Agreed in the first point. But what we are dealing with here is a power structure that is determinant over consumers patterns of spending. And the reality is, it is the only power structure that has power over consumers of video football games. What is being shown is they can do whatever they want and still be a determining factor over a mass majority of consumer dollars. Whether that be an accessible game or not. The consumer will perceive it as accessible, when there isn't anything else out there that helps them see otherwise.
On your argument of having fun. Just what does that mean? It is a stratified category. The game itself is nothing. Fun is the subjective meaning that emerges as consumers play it. And for some people all of the circus stuff just isn't fun. Some people could care less about that and I wouldn't fault them for that. But at issue here is, not a question for me as consumer and video game player. It is not the case that I already, prior to playing the game, approach it as, "not fun." As if is some category out there that I am intentionally placing upon the game. Fun is something that emerges or does not emerge as I play it; it is interesting that you applied that very logic to sim when you said
However, you fail to realize that "fun" is just as stratified as "sim" is, yet your directive is to just "have fun." It's not that simple. As both are categories that emerge or do not emerge as one plays the game.
Of course there are several other categories that come into play here, such as balance in terms of "commensurable activity," that is, whatever that can be done on offense, defense has an equalizer for it. With that said, I am not one that demands everything to be completely realistic or in your words "perfect sim" in order for me to get enjoyment. What I have just posted should be indicative of that.
I agree that there are a great deal of variables at play. But I don't think people are asking for them to capture every variable.