EA has stated that FIFA 20 will be much better than FIFA 19 in terms of gameplay. but that’s something that they always say. So to see whether or not there are any big changes, let’s see what they’ve showcased this time.
Updated Set Pieces
The updated setpieces allow you to aim better while putting more emphasis on the timing and power of the shot. You also have more control on the type of spin you want to put on the ball.
Better 1v1 Ball Control
There’s more emphasis on 1v1 encounters now which is done by giving you better control offensively and defensively. Attackers have better strafe control and ball control while Defenders have better-tackling thanks to the Active Touch Tackle.
Improved Ball Physics
Better ball physics leads to the ball reacting to the different bounces and spins. The shot trajectory has also improved because these changes which change the behaviour of the ball during Curling shots, Dipping free kicks, and Knuckleballs.
“The new and exciting partnership with Konami will see the eFootball PES series have exclusive use of Juventus intellectual property within console football video games, including the team name, the crest, and official kits.”
This partnership means that for the first time in FIFA’s history they won’t have the license to Juventus and have them in their game in an official capacity. The club and its players will still be available in the game.
Piemonte Calcio is the name chosen by EA to replace Juventus and they’ve also developed a new kit and badge for the club. The players will still be in the game and will retain their likeness.
This is another step that Konami seems to be taking to somehow rebrand the image of PES especially after they changed the name of the game to eFootball PES. This isn’t the first time they’ve had an exclusive deal like this.
They’ve also had such deals with Barcelona in the past but only for their stadium, Camp Nou. Similarly this year, Allianz Arena which is home to Bayern Munich is also exclusive to PES 2020. PES still seems to be playing catch-up with FIFA and it’ll be interesting to see if and how this change affects sales of both the games.
With the recent craze of Battle Royale games like PUBG and Fortnite, video games have gotten even more into the limelight. While loot boxes are a topic of heavy contention with different viewpoints, governments and regulatory bodies have their own stance about it. Because of this very recently members of the UK Parliament sat down with representatives of Epic Games and EA to hear their views on certain topics and let’s just say that some things that they said during it were quite interesting.
When asked about what the companies thought and felt about loot boxes and whether or not the companies think it is ethical, EA was the first to talk about it. According to the EA representative, EA doesn’t use the term “Loot Boxes” and instead call them “Surprise Mechanics”. She likened it to Kinder Eggs where you get a surprise regarding what’s inside and she stated that people enjoyed the element of surprise, especially players who play FIFA and Ultimate Team.
She further went on to state that the “Surprise Mechanics” were fun and quite enjoyable and says that she doesn’t believe in the fact that Loot Boxes or “Surprise Mechanics” lead to gambling. According to her, the way EA has implemented loot boxes in their games is 100% ethical and that they have no qualms about it.
Throughout the entire meeting when asked pressing questions, Epic Games were very deflective and evasive as they would beat around the bush instead of actually answering the question and were even called out by an MP who asked them if they were coached to answer because of how they responded to questions.
While some of the questions asked were alright, some of the questions that were asked made it quite clear that the person wasn’t well-versed with video games and didn’t know much about the companies and topic at hand besides a few articles that they had opened up.
This begs the question that why isn’t there some sort of committee made up of people who know about the industry and are also well-versed with the technical aspect of it so that when such meetings take place, companies can’t just beat around the bush or talk their way out of it by throwing around technical terms.
The EA representative claiming that EA implements loot boxes ethically clearly doesn’t remember the Battlefront 2 debacle that occurred at launch. While the microtransaction aspect of the game has since improved, EA and other companies certainly seem to push microtransactions in subtle ways, especially towards pre-adolescent and adolescent teens.
There were a lot of other topics discussed during the meeting like whether or not they tracked how long players played a game(both companies replied they didn’t) and about addiction, parental control, and gambling which you can check out for yourself and see how bad some of the questions were and how evasive the responses were. The meeting is linked below and goes on for a bit over 2 hours long.
If you’ve played any of the recent FIFA games, online or offline, you probably have noticed how during certain occasions the game suddenly starts to feel off. Either your passes and shots are misplaced, your AI teammates act very dumbly, you keep hitting the post or maybe a player seems to have boosted stats during a match. Well, it’s not just your mind thinking that because the game might actually be making it harder for you based on a patent by EA themselves.
This patent that was first found by Juan Pablo caught a bit of traction after Youtuber jerrysoh619 made a video about the patent who discussed what was in it and how it affected FIFA. The video is linked below and contains mature language as the person in the video seems pretty livid with this patent.
We took a look at the Patent ourselves and decided to talk about all the points that we found interesting and how it would affect your FIFA gameplay. So let’s begin.
The Dynamic Difficulty Adjustment System
Dynamic Difficulty Adjustment is what this patent is called and its name makes it pretty clear as to what this system aims to do. The basis of this system is to get players to play more as seen from this statement in the first block of the patent:
All the quotes taken are excerpts from the Patent itself along with their block number in case you want to go through it yourself.
 “The longer a user plays a particular video game , the more likely that the user enjoys the game and thus, the more likely the user will continue to play the game.”
If a player plays a game for longer periods of time, especially if that game has microtransactions, they will most probably spend some money. So how do they ensure that the player plays the game AND spends money on the game? They dynamically adjust the difficulty to stop it from getting boring.
 “Often, games that are too difficult or too easy will result in less enjoyment for a user. Consequently, the user is likely to play the game less. Thus, one of the challenges of game development is to design a game with a difficulty level that is most likely to keep a user engaged for a longer period of time.”
The first description of this system which aims to get people to play for longer periods of time by changing the difficulty level to make it either easier or harder.
 “With some implementations, the modified execution of the video game is undetectable by the user.”
In some implementations of this system (which seemed to be almost the majority), the user won’t be able to tell when the game’s difficulty has been modified because it won’t tell the user.
 “Before or during game play , the prediction model is applied to information about the user to predict the user’s expected duration of game play. Based on the expected duration, the system may then utilize a mapping data repository to determine how to dynamically adjust the difficulty of the game, such as, for example, changing the values of one or more knobs to make portions of the game less difficult.”
One of the implementations of the system takes place either before the game starts or during it. This system takes into account a lot of different information about the user and then tweaks the difficulty(referred to as knobs).
 “Embodiments of the present disclosure can be used to modify various aspects of game state of a video game, which may or may not affect the difficulty level of the video game. For example, in a game where weapons are randomly dropped, if it is determined that a user prefers to play a game using a particular in – game weapon, the game may be adjusted to present the preferred weapon to the user more frequently . In some cases, such as when all weapons are evenly balanced, the type of weapon dropped may not impact the difficulty of the video game and thus, such an adjustment may be based on user play styles or preferences rather than difficulty level preferences.”
One of the use cases of this system is to change what items can be dropped in a game and to drop a weapon that is more favourable by the player to keep them in the game. This may or may not affect the game based on how weapons are utilized in the game. This example doesn’t really seem to signify anything FIFA related but the one below will make it clearer.
“Some other non-limiting examples of features of the video game that can be modified, which may or may not be detectable by the user can include providing extra speed to an in-game character, improving throwing accuracy of an in-game character, improving the distance or height that the in-game character can jump, adjusting the responsiveness of controls, and the like. In some cases, the adjustments may additionally or alternatively include reducing the ability of an in-game character rather than improving the ability of the in-game character. For example, the in-game character may be made faster, but have less shooting accuracy.”
This example is something that every FIFA player can somewhat relate too. Your players suddenly start feeling sluggish, players like Cazorla might outjump Ramos and your AI teammates might straight up act dumb. This is what this system can do and more.
 “Further, the knobs may include variables that modify the video game in a manner that is not perceivable by a user or is difficult to perceive by the user. In some cases, whether or not the modification to the video game is perceivable by the user may depend on the specific video game.”
Even more talk of how the “knobs” includes variables to finetune the change of difficulty of the game that the user/player won’t be able to notice in most cases.
 “In some cases, the adjustment of the difficulty may be dynamic and may occur during a user’s interaction with the video game. Further, in some cases, the difficulty adjustment may occur in real-time or near real-time.”
This right here makes it very clear that this system can work in real-time and can happen while the game is being played and is dynamic. The sudden change in how your team just turns into a squad of bumbling fools who may have never touched a football before happens in a matter of moments and this properly explains why.
 “In some embodiments, the prediction models are applied at the beginning of the game to determine how to adjust the difficulty of the entire game. In other embodiments, the prediction models are applied at different times during the game and/or at different stages in the game.”
Again, it’s describing how it can be changed during different stages of a game including the beginning. This could be why sometimes it’s easy to score a goal at kick-off while other times it doesn’t happen.
 “Further, the user clustering system may parse chat message data of the user to determine the user’s engagement level and/or how difficult the user finds the video game.”
This right here has me worried. Going through your chat messages to find out whether or not you found the game difficult or how you feel about the game seems quite unethical. It may be hidden in the user-agreement for games that people seem to always skip over so that’s probably how they got away with this. Still, this seems like an invasion of privacy and I really hope there’s a better explanation for this.
 “If another user does not have a problem timing jumps, but has trouble aiming a weapon, the difficulty configuration system may generate configuration values that make it easier to shoot objectives by making the hit area of a weapon larger. In some cases, both of these changes may be made without the users realizing that the game has been modified.”
Describing how attributes of the player and opponent can be changed on the go to make it a more enjoyable experience without the user recognizing that there’s been a change. Reminds me of sudden late comebacks in FIFA when you’ve been dominating the whole game.
 “In cases where the user computing system does not have a network connection to the interactive computing system , the video game may be configured to dynamically adjust its difficulty based at least in part on user interaction data stored in the user interaction history repository.”
And this system can happen even if you’re offline. It doesn’t matter if you’re playing singleplayer or multiplayer, online or offline this system can work. It can use your console, can be stored on disks and can be done on the server too.
After reading all this you might think to yourself that this can’t be happening or it’s too vague or that it doesn’t really ever talk about Sports games but mainly other genres of games so there’s no way it’s on FIFA. But here’s the thing, it’s almost extremely likely it’s on FIFA and we’ll tell you why.
FIFA is EA’s biggest revenue bringer and brought in about $800 million in net revenue from Ultimate Team in 2017 and has only gone up since. Now consider the fact that they want to use this system to make people play for longer and to spend money. You add 2 and 2 together and it’s pretty clear that this system has already been implemented in FIFA 19 and has been in the older FIFA games as well in some form or the other.
If you have been following FIFA for a while you might remember things like “Dramatic Moments”, “Momentum”, “Home Advantage” and such from the older titles which all aimed to dynamically alter the tide of the game.
So does FIFA really have some sort of scripting going on which screws with you or is it just you being bad, that’s for you to decide based on the information given above. If you’d like to read more about this, a tweet is linked below along with a link to the Patent which I highly suggest you read through because it goes over the Dynamic Difficulty Adjustment system in a lot more detail and is quite a fascinating read.
FIFA 20 will launch worldwide for PlayStation 4, Xbox One, and PC on September 27, Electronic Arts announced. A Switch version, titled FIFA 20 Legacy Edition, will be available on the same day, though details about what differentiates it are currently unknown.
Powered by Frostbite, EA Sports FIFA 20 brings two sides of The World’s Game to life—the prestige of the professional stage and an all-new, authentic street football experience in EA Sports Volta. FIFA 20 innovates across the game, Football Intelligence unlocks an unprecedented platform for gameplay realism, FIFA Ultimate Team offers more ways to build your dream squad and EA Sports Volta returns the game to the street with an authentic form of small-sided football.
■ What is EA Sports Volta Football?
Volta—meaning ‘to return’ in Portuguese—takes the game back to the streets with an authentic small-sided football experience. Volta moves you from the roar of the stadium to the rhythm of the streets in football playgrounds all over the world as you build your player, pick your gear, and express your own personal style.
Express your style in Volta with a custom-built gameplay system grounded in football realism. Inspired by the authentic small-sided form of football played in streets, cages, and futsal courts across the world; Volta gameplay immerses you in the flow of the street with new tools including simplified flicks and skill moves, new flair animations, and even the option to use the wall to your advantage.
Volta Football gives you countless ways to customize and personalize your player. From how they dress, to their hairstyle and tattoos, and new celebratory emotes, create your male or female player and showcase them across the various game modes in VOLTA Football.
Show off your style in Volta Football by equipping your player with the latest vanity items ranging from shirts, shoes, and sweaters to different tattoos and hairstyles. Unlock more vanity items as you progress through Volta by completing in-game challenges.
Volta Football brings football playgrounds from all over the globe to life. From an underpass in Amsterdam, to a neighborhood cage in London, to a Tokyo rooftop, VOLTA Football lets you taste the regional experience of the global game.
Play it your way
Customization is at the center of the way you play Volta Football. Play 3v3 Rush (No GK’s), 4v4, 4v4 Rush, 5v5 and Professional Futsal. In addition, Volta offers different sizes of arenas and environments with and without walls, giving you the freedom to play the beautiful game the way you want.
Volta Kick-Off: Take your favorite professional teams back to the streets and compete in a number of Volta locations and match formats. Play PSG vs. Lyon in Paris, the Madrid derby in the streets of Spain, or Chelsea vs. Spurs in a London cage.
Volta World: Build up your Volta team by playing through Single Player Matches against community generated squads in a variety of formats and locations. After each victory, recruit a player from the opposing team and build your squad up in terms of both skill and chemistry.
Volta Story: Take your unique player through a narrative driven experience, where you face off against various legends of street football from around the world. Earn rewards, customize your player, and recruit for your squad, culminating in the Volta World Championship tournament in Buenos Aires.
Volta League: Play your way through promotion and relegation with the online Volta League. The new player versus player formats places your team against others online, where wins lead to promotion into a higher division.
■ Game Editions
Standard Edition ($59.99) – September 27
Pre-order the FIFA 20 Standard Edition and you’ll receive:
Up to three FIFA 20 Ultimate Team Rare Gold Packs (1 Per Week For 3 Weeks)
Choose one of five mid-version ICON Items for 5 FUT matches
Special Edition FUT Kits
Champions Edition ($79.99) – September 24
Pre-order the FIFA 20 Champions Edition and you’ll receive:
Three days early access (play from September 24)
Up to 12 FIFA 20 Ultimate Team Rare Gold Packs (one per week for 12 weeks)
Choose one of five mid-version ICON Items for 5 FUT matches
Special Edition FUT Kits
Ultimate Edition ($99.99) – September 24
Pre-order the FIFA 20 Ultimate Edition before August 5th and you’ll receive:
Untradeable FUT 20 Ones to Watch Player Item
Three days early access (play from September 24)
Up to 24 FIFA 20 Ultimate Team Rare Gold Packs (two per week for 12 weeks)
Choose one of five mid-version ICON Items for 5 FUT matches