OBJECTIVE Gives Update: Earning Real Money Through Gameplay?

GOALS wants to compete with football’s top dog FIFA and has a number of innovations up its sleeve. Among other things, players must be able to earn money with the game.

In May 2022, it became clear what some fans had already suspected: a full release of GOALS will be a long time coming. There are always updates to the development process. In the latest part of the VLOG series, the focus is on the game design, which should also enable players to earn real money.

Trade in goods on external markets

Shortly after the start of development, the team behind GOALS announced that they wanted to take steps in this direction. Now it’s also clear how: “The structure of the in-game economy is actually quite simple compared to what we originally planned,” says lead game developer Frans Perers: “Basically, you play the game, earn reward points and can spend them use it to get different assets. These can be cosmetic items, cheers or players, which is probably the most interesting option. After getting these assets, you can offer them on the market and sell them for real money if you want .”

“Market” deliberately does not mean only an in-game market as we know it from, for example, FIFA. On the contrary, trading is also allowed outside the game. Here, users can sell their generated assets and are not only rewarded with a currency that is only used in the game. Instead, there are cryptocurrencies that can be stored in a GOALS-associated wallet and converted to real money.

Creativity is also rewarded

Another way to earn real money with the game should also be your own creativity. Kurt ‘Kurt0411’ Fenech, a former FIFA professional and game designer at GOALS, reveals what it’s all about: “We want to allow players to create their own jerseys and stadiums. And the best part is that they can earn licensing fees if we sign their creations and integrate them into the game.” So if your new creation makes it into GOALS, your cash register will ring.

When there is a trade-off between realism and game experience, we will always prioritize the game experience.

GOAL Lead game developer Frans Perers

However, the creators are not primarily concerned with making money for the players. After all, it is a video game that primarily has to bring one thing with it: fun. “GOALS’ game design tries to create a fast, fun game,” explains game developer Valerio Di Gregorio.

An undertaking which, according to Perers, sometimes has to be subordinated to realism: “The most important thing for us is to make a fast, responsive and primarily fun game. So whenever there is a trade-off between realism and game experience, we will always prioritize the game experience.”

What at first glance looks like arcade gameplay from the FIFA series, ‘Kurt0411’ wants to improve in key areas. For example, in relation to the AI, where the work against the ball is currently in focus: “How will the defensive AI behave towards attacking players who, for example, start runs. We have also started tackling, which is very exciting,” he summarizes hard. critic of EA SPORTS sums up his current area of ​​responsibility – and takes a small dig at the dueling behavior in FIFA, which is often seen as insufficient: “Now it’s about making sure that users can take the ball apart through tackles.” Something EA SPORTS doesn’t really have managed to do in recent years.

Inspiration from the market leader

Nevertheless, it cannot be denied that influences from the market leader could create GOALS. For example, in terms of game modes: “I would say it will be a weekly mode. The focus is on competition, but we also want to keep the game fun and make it very rewarding,” Fenech sums up the main online mode and openly admits. that you got inspiration from other eSports titles.

According to the former FIFA professional, casuals should also be sufficiently served for the release: “The game modes that we definitely want as soon as possible for the final game are of course one-on-one, and that’s why we’re working a lot on AI . But the five-a-side mode is also high on the list because it doesn’t need AI. It’s just five players against five players.” So users should get their money’s worth alone as well as with friends.

Generic players can be improved

There were also updates on the generic players, which are supposed to resemble real stars using a DNA system. “I’m happy to say that thanks in part to the community, there will be a player progression system,” announces ‘Kurt0411’. This was “not an easy subject” and currently needs to be “brought to the best possible condition”, but will be part of the finished game. Specifically, it should then be possible to improve certain player values ​​and thus possibly also increase the value of your own assets.

Here, the developers rely on variance: “Of course, not every single value can be improved, it will vary from player to player. So anything can happen. You can have players with values ​​that can all be improved – we call that “non-fixed” – and you can have values ​​that are permanent and don’t change.”

A system designed to create realism. “Very similar to real players who can improve in some attributes and stand still in others,” explains the Maltese approach, announcing further revelations about the improvements to make them more tangible.

Transparency in player values ​​and big ambitions

Basically, all values ​​are divided into six higher-level attributes. The names of these areas are not yet finalised, but Di Gregorio lets a classic classification shine through: “There will be six main attributes which will reflect things like speed, shooting, defence, passing and physicality.”

The secondary values ​​are more innovative, which the Italian gives an interesting insight into: “I think the most important thing for everyone is that we want to make these secondary values ​​as clear as possible, so that they always come with an input (the player, Note d. editor) is connected. So more than ever, users will be able to know what value is represented where on their controller.”

At this early stage, it is not yet clear how this will affect the gameplay. Although GOALS already presented the first pre-alpha scenes last fall, playtests or more detailed demos will have to wait a while. Maybe it’s a good thing that the developers are taking their time with it. After all, the demand for your own product is high: “Our mission is to offer the best possible football game on the pitch,” Fenech emphasizes once again.

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