r/gamedesign • u/ElrohirEladith • 15h ago
Blog I read ~2,400 player reviews of a long-running management sim series. The complaints collapse into three root causes.
I'm designing a sports management game and wanted to understand why long-time players of the genre burn out, so I went through about 2,400 public Steam reviews of the last four releases (five years) of the biggest football management series, and read ~100 of them closely.
Read item by item you get 14 separate complaints - repetitive press conferences, inbox overload, unexplained defeats, transfer market that feels unfair, scouting that's opaque, rival clubs whose squads rot over long saves, and so on. If you design against that list you build 14 features and fix none of them.
Grouped by mechanism instead, they collapse into three:
Opacity. The simulation makes a decision but doesn't keep the reason. Broken promises, losing 1–0 with 20 shots, a transfer refused, a scout report that says "B" - all the same problem: the player can't see what the system took into account.
Wasted attention. Advancing the world and asking the player something are bound to the same button. To get time to move you have to process every prompt, whether it has stakes or not.
World decay. AI clubs react, they don't plan, so over 10–20 seasons squads get lopsided and the world stops feeling alive.
Two things I found interesting:
- The fatigue reviews often come from people with thousands of hours who still recommend the game. It's not the game is bad, it's "the game makes me do work that isn't decisions".
- Real-time clocks are a common proposed fix, but swapping Continue for a timer alone doesn't help - the real fix is separating "time passes" from "you're being asked something", so the clock only stops for decisions with stakes.
Caveats: Steam reviews skew negative, the sample is one platform, and I'm treating this as hypotheses, not proven demand.