One of 2012's Best Sports Games Might be This Cute Football Sim

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In late 2010, developer Kairosoft released one of its older mobile management games, long out in Japan on standard phones, in the West. That game was Game Dev Story. And it was brilliant.


Following on from that title's success, the company has slowly but steadily been bringing more and more of its catalogue to Western smartphones, and now offers time-destroying management sims covering everything from shopping malls to holiday resorts.

There's even an adorable little football management sim. Which, very quietly, may end up being one of the sports games of the year.

Pocket League Story is like Football Manager stripped to the basics and doused in cuteness until its soaked to the bone. Taking charge of a fictional football side, which you can name, your goal as manager is to rise through the ranks, going from crummy little regional tournaments right through to winning the World Cup.

You do this by gradually improving all aspects of the club, giving players specialised training, building and improving facilities and holding special events like overseas tours to drum up sponsors and support.


So far it sounds like another shitty freemium game, where levelling up your players and buildings costs money, but no. And that's what's so great about Kairosoft's titles. Because you pay a few bucks up front for Pocket League Story, your progress never feels like it's being held hostage, or will set you on a slippery slope towards spending more and more cash. You just pay, and play, and enjoy.

While it's not a proper football management sim, with things like formations and tactics implemented on a rudimentary level, there's still plenty to keep you busy, as you can sign players, negotiate new sponsors and hire and fire coaches. This simplicity is part of the game's charm; you always feel like you're busy doing everything, but you never feel overwhelmed.


The best part, though? The fast, inspirational/devastating real-time boradcasts of your team's games, where you sit helplessly by and watch as they win or lose without you being able to do a damn thing about it. They way they all sink to their tiny little knees when conceding is heart-breaking.

Pocket League Story is available on both iTunes and the Android Marketplace.

Pocket League Story [Android]

Pocket League Story [Apple App Store]



So me and my friends are building an iPhone game, and we had our first big argument. It was about halfway through development we began to plan the demo (free) version vs the full paid 99c version. I said the demo should just have a few levels of core game play to show what people would pay for, and the full version would just include everything (updates as well) for just 99c up front, and no additional costs.

You would have thought I punched my friends in the face, they are not gamers like myself, they are programmers. One of them adamantly said we just give away the whole game for free but liter it with ads and just remove ads from the paid version (this was a slap to my face).

I need information to prove to these people not only this is a bad idea but something that gamers don't like, I feel dirty when I have a game littered with ads, even if I didn't pay for it (which I never do anyways support the devs spend the 99c).

I need opinions and hard facts supporting that ads suck and free demo and paid game are the way to go, please guys help me prove to these dudes that this is how iPhone gamers think, cause otherwise all my work on this game as the artist will be destroyed by a bunch of tacky and out of place ads.

ps. I wouldn't imagine ads make nearly as much as selling it for 99c anyway, is this a correct assumption?