuccessful, bid to keep going. Out came Green to calmly fend off the slight danger. And then, the most amazing thing happened. Nolan came down, from offscreen, to blast the ball into the bottom right corner, past a shocked keeper. 1-1-. Greatest Own Goal Ever.
So true. I have FIFA 09 and these glitches are familiar: “Kuyt” is pronounced more like “quiche,” my striker was dispossessed 3 seconds ago and my opponents are on the counter when the announcer shouts And he’s through on goal! Doesn’t bother me, though, it makes me laugh. Love Run of Play. Keep writing!
Xavi sucks in FIFA.
Nice article, but PES is better.
@theironlung Nice comment, but I prefer Linux.
It really is a fine line, isn’t it? On one hand, I appreciate the ability to sign Ganso from Santos while playing as Saint Etienne (something all but impossible in real life), but its infuriating to see AC Milan spend 50m to sign Xavi from Barca (equally impossible).
Great read.
So, is this where I come to learn how to score a goal in this game? Cause, man, I really hope it is.
The Newcastle/Swansea Equivalency serves well as a textual representation of your thesis. Perhaps, however, the FIFA Reality is precisely why people play FIFA, since, after all, Pro Evolution Soccer is still criticised, and sells less, partly because to their own lack of official licensing, which induces a comparably absurd, inferior, Unreality, as London FC line up against North London White. The Reality of FIFA, however, is ultimately misleading, since their claims to be the Real Football Simulator have constructed their own standards which Reality cannot hope to emulate, in a manner similar to the false expectations induced by numerous, inexplicable YouTube Compilations. In reality, Barcelona are brutally efficient, rather than effervescent; whilst the Noisy Neighbours are the embodiment of this artificiality, as comparisons are repeatedly made between their own squad and the fictional, user-defined, squads of Football Manager. The Reality of FIFA has given the power to the fan to control the play, which he refuses to give up in Reality. They say that the trouble with Arsenal is that they always try to walk it in, because of their own belief concerning how the game should be played. I think the modern day fan shares this same mistaken belief regarding how they believe the game should be played, a belief induced by the likes of FIFA, and YouTube, and Match Highlights. All too often, the reality of the product fails to live up to the expectations induced by today’s share-first/Meme culture as the Beautiful Game suffers because of The Hyper-Beautiful Game that purports to be real. Perhaps, if were all to play as London FC, we wouldn’t feel as disappointed when Chelsea do inevitably fail to win the Premiership, whilst Torres fails to score 47 goals to take the Golden Boot.
@MuffledEwe Attack the cross, MuffledEwe. Attack it with venom.
“Designing a sports title might not be a fool’s errand, but it’s impossible to do perfectly. The goal of sports videogames is literally unachievable: they seek to replicate reality.”
Stop. Go and play Sensible Soccer.
Unfortunately the rest of the article basically depends on this hilariously flawed assumption.
What exactly is Xavi without “his thought processes or his vision”? Perhaps this is why, as Shann so concisely puts it, “Xavi sucks at FIFA”?
@Raus I’m with you on this.
It’s a bit of a long watch, but those who are interested should check out Professor and Videogame Theorist Ian Bogost’s presentation on sports games:
http://www.arimba.com/frog/1
What he gets at is this: the makers of these games aren’t trying to create reality, they are trying to create FIFA 12. FIFA 12 has its own set of rules and commands players must learn in order to master the game, and in this case, they run parallel to reality. Look at a game like FIFA Street for an example of a place where the lines of reality and the intentions of game makers run askew. The differences are nuanced, but apparent nonetheless. Someone who engages with the media of FIFA 12 isn’t learning about or playing soccer, they are learning about a brand new game entirely.
“Sports videogames aren’t simulations of sports, rather, they are variants of sports.” – Ian Bogost
The jarring commentary glitches are why I tend to change the commentary language to one I do not understand. Highly recommended!
@Omo Why stop at the game? I would argue that commentating in real life has even more jarring “glitches” than FIFA could ever conjure up.
Be it the thinly-veiled racism (black players are “powerful”, but white players are “skillful”), the outdated understanding of tactics, the poor grasp of even basic rules, or the subjectivity bordering on fanatical nationalism; I invariably opt to watch matches in another language these days.
@Omo Spanish commentary is the greatest. The greatest. It adds months of life to the game. “Golaaaazooooooo!”
I bought FIFA 12 and immediately turned it to Spanish, and then turned commentary completely off. I don’t ever really listen to it.
Pop in headphones and crank something on your I-Pod. Much funner to me than listening to Martin Tyler and Alan Smith insult every cross I don’t finish
@Raus “Stop. Go and play Sensible Soccer.”
That’s like saying, if one were dissecting the flaws for Assassin’s Creed. “Stop. Go and off a real person.”
I think it’s fair to make the assumption you regarded as hilariously flawed. I concede that the more appropriate challenge is that the goal of sports video games is not to replicate reality, but give the user control over a world that replicates reality. In the context of this article, it is the same.
@theironlung pes is a childs game, fifa is a mans game
Nice article.
Ever thing that perhaps Fifa doesn’t have any glitches at all – it’s just that Alan Smith consistenly provides horrible and incorrect commentary?
Probably not.
But I for one am willing to lead the charge to get Andy Gray back into Fifa. Don’t get me wrong, I know that Gray got caught saying some pretty awful things but hasn’t the punishment gone on long enough? In a footballing world where Joey Barton has been forgiven for his misdeeds on numerous occasions and Titus Bramble may make Sunderland’s bench this week after getting arrested for sexually assaulting a woman (and having blow on him) a few months ago, why Andy Gray continues to be bannished is beyond me.
I miss that voice.
Late to the party…..but the word you guys are looking for is “hyperreality”, the word I read the EA exec use to describe the environment they’re trying to create in their games. Taking the realistic elements of the game, then allowing some of the more fan-friendly fantasy elements that tend more toward how players would like to play the game.
In terms of Madden football, that meant allowing players to successfully run more fake punts and field goals for instance….plays that aren’t effective or efficient in real life, but are fun aspects of the game that players like to use more than real life coaches.
I agree “It’s a bit of a long watch, but those who are interested should check out Professor and Videogame Theorist Ian Bogost’s presentation on sports games:”