@Madman - those are my exact thoughts regarding 'overall' ratings in sports games. The amount of people that carry on about the final number is astonishing to me. It is most definitely about getting the right number in the individual attributes. Very well put!
Specific attributes is all well and good, but how does one equate this into a method to represent a consistent overall rating that keeps in line with other player creators opinion. Opinions will always differ, no matter what the circumstances! So I'd much prefer, when its time to start downloading players from the academy to a have a general rule that David Warner is going to be an 87 rated player or whatever the number may be? Instead of a 100,016 different versions of D.warner rated all over the place, all because everyone had a difference of an opinion of his strengths and weaknesses.... So in turn ideally I believe real world stats can be formulated into a method as to get a general rule or rule of thumb "guide" to keep in mind when creating a player such as d warner for example. They say stats don't lie, sometimes they do, but they do act as a good guide, much better than personal opinions.
I think "overall" ratings are quite overrated in sports games in general by many people. We should be more concerned with each of the specific attributes so that we accurately define each player's strengths and weaknesses and their playing styles, giving players some individuality so that they feel different to control and you feel the variety when using and playing against different teams.
Of course we need to try to ensure that across the roster we are rating players accurately, consistently, and have the better players be stronger the proper areas... But simply nerfing/raising attributes across the board to bring about a desired overall rating to match someone's average could result in this individuality being compromised. Many good batsmen still heavily favour certain shots and areas to score with and are relatively weak in others, many good bowlers don't have every ball in their arsenal or swing it round corners.
Player individuality and how they act while under the CPU's control are the most important factors for me - and we won't be able to properly set up the ratings for this until we can see in practice through gameplay the effects of the attributes.
A variety in animations would also help players seem more individual but I appreciate mo-cap isn't cheap so I'm not expecting huge leaps in anims.
I think overall player ratings are very important, its how the game recognizes the difference between, a good player, an average player, and a tailender. So a good rated player should technically score more runs consistently than an average player, and an average player blah blah blah more than a tailender.
You guys are seriously underestimating the importance of accurate overall ratings. They will be represented somewhere in the game, so better off getting used to them. They're the things that will make an impression on people when they buy the game, and if the overalls are all over the place like say: S.Watson rated at 85 and G.Gooch 69 all because someone out there thinks "oh yeah Watson, he's pretty technically sound, here have these attributes" "gooch oh well he only had the one shot, the block" "yeah well at least they'll play how the should"...then people will think this game is a joke.... So to prevent this from happening, why not have real world stats as a guide, when creating players?! It seen pretty logical
Stats vs opinions this is basically what you are arguing.... Ridiculous