Home
OS Scores Explained Front Office Football Seven Overview (PC)
Pros
Deep Text Sim; Accurate statistics and ratings; Fills a gaming need.
Cons
Dated interface and graphics; Steep Learning curve; Menus could be organized better.
Bottom Line
One of the few, and quite likely the best, professional football text sims on the market.
8
out of 10
Front Office Football Seven REVIEW

Front Office Football Seven Review (PC)


For all the hype Madden and the NFL gets each year, it's surprising that there are very few pro football text sims available. Even those available don’t get much press.

I’m not sure why, either. Football is as ingrained in statistics as baseball, and there are multiple quality baseball text sims produced each year. American football is more popular here in the states than football (soccer), yet there are at least two annual soccer sims that regularly get top billing on Steam.

However, for whatever reason, finding a football text sim is difficult. Perhaps the most “mainstream” was the NFL Head Coach series, produced for consoles by EA. But there’s been another option quietly gaining a following among football fans for over a decade: Front Office Football. The seventh iteration of of FOF was just released by the small company Solecismic Software; will Front Office Football 7 fill the pro football text sim niche?

Gameplay

As a text sim, you are put in charge of the daily operation of a professional football team, handling GM and coaching duties such as setting ticket prices, managing depth charts, and calling plays. Nearly every duty shared by either of those team roles is represented in some way through menus, text, and spreadsheets.

Front Office Football 7 attempts to simplify these responsibilities by breaking a year into phases: Staff management, Free Agency, Draft, Late Free Agency, Training Camp, Pre-Season, Season, and Playoffs. These phases are further subdivided, but basically you are guided through the season in a logical progression.

Finances and player ratings play an important part in the proceedings, perhaps more so than other text sims. There’s a nice emphasis on player knowledge (formations, etc) and personality. Even the end of season coaching carousel is represented through a “staff draft,” which, though not entirely realistic in form, adequately abstracts the myriad of coaching changes that take place each year.

In-game, the coaching options are staggering. You can call plays using a relatively streamlined screen, adjusting individual positions and assignments. For all of its complexity, however, it’s pretty easy to get a handle on how to manage an offense and/or defense. However, because of the amount of options, expect games in which you call ever play to take a significant amount of time.

While I’m not the world’s biggest football expert, I do follow the NFL pretty regularly; I could not find any significant aspect of the game that isn’t somehow represented in Front Office Football 7.

Presentation

Like many text sims, there is no graphical representation of players on the field; the action is handled through menus and simulation screens.

In-game, your competitions take place on a screen that looks like a scoreboard, complete with field markers and some basic stats. All “front office” stuff occurs in one of three main menus: Simulation, Roster, and Depth Chart/Game Plans. To be honest, these menus would benefit from some reorganization, as it will take you a while to figure out where exactly everything is located.

The Depth Chart/Game Plan menu alone is cluttered with almost 40 individual items, from formation usage to specific team depth charts (Nickel Formation, Offensive Line, etc.).

This speaks to the largest problem with Front Office Football: its graphical interface. I don’t think I’m exaggerating when I say that this game looks like something from the late 1990s. From clunky pixel-heavy icons to low-res background pictures, this game’s visual identity and user interface really belies it’s statistical accuracy and depth.

It’s hard to fault the small (one-man?) operation at Solecismic for skimping on visuals in a text sim; it’s not crucial that this game looks good. But at various points, the organization and lack of visual feedback cause some frustration for me. As one who has played the very spartan but extremely well-organized Out of the Park Baseball for years, it’s a disappointment that FOF is so lacking in presentation.

All of that said, there are a few nice touches that add personality to the game (though it’s easy to overlook them). First, is “Solevision” -- essentially the “NFL Redzone” channel distilled to a text interface. Watch play-by-play for any game during the week, switching between games if desired.

Also are a number of “publications,” like the “Grey Sheet” which analyzes top-free agents, or the “Green Page” which reports on top prospects. These are nice concise ways to view the most interesting players in the league without sorting through various team rosters.

Statistical Accuracy/Rosters

A few notes regarding players, teams, and stats. First, current NFL players are in the game with ratings accurate at the beginning of the season. Of the few players I studied in depth, none look to be wildly inaccurate in terms of their ratings, which are on a 0-100 point scale.

Secondly, all teams are in game, minus their correct nicknames. These are easily editable. However, there are no graphical logos (other than city names) to edit or modify.

Finally, in regards to statistical accuracy, everything I’ve simulated seems to be in good order. In fact, if you read the help file, you get some nice insight from the developer Jim Grindin on how the various simulation engines and rating systems were created, and what exactly he was trying to emulate.

Final Thoughts

Front Office Football Seven is a deep, accurate, intricate, complex, and realistic football text sim. It is also looks like it was made to run on Windows 95.

If the first sentence of that paragraph is all that you care about, this game is a definite purchase. The developer clearly puts his limited time and funds into the more meaningful portions of the game, and for that, what’s “under the hood” is stellar.

However, it’s the second sentence that may eliminate some of this game’s audience. Because the game looks so dated, the learning curve is steeper than it has to be.

Again, though, this game recreates enough of the intricacies and details of the game that climbing that steep learning curve is worth it. All told, Front Office Football capably fills the need for a true football text sim for the discerning fan.

Learning Curve: Relatively steep, even for a text sim. Made more difficult because of poor organization and user interface.

Online: While I wasn’t able to fully review this aspect of the game, it does have a fully featured suite of tools for commissioners and online leagues

Lasting Appeal: A very deep game with nearly unlimited replayability, especially if you devote the time to learn its inner workings. Would like to see a more customization options.

Value: At $40, it may seem a little expensive, especially based on looks alone. However, weighed against other text sims of its ilk, its content is of equivalent value.

Score: 8.0 (Great)

Scoring Note: If the game can get an interface to match its gameplay, this will be one of the premiere management sims on the market, as of right now it's kind of a novelty but a great one. If you have wanted more depth out of Madden's Franchise, this is worth a look in the dead period of sports gaming.


Member Comments
# 41 LingeringRegime @ 12/03/14 06:26 AM
Quote:
Originally Posted by RoDogz85
Are the rosters actually NFL rosters?
Yes real rosters.

You can also have randomly named players. I like that better actually, because you have to discover for yourself who the talented players are.
 
# 42 Ben E Lou @ 02/05/15 10:50 AM
FOF7 was released on Steam yesterday.

http://store.steampowered.com/app/344340/
 
# 43 shimshammy @ 02/27/15 08:42 AM
I got this game shortly after it came out and felt it was a huge letdown from the last FOF which was a game I put many hours into and was very excited when I saw this new version was coming out. The problem is that too many interceptions go for TDs, field goal kickers have far too low of accuracy on 40+ kicks regardless of their ratings, most draft picks stink and QBs underperform big time. The NFL hasn't seen passing like that since the 80s/early 90s.

The creator pretty much said he finds the real NFL's passing too video game like and not realistic so he decided to make his game....not realistic. I have no idea how someone can say real life isn't real but hey, that's what he did from a comment I saw him make about complaints of passing stats being too low.

Oh and the CPU can cheat with contracts by constantly renegotiating every single high priced player each year while my guys almost never renegotiate. I tracked a QB of a CPU team for a few years and every season he'd have the vet min for the salary with the remainder coming in a signing bonus. He'd have cap hits of 30+ mil before this and it just kept increasing and increasing yet there he was continually renegotiating pushing the salary into the next year on a perpetual basis and taking a bit more of a signing bonus each year. I also saw a team for a few consecutive seasons be 25+ mil OVER the cap and then after this renegotiating with players somehow have 15+ mil in cap room each time. That would never happen in real football.

Here's hoping the game coming from the OOTP guys will be great.
 
# 44 Ben E Lou @ 03/01/15 09:15 AM
FYI, a fair bit of your post is outdated or incorrect. A few points...

Quote:
Originally Posted by shimshammy
The problem is that too many interceptions go for TDs, field goal kickers have far too low of accuracy on 40+ kicks regardless of their ratings, most draft picks stink and QBs underperform big time. The NFL hasn't seen passing like that since the 80s/early 90s.
None of these statements have been true since Fall 2014, when version 7.1 was released. (Some of them were incorrect prior to that, even, but no point getting into all of that.) INTs for TD are right in line with NFL totals, FG kickers hit right around 70% of 40+ yard attempts, and league-wife QB rating is in the upper 80s with around 7.3ypa.


Quote:
Oh and the CPU can cheat with contracts by constantly renegotiating every single high priced player each year while my guys almost never renegotiate. I tracked a QB of a CPU team for a few years and every season he'd have the vet min for the salary with the remainder coming in a signing bonus. He'd have cap hits of 30+ mil before this and it just kept increasing and increasing yet there he was continually renegotiating pushing the salary into the next year on a perpetual basis and taking a bit more of a signing bonus each year. I also saw a team for a few consecutive seasons be 25+ mil OVER the cap and then after this renegotiating with players somehow have 15+ mil in cap room each time. That would never happen in real football.
Incorrect also. The AI uses the "Cap Out" option very frequently. This option is available to humans, and NFL teams use it so frequently that you won't read about it in the papers. It's simply moving the current-year salary into bonus so that it gets distributed over the rest of the contract. The renegotiation LOOKS like he's getting less money if you don't understand what you're seeing.

NFL teams routinely use this option; it's just that the cap reporting is a little different in FOF versus the NFL so you see teams free up $30M-$40M in one shot in FOF. A smart human player can do the same. The reality is that *EVERY* contract should be examined *EVERY* year for a favorable renegotiation or cap out. The game is complex and success requires great attention to detail, particularly regarding the cap. Based on the post, maybe it's just not the level of difficulty that works for you. But for those who want a strong and competitive AI, FOF7 is very clearly light years ahead of anything else out there, and a huge improvement from the last version.
 
# 45 Oinkersthepig @ 03/01/15 06:40 PM
I've been looking into this game big time and I'm thinking of picking it up on steam. It's $25 right now and that seems like a pretty low price for the amount of time I'm expecting to play it.

The only thing I couldn't find is the latest roster update. I'm under the impression that it was updated the start of this season, and I just want to confirm that.

Also, does anyone have an opinion on whether I should get this, or just wait until Beyond the Sidelines comes out? I'm a big fan of the OOTP series, but I can't even be sure that BTS will be up to par with what I've seen from this game.
 
# 46 Ben E Lou @ 03/01/15 07:31 PM
Quote:
Originally Posted by Oinkersthepig
The only thing I couldn't find is the latest roster update. I'm under the impression that it was updated the start of this season, and I just want to confirm that.
Quote:
Originally Posted by Ben E Lou
A free update to Front Office Football 7 was released this morning, adding 2014 rosters and coaches and tweaking/fixing a few outstanding issues. Details can be found by following the link in this thread: http://www.younglifenorthdekalb.com/...ead.php?t=6574

(For some reason I can't post links correctly to FOFC here.)
The default rosters for a new purchase are 2014 begin-season.

Quote:
Also, does anyone have an opinion on whether I should get this, or just wait until Beyond the Sidelines comes out? I'm a big fan of the OOTP series, but I can't even be sure that BTS will be up to par with what I've seen from this game.
The big question mark for me on BTS is that it's a first-generation game that seems rather ambitious. I'm sure it will miss the mark in some areas. I just don't know if the areas in which it misses will be ones that I care about. (For example, I couldn't possibly care less if historical rosters suck or if the "watch-a-game" presentation stinks to high heaven. Those are features that I'll never use anyway. But if the roster-building AI stinks, sim speed is too slow, drafting is too easy or too random, or there are major statistical accuracy issues, I'll have no interest in the game.)

That said, there's no release date set, and the company likes to *try* for releases near the beginning of the season. Knowing those two facts, my guess is that we're at least six months away from seeing this game. Even if BTS blows FOF7 away, $25 is a steal of the amount of enjoyment I get out of FOF in 6 months. Seems like a no-brainer if you're into this type of game.
 
# 47 DocHolliday @ 03/06/15 01:01 PM
I rally wish FOF could incorporate real life historical records, so you could see your guys climb the ranks of the all time best.
 
# 48 bkrich83 @ 03/08/15 02:05 PM
Hey Ben E. I don't see any release notes for Patch 7.1b, are they on FOC Central somewhere?
 
# 49 GroundNPound @ 04/15/15 01:03 AM
I like this game in terms of approach to team building, game simulation, and financial management. In goes into great deal ... to the point Madden CFM looks silly in comparison. The problem with this game is its lack of usability -- and specifically readability. I do not need a lot of fancy graphics -- but I do need to be able to easily read it and interact with it. My native screen resolution is 1920x1080. The game is totally unreadable at this level. When I reduce the resolution I can read the main window but I cannot use any of the sub-windows (e.g., open a free agent player profile to evaluate and sign him). I can read the sub-window but it is overlaid on the previous window but is not scrollable nor resizable -- thus I can not see the buttons at the bottom of the window as they are cut off and there is no room to move the window up or down to see the cut-off parts. The layout is also chaotic and everything is about opening one window at a time -- doing what you need to do (often opening more windows). Then closing it. Tedious -- particularly when straining your eyes so much. The lack of a right-click context menu is also notable as it makes the interface so window dependent. I could love this game --- if only I could actually play it for more than 10 minutes without feeling like my eyes are going to fall out. In it's current form I think it is really more of a "proof of concept" and needs some serious investment into it's interface before it could attract anything more than an ultra-niche audience (with perfect vision). If anyone finds this feedback useful and can forward to developer, please do. Edit .. have no idea why this post looks so garbled and is ignoring spaces and paragraphs. Apologies.
 
# 50 Cheatriots @ 01/22/17 11:04 AM
this is a fun game but i am amazed how little is has improved in some ways over the years. it's a shame there is no competition on the market for this game, because i suspect that would "force" FOF to improve its game in ways badly needed for so long, mostly meaning please god come into the 21st century already. i don't mean fancy graphics or any of that because that's not the kind of game it is, it's not EA (thank god). what it needs badly and has for its entire existance as far as I can tell is in 2 areas, 1 improvement in the menu or game navigation which has always been poor and now tragically dated in numerous respects (like the menus with those clunky and vague "which button does that again" stuff, and a saved game can only be 8 characters? seriously? is this guy a DOS junkie? and so on) and 2 which is also the one you wouldn't expect, more logic and accuracy/consistency with the numbers. for example on this 0-100 scale you would think 70+ is good, 40-60 range is OK, less than 40 stinks, but no, you find players 70+ very rare and 50s are good (and so on). also I routinely found the number weren't consistent or didn't "work" as you would expect, like guys with zero endurance rarely getting hurt while guys with good endurance hurt a lot or QBs with low accuracy ratings completing as many passes as guys with high ones, and many more examples i could give. don't get me wrong for one guy to do most if not nearly all of this is impressive, very impressive, but this guy seems very reluctant about improving areas that again have needed it for a long time. if he's not good at an area (like menu navigation) swallow your pride and bring someone on board, or whatever. anyway all that said again it's a worthwhile game but frustrating that improvement is glacial at best. I don't get the impression FOF8 got it right either but can't say for sure
 

« Previous 123Next »

Post A Comment
Only OS members can post comments
Please login or register to post a comment.