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Randy's avatar

OUTSTANDING!

I appreciate the work put into this article. I like the image of the rooms. One question- do more doors appear as a result of the progression, or are the doors just utilized more effectively?

Some day I hope the US will construct a wonderful building where both the artistry and craftsmanship will be on display and will rival those in Europe.

Ron Hogsett's avatar

Thank you and this is a great question. It's neither one, quite.

There are three rooms you can be in with the ball: Build, Progress, Create. Each has a single forward door into the next one, and the last opens onto the shot. Three rooms, three forward doors, and that count never changes, so the doors do not multiply. But "utilized more effectively" suggests to me players choosing better, and that is not it either, if I'm understanding you correctly.

What multiplies is the number of ways a player can open a door, and what falls is the risk attached to each one. Against the same defender, in the same second, a less technical player has one way through: give it to whoever is already open. A functionally technical player has the dribble or carry, the disguised pass, the one-two, the third-man combination, the ball weighted past an outstretched leg, and before any of them, the first touch that makes them possible. From inside the game that feels like new doors appearing, because it is new access. The model books all of it as the same three doors opening more often.

Then it shows up in the numbers, because everything that can happen in a room adds to 100%: through the door, back where you came from, loss of possession, out of play. The less technical player's share sits in those other boxes. He did not choose them; they were what his technical capacity could afford. Raise the capacity and the share migrates. The forward door widens by eroding exactly the options a less technical player is forced into.

Picture an 8 dropping into midfield to receive from his center back, defender two yards off and closing as the ball travels. Nothing dramatic, it happens over and over in every match. The less technical 8 takes it square, no touch to separate himself, the defender arrives with him, and the only ball left is the one back to the center back he just received from. The possession is in his own third again, where it started. The functionally technical 8 has already scanned, opens his hips as the ball travels, and his first touch takes it across his body away from the defender's approach. He is facing the final third with the ball moving. The pass into Create exists.

Neither one decided badly, and this is the part I want to be careful about. Risk is difficulty divided by capacity. The pass into Create was identical in difficulty for both of them. It priced as reckless for one and routine for the other, and for the one it priced as reckless, it never surfaced as an option at all, because a player does not perceive what he has no capacity to execute. To be clear, capacity does not replace the decision; rather, it sets the terms of it: which options appear, and what each one costs. Which makes this a development problem rather than a coaching one. You cannot coach a player into choosing an option he cannot see.

That door is where teams separate. The constructed teams enter the final third on 50% of their possessions in midfield. The direct teams, 34%. And the gap runs two ways simultaneously: the constructed teams survive midfield 77% of the time against 66%, and of the possessions that survive, they go forward on two thirds against barely half. Losing it less and getting through more, both bought with the same touch.

On the building, I hope so too, and the craftsmanship is the harder half. Europe built the craft for a generation and the artistry grew on top of it. That is the work we are doing in Texas.

Randy's avatar

Which comes first...

Being able to do something, or knowing what needs to be done? Can it be circular?

Ron Hogsett's avatar

The relationship is circular, but it isn’t symmetrical. It has an entry point. Capacity allows the attempt. The attempt returns information: it worked, it didn’t, he was late, the defender bit on the shoulder drop. That information sharpens what he perceives next time, and what he perceives next time asks more of his capacity. Around it goes, and both climb.

R = D / T decides which way the spiral turns, and it can just as easily turn the wrong way. When technical capacity comfortably covers the difficulty, the player succeeds often enough to learn something from the attempt. When it doesn’t, failure doesn’t teach, “I need more capacity.” It teaches, “That option isn’t for me.” So he stops attempting it. Once he stops attempting it, he stops collecting information about it, and eventually the option disappears from his game. Nobody told him to stop. The repeated failures did, while the safe pass kept working.

One more, because I think this is where the confusion begins with some coaches, and it’s probably why the question feels circular in the first place. The instruction that appears to work is almost always the one where the technical capacity already existed. The coach demonstrates the pattern, the player produces it, and the coach concludes that the instruction created the behavior. Then he gives the same instruction to a player who lacks the capacity, nothing changes, and the conclusion becomes that the player isn’t listening, isn’t concentrating, or isn’t intelligent enough. Same instruction but the opposite result. The variable was never the instruction. It was the capacity the instruction had to attach itself to.

So my answer is capacity first. Not because knowledge doesn’t matter, it matters enormously. But knowledge scales with capacity. When the capacity exists, understanding often arrives remarkably quickly. When it doesn’t, instruction has almost nothing to attach itself to. Build the capacity first, and the game begins teaching the player in ways no explanation ever can.

Randy's avatar

I'm with you.

If this is proprietary, I understand... let's say, in training, we have an SSG activity. How do you get the player to "see"? Do you point out options or let them discover or a combo? Do you have another method?

Ron Hogsett's avatar

Nothing proprietary about the principle. The sequencing is the part that took thirteen years. The principle I’m happy to share.

Mostly a fourth thing, though from the outside the session looks like guided discovery. The short answer is that I don’t try to make players see, because an SSG is not where perception is created. It’s where perception becomes visible.

A player does not perceive an option he has no capacity to execute. He may look straight at it, but the brain rules out what it already knows he cannot do, and the option never reaches genuine consideration. Pointing at it rarely changes that. At best you get a compliant repetition that disappears by Tuesday. At worst you create hesitation because now he’s searching for a solution his technical system cannot yet support.

So the lever inside the session is R = D / T. Perceived risk is the difficulty of the action divided by the player’s technical capacity. I can’t meaningfully raise technical capacity in ninety minutes. That’s built over months through thousands of quality repetitions. But I completely control difficulty: space, numbers, time, pressure, touch limits, scoring, and direction.

Whatever I want them to perceive, I build the game so that solution becomes the most valuable response without having to point at it. If I want the half-turn, I put pressure behind the receiver, reduce the value of the backward pass, and set the difficulty so the turn is within reach. Then they find it. The same is true for a split pass, a third man, or a switch. Nobody discovered anything I didn’t intentionally build into the session, but nobody had to be told either.

The first diagnostic isn’t whether a player can perform the movement. It’s whether he can perform it automatically. If the answer is no, the solution is almost certainly outside the SSG. No amount of clever game design replaces technical qualities that haven’t been built yet.

If the answer is yes and the behavior still doesn’t appear, I look at difficulty first. And I’d also separate scanning from perception. Scanning is collecting information. Perception is the brain assigning meaning to it. A player can check his shoulder five times and still perceive only one viable option because his technical capacity has already eliminated the others. That’s not a visual problem.

That’s the part I think gets missed. Every increase in technical capacity creates greater automaticity. As execution becomes automatic, the brain spends less attention on controlling the ball and more on reading the game, anticipating, disguising, and deciding. From the outside it looks like the player suddenly sees more. The game didn’t become more visible. His brain became less occupied by execution.

That’s why we spend the hours we spend on technique. Technique was never about cleaner touches. It changes what the brain has the capacity to perceive.

So my answer (apologies for the length)is this: mostly session design, occasionally a cue, rarely an instruction that simply points at an option. By the time the behavior consistently appears in the game, the session isn’t creating perception, it’s revealing and strengthening perception that months of technical development have already made possible.