coach deen - "Look, if you've never played football above maybe a JR. High level, I can understand your argument. The truth is players play above and below there talent level at times for a number of reasons. In a game like GD the only way to sim this is to allow a player that has attributes of 50 to play at a 55-60 level maybe 10%-15% of the plays and a 40%-45% 10%-15% of the plays. The other 70%-80% of the plays he plays at his normal 50. I promise you this would mirror real football much more than a 50 player playing at 50 all of the time..."
So the "inferior team" should play over their head 10% to 15% of the time and slump 10% to 15% of the time. So probabilities in a game with a (50 to 60 ratings difference) would be that 2.5% of the plays would have the inferior team playing above the superior team, 12.5% with even play, 10% with the superior team having less than 10% advantage and 75% with the superior team being superior by > 10%. I could live with that. But at present, as dewagne brings up - the superior team should produce above average results vs the lower team 75% of the time. But we do not see that at present. We see inferior teams always being able to compete with better teams, and better teams having to play and out plan the game engine rather than being able to game plan the opposition. So in a 50 play game, the inferior team should post a Rudy moment 1 - 2 times, play even or average 12 - 13 plays and get run over for 35 others. The closer the values, the more overlap
of the ratings skew, but the greater the ratings difference even with one team "playing over their heads" , that 2.5% of superior play by the inferior team will disappear. Also, for what you counter with regarding game planning, if the superior team game plans better those differences would increase further and the inferior team would be left squirming.
So why muddy the water with artificial mental moments for one team or the other. Recruiting for a player advantage will always be more important if this game relies on player ratings to produce results. We could always go to a generic player rating profile for each position and every coach starts with recruiting players with the exact same values and then turn the game into a game planning/practice planning competition. With the way the randomness of the engine is now having to either sell out for the pass or run, we would still be arguing many points regarding why my version of the WB can't succeed against your version of the 4-4 or other blah blah blah.
Straight up, ratings matter, better ratings make better outcomes, big rating differences make bigger outcomes. No fuzziness, no feel goodies, no Rudy moments.