Excerpt
Prologue
I am, for the purposes of this experiment, Juan Day, a 40 year old former Sunday League Footballer with a Scottish father and Puerto Rican mother. I am a football manager, in my first job at Lincoln City—a small club in the fifth-tier of the English football league. I know nothing of this club or its players. But if I take it one day at a time, I might just succeed.
I'm no stranger to this game, however. I am also, for real, Richard Moss, a 25 year old freelance writer and Football Manager addict. This is my experiment in playing the game under a strict limitation of one in-game day for every real-life day.
I hope that you'll join me.
Why am I doing this?
Sports management games, more than most other kinds of video games, are predicated on wish fulfilment and role play. Many sports fans wish they could control their favourite team; we all want to believe that we'd do a better job than the person in charge, even if that person is as successful as Alex Ferguson. We despair when key players or promising youngsters leave, scream obscenities and call for management blood when our team falters, and insist we know the best players to sign, tactics to play, and substitutions to make
And we like to think our successes in games such as Football Manager prove we could do it. But we play these games under highly unrealistic conditions. We expand and contract timelines to fit our wants and needs. We stop halfway through a match to study tactics online for two hours (or think about how to turn the score around over lunch), then fly through three weeks in an hour.
What if we couldn't do that? What if we could only play one day, per day, and never pause matches? How would this affect the experience? Would it feel more or less authentic? Would player engagement increase or decrease? I can't wait to find out.
The Rules
I have three rules for this experiment:
1) I may only play one day in-game on any given day of real life. When the game clock ticks over to the next day, I must exit immediately. I have autosave set to daily and a fixtures screen showing up every morning to ensure this works.
2) I may not spread one day in-game across multiple days of real life. It must always be a one-to-one relationship.
3) I may not pause matches, but I can alter the match speed and highlights level (text commentary, key, extended, full) however I wish. I also have a self-imposed twenty minute time limit for half-time breaks, in keeping with real life.
The Method
This story is written in two voices, from two perspectives. One is as Juan Day, a clueless manager thrust into managing a real team when he's only versed in the fantasy world of video-game football. The other is me, speaking as a veteran player of the game. I will step outside the story to provide analysis of Football Manager 2012 and its peers, to explain the finer points of a football management game, and to talk critically about both this experiment and the lessons I've learnt. Whenever I'm talking, the entire paragraph will be italicised like this sentence; Juan Day's diary gets the standard formatting.