news about the game design for the new football game

Nearly a year after the announcement date, GOALS developers have revealed the news of the game design on new game aimed at entering the football simulator market. There is a lot of information and a large part is dedicated to the description of how the players will be structured in the game. Let’s see the most interesting news about GOALS together.

GOALS believes that diversification is a fundamental component, therefore the goal is to make each player unique, while maintaining a relationship with them in the real world. The proposed solution is the “DNA” system, which will affect the statistics, potential and appearance of each player and can not be copied. This means that each player in GOALS will be unique and exclusively linked to the owner.

The game engine will randomly generate each player’s DNA, which will be assigned two different types of “genes”. The performance genes relate to the initial statistics and development potential of each trait, traits that depend entirely on the performance genes that the player will receive. There will be seven different main attributes – each of which will have its own genes – that will determine the starting stats and potential. Each gene will also provide a series of multipliers for the traits that underlie each type of trait, to explode players’ stats and potential. The multipliers will go from 1 to 10 and will have the function of determining how the players will grow during training (we will be able to “send” our players to specific training camps). The second set is the visual nuisances and relates, as the name suggests, to the aesthetic side: height, weight, build, but also haircuts and tattoos. These will be used to create the 3D model of the player in the game and the various illustrations for the game menus. The physical characteristics of the players can not be changed, but each GOALS user will be able to customize their players with cosmetic items, earned as rewards in the game and interchangeable with other users.

Aging System

GOALS will not have a cycle release structure like other games (there will not be a new version every year), which will make us lose all progress and start over. This of course means that after some time, each user will have a super team at their disposal and will have less incentive to improve it. To overcome this problem, the developers have therefore thought of a Player Aging System that will work this way: the players will be generated in the game with different ages (the older the age, the better the initial stats), it will then be up to users to decide which and for how long they want to keep or bring to market, to be able to decide whether to focus on the development of young people or to utilize the skills of veterans, who, however, will have less room for growth. There is still no information on what the aging rate of the players will be, but it is certain that at some point they will retire, forcing users to create new cycles of football players that increase the life of the game.

Some might rightly argue that it’s not best to see their efforts thwarted when their players retire, which is why the development team has thought of Legends. After retirement, each player will become a club legend and his stats will remain frozen at his “retirement”. These legends can always be used, however, with limitations: for example, in the official game modes, they can be used in a limited number, as it can also happen in some special tournaments. These constraints will clearly serve to promote a constant demand for new players and still preserve the value of the best players to create a balanced system.

We have mentioned them before and now we see them specifically. Player growth will not be based on gameplay (not to provide too much benefit to grinders or stronger users), but through training. Each user can send his players to the training camps to improve their stats, but beware: each player will be generated with a specific unmodifiable amount of “training points”, so it will be necessary to make careful choices of which properties to improved.

Once sent for training, each player will either stay there until he finishes, or will be moved to another training session or will be recalled to the team (in the sense that they can still be used for matches). Every day each player spends in the training camp will result in the loss of the aforementioned “training points”, and to avoid having to turn on their console or PC just to check the training, all these operations will be available via the accompanying GOALS mobile app .

Finally, there are the PETs, which are not pets, but the abbreviation of what can be translated as “tasks for exchanging players”. To keep player inflation under control (ie the growth in the number of players available in the market), each user will have the opportunity to swap – or rather, sacrifice – some of their players to obtain unspecified rewards. They will also cover the possibility of adding new players to your list, but specific details have not been given at the moment.

After some time from the announcement and from the first trailer (which did not show the gameplay), the development team has therefore given a significant update on the progress of the work. The solutions designed to stay in line with the idea of ​​the game – a triple A free to play cross-platform game focused on multiplayer – are original and certainly different from what’s on the market right now. Curiosity is rising, waiting to see something more.

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