Home
Feature Article
Four Keys to Success for MLB '11: The Show

Baseball's pennant push is in full swing, and several teams are feverishly trying to claw their way to a division title. For those of us whose teams have already been eliminated from postseason consideration (my beloved Tigers included), the only baseball we really have to look forward to right now is next season's entry of Sony's stellar MLB: The Show franchise. While this year's title was an excellent addition to the series, there are definitely some nagging issues holding the game back from the elusive "GOAT" status.

With plenty of time still left in this year's development cycle, I figured I would put together a couple critical aspects of the game that should be altered for the upcoming season.

1. Revamp the Batting System

Before anyone gets any ideas, I am not proposing an analog swing system in MLB 11. With that clarified, hitting in The Show series has been one of my biggest gripes since the series debuted on the PS3. My main issue with the game's hitting mechanics really boils down to the fact that even though the user has the ability to control where the PCI is positioned in the hitting zone, there are far too many instances where hits feel random, or determined by a CPU algorithm or player statistics rather than by human control. It is beyond frustrating to work the count against a pitcher like Cliff Lee and then hit a soft dribbler to shortstop -- only to check your batting feedback, which tells you that you had perfect timing and hit a meatball.

To make matters even worse, the developers are still committed to mapping the game's hit-influence mechanic to the right analog stick. By flicking the right stick in a multitude of directions before a pitcher's delivery, you will cue up a canned reaction by your batter to automatically attempt to hit the ball in the direction that was cued up. Not only is this system not ergonomically conducive because of your right thumb already being tied to a button press for hitting, but it is another prime example of a hitting engine that relies more on CPU and statistical information rather than user input.

You are never actually given one-to-one control over your batter's upper torso/hands to make the swing-influence adjustments as the pitch is delivered, rather once the influence is cued you are locked into said influence.

The bottom line is that hitting in MLB 10 is not as much fun as it should be, especially on the higher difficulties without slider tweaks. Hitting a baseball is all about minute adjustments made by the hitter as the ball is being delivered. That aspect needs to be translated to this hardball franchise.

I propose a timing-based hitting system that ties one-to-one swing influence adjustments to the left stick. A perfect example of this proposed system can be seen in The Bigs 2. Since only 17 people on Operation Sports seemed to play 2K's best baseball outing in years, let me explain. While at bat you will notice that before a pitch is even delivered, you are able to control your batter's torso, which in turn influences that player's hand/arm position while swinging the bat. The end result is a hitting system where the user feels completely in control over the end result.

2K was able to make batting in The Bigs 2 feel organic and fun. So much so, in fact, that I was very surprised that MLB 2K10 did not include a similar setup.

Now, in no way do I want MLB 11's hitting system to become an arcade slugfest, but I am confident that the developers could implement a timing-based one-to-one body/arm mechanic with the left stick while implementing proper hitting zones based on a player's real-life statistics. Batting in a baseball game needs to be its most immersive gameplay mechanic in my opinion, and I feel that far too much control is taken away from the gamer with The Show's current setup.

2. Give Users Complete Control Over Analog Sliding

Batting issues aside, the one area where The Show has struggled in my eyes is in regards to the complete lack of control you have over analog sliding. For some reason, the developers will not allow sliding to be set to a completely manual configuration, instead sticking us with the rather annoying "assisted" gameplay option. Yes, the game does give you minor control over slides, but the problem I run into is that the slides I end up doing are either grossly different from what I intended, or my player ends up not sliding at all.

After countless games and observations, the answer became apparently clear that sliding works in the game, but only when the game determines that a situation is worthy of it. For example, you can only slide into home if the other team is trying to make a play on you, and that play is remotely close. Otherwise, you will not be able to make your player slide into home plate. The same concept goes for doubles, triples, bloopers, gappers -- you name it. Unless the CPU decides that you are in a potential slide zone, you will not be able to cue up your "assisted" slide.

Sony needs to completely remove the slide-assist option to stop the CPU from determining what type of slide, and when to slide, based on the given situation. Other baseball games that will remain unnamed (may or may not have been released five years ago) gave users complete manual one-to-one right stick control on slides. Once you’ve experienced this level of control, it is mighty hard to go back to the current system in The Show.

3. Roster Auto Load and Dynamic Rosters

The game's basic interface needs to be overhauled, and my biggest pet peeve deals with the lack of roster auto load. I can not even describe the amount of frustration that goes along with having to load my rosters manually every time I boot up the game. It may sound like a small gripe, but when practically every other sports game on the market has been including this feature for years now, it should not be ignored. This leads me to my next point.

The Show needs some form of dynamic rosters. After playing games like MLB 2K10, NBA Live 10 and NBA 2K10, the thought of dealing with weekly roster updates is almost unbearable. If MLB 2K10 demonstrated anything, it is that "living rosters" fit perfectly with a baseball game.

Out of the big four sports, baseball rosters see the most turnover during a season, along with the most stat differentiation. There is something about MLB 10’s weekly roster and statistical updates that leave me with a shallow feeling. If my favorite player is on a hot streak, I want that instantly updated so I can use that player in a exhibition game or online -- I do not want to have to wait a week to get those details. Sports gaming today is all about instant gratification, and MLB 11 should step it up in terms giving fans rosters and player ratings on a daily basis.

4. Include a Dedicated Playoff Mode Complete With Presentation

I am a little surprised the MLB series does not include a dedicated playoff mode with playoff-specific presentation. I’ll admit it, oftentimes my franchise team fails to make the playoffs. As someone who plays each and every one of his team's 162 games, the last thing I want to do if we fail to make the postseason is start up a new season from scratch in hopes of making it to the Fall Classic. Plus, if I do fail, I never get to experience The Show’s playoff atmosphere or see the game's World Series victory celebrations. I feel as if I am missing out on an major aspect of the game's presentation, and it actually bums me out quite a bit (sad I know).

Think about it though, I am sure the developers have dumped some serious time into making a cool World Series celebration, yet I'd venture to say that not even half of the game's clientele has even witnessed it because of the extreme time commitment necessary. I’d like to at least have the option in MLB 11 to set up my own playoff bracket. This way I could set up a series against the CPU or even some buddies just to experience how the game handles the postseason and don't feel so left out.

The developers could take this mode one step further and add it as an online feature so that you could play a full playoff series against friends. Imagine creating your own Yankees/Red Sox postseason memories online, with your PSN ID replacing the phrase "Bucky freaking Dent." I can see it now: "Bumble freaking 14 just won the pennant."

It is puzzling to me that, for as much as MLB 10 did right in terms of the authentic baseball experience, the development team would omit such a key mode from the game. I mean, how else are Pirates fans ever going to see their team in the World Series? If I want to lead even the lowliest of teams to baseball's promised land, while also witnessing some cool presentation elements along the way, I should have that right.


So there you have it, four additions that I think can elevate MLB 11 to sheer Ruthian levels. Sound off below with thoughts.

Christian McLeod is a senior staff writer at Operation Sports specializing in baseball and football games. Born and raised in Michigan, you can currently find him trying to justify that the Tigers still have a shot at the AL Central and glued to NCAA 11. Follow him on Twitter @Bumble14_OS, talk to him on the OS forums at Bumble14, or find him on Xbox Live/PSN via Bumble14.


MLB 11 The Show Videos
Member Comments
# 201 Comduklakis @ 11/13/10 08:42 PM
Knights, I was responding also to another poster as well as you. But as for Mauer, the attempted trade by the Twins was in may 2010, the first year of my franchise. I actually like when the CPU acts like a real life team and moves a star player when the team is rebuilding. I hold almost no one to be sacred to a franchise. My issue is when star players are traded when the team is in contention and when the player isn't in the last year of a contract or doesn't have a contract that is weighing the team down. One of my favorite parts of 30 team control in NBA 2k was playing GM and working the salary cap to create cap space for Free agents for some teams, pick up pieces for the stretch run for others, stockpile draft picks, etc. I certainly don't begrudge the CPU doing the same thing, if it's done logically and appropriately. My complaint is that I seen inappropriate moves like teams with proven closers offering 3 year contracts for 43 year old Billy Wagner or rebuilding teams offering seven million dollar a year deals to Troy Glaus. Or of course the stockpiling of multiple top players at the same position. I understand the game doesn't understand the intangible benefits that Mauer brings to the Twins, and I advocate a system like you that does take that into account. But I'm not actually hung up on names. I'd be just as upset if Joe Blow had signed a big long term deal with a contending team and then was immediately traded.

At the same time, it's possible my standards for logic in free agency and trades is higher than the current programming capablilities. It's why I do appreciate the 30 team option.
 
# 202 Knight165 @ 11/13/10 09:12 PM
Quote:
Originally Posted by Comduklakis
Knights, I was responding also to another poster as well as you. But as for Mauer, the attempted trade by the Twins was in may 2010, the first year of my franchise. I actually like when the CPU acts like a real life team and moves a star player when the team is rebuilding. I hold almost no one to be sacred to a franchise. My issue is when star players are traded when the team is in contention and when the player isn't in the last year of a contract or doesn't have a contract that is weighing the team down. One of my favorite parts of 30 team control in NBA 2k was playing GM and working the salary cap to create cap space for Free agents for some teams, pick up pieces for the stretch run for others, stockpile draft picks, etc. I certainly don't begrudge the CPU doing the same thing, if it's done logically and appropriately. My complaint is that I seen inappropriate moves like teams with proven closers offering 3 year contracts for 43 year old Billy Wagner or rebuilding teams offering seven million dollar a year deals to Troy Glaus. Or of course the stockpiling of multiple top players at the same position. I understand the game doesn't understand the intangible benefits that Mauer brings to the Twins, and I advocate a system like you that does take that into account. But I'm not actually hung up on names. I'd be just as upset if Joe Blow had signed a big long term deal with a contending team and then was immediately traded.

At the same time, it's possible my standards for logic in free agency and trades is higher than the current programming capablilities. It's why I do appreciate the 30 team option.
Gotcha.
I guess I misread you on the name aspect. Sorry.
As for the stockpiling....I think it's because the devs wanted teams to take into account the possibilities of moving a player to a new position.
I agree it does happen too often and at times makes little sense.
I know that's what they wanted with the CP----->RP(which I wouldn't mind in Wag's case as long as they put him in the setup spot and didn't blow 15 million for him for the year at 43).
...and I truly don't think that the logic is limited by the programming capabilities...but actually in the amount of variables the team has in place right now. I do think and hope that they would add such things as a "star system"(that a certain player would mean more to his current team rather than another club)....and things of that nature.
I'm all for adding any new and good dimensions to the game as the more complex it gets...the more I enjoy playing vs. the CPU GM's.
Sounds like you(and others) feel the same.

M.K.
Knight165
 
# 203 tabarnes19_SDS @ 11/13/10 09:56 PM
Quote:
Originally Posted by Knight165
Gotcha.
I guess I misread you on the name aspect. Sorry.
As for the stockpiling....I think it's because the devs wanted teams to take into account the possibilities of moving a player to a new position.
I agree it does happen too often and at times makes little sense.
I know that's what they wanted with the CP----->RP(which I wouldn't mind in Wag's case as long as they put him in the setup spot and didn't blow 15 million for him for the year at 43).
...and I truly don't think that the logic is limited by the programming capabilities...but actually in the amount of variables the team has in place right now. I do think and hope that they would add such things as a "star system"(that a certain player would mean more to his current team rather than another club)....and things of that nature.
I'm all for adding any new and good dimensions to the game as the more complex it gets...the more I enjoy playing vs. the CPU GM's.
Sounds like you(and others) feel the same.

M.K.
Knight165

I agree that a star system would alleviate many problems with the logic as well as make trading for that "star" player much more difficult. I am hoping that no trade clauses and 10/5 rights will be added as well. This would help alleviate players from being traded as well.

Only caveat I have is that NTC and 10/5 have to have some wiggle room, like real life. An example is a player in last year of deal and playing for a bad team "may" accept a trade to a contender, like Berkman did this year IRL.
 
# 204 elfdutch @ 11/15/10 06:11 AM
Haven't played '10 but am currently playing the 09 version.

Some things i would like to see :

- better player models, most look too much like body builders
- more pitching/hitting cams. I really like the 2k10 ones.
- tighter fielding. Mvp has been mentioned many times and i agree. That game has very tight fielding. Combine that with the animations from the show and you have a winner. I would love to have the some freedom of control with the right stick for diving at groundballs or linedrives as in Mvp.

In general i'm having a very very hard time with hitting in this game. I'm 41 and have 2 kids, so i don't have the time to play this game all the time.
As a casual player i'm really getting dominated by the cpu pitchers.

About pitching : even when timing the pitch perfectly i will still miss. Its realistic i admit, but sometimes i miss the strikezone 3 times in a row.
I'm a bit biased as i really love the 2k pitching system.
I also like the hitters eye system that they have in 2k10.
That being said 2k does most other things wrong.

Really hoping for some tighter fielding control for next year and i might just buy it again....if i can find a copy here (i'm in the netherlands).
 
# 205 jethrotull @ 11/17/10 02:47 PM
Not necessarily a 4 key to success, but more downloadable classic stadiums, i.e. Tiger Stadium, and the ability to create and customize a league including Divisions, and number of teams.

You are so close to offering the perfect baseball game, but editing leagues would be something to put you on top as the GOAT.
 
# 206 Heroesandvillains @ 11/17/10 03:28 PM
I'm not sure how active the Development Team is in this forum these days, but I figured I'd add these things to the discussion.

1. Improved CPU stolen base intelligence.

A. Too many baserunners are caught. Even with Jorge Posada, who is one of the worst in this category, I'm catching guys at a 35 percent clip with him. This is very high.

B. The CPU currently steals way too often in hitters counts. This could very well explain reason A. This goes for elite base stealers as well.

2. Outfield errors. I've only seen one, in nearly 150 games played.

Both of these are essential in accurate runs scored per game averages.
 
# 207 Heroesandvillains @ 11/19/10 04:19 PM
Quote:
Originally Posted by cardsleadtheway
Interesting what you are seeing in regards to stolen bases. I was thinking that they did a pretty good job of improving this since last year. Not only do I see runners that are not the top 10 fastest players attempting to steal, but I also see more hit and runs than I have ever seen in a video game (which might explain the hitter's count running you mentioned). I think they need to fine tune the decision on whether a successful steal is made rather than some in-game dice rolling algorithm that either makes a fast runner slow down or a weak catcher's arm magically turn into a rifle to make the perfect throw. Otherwise I think the steals are pretty good.

Couldn't agree more on outfield errors. I wish there were some way for the CPU to determine that I, the player, made an error and charge me with it. I have misplayed dozens of balls in the outfield (like getting behind the ball to throw out the runner only to have the ball bounce in front, or thinking I am right under the ball as it goes over my head) in this year's game and never get charge an error for it. I guess it would be pretty impossible for a CPU to know that, so perhaps some kind of error override system where the user can make the call.
Ah!!! Some official score keeper option!

I love it. I would use the heck out of that.

I agree that hit and runs are plentiful, just to add to what you posted. The AI baserunning agressivness is good. I'm with you on that. I just get sick of throwing to tier guys out on 1-0/2-0 counts to kill CPU rallies. I find myself talking to the television, pleading with Ichiro to chill out a moment. I throw plenty of balls...I just wish they'd capitalize on that a bit more and wait for an offspead pitch situation to run on.

Oh, and to add to my previous post:

How about Defensive Indifference?

You know, program a 9th inning scoring mechanic, where if the team that is stealing is behind 5 or more runs, the second baseman/shortstop won't cover the bag and the game doesn't register a SB or a SB attempt.

I don't know. Maybe if it were that easy, SCEA would have already included it...
 
# 208 Heroesandvillains @ 11/19/10 04:48 PM
What are you using?

I like what you're seeing better. Feel free to PM me if you don't want to post it here.
 
# 209 Heroesandvillains @ 11/19/10 05:57 PM
Quote:
Originally Posted by cardsleadtheway
I have it dead center. I was getting discouraged with how easily the CPU was throwing out my really fast guys, so I increased it up one click at a time until it was maxed. It turns out that all the way up makes it impossible for the player to steal and impossible to throw out the CPU's runner. I would see the CPU's catcher throw a ball when my runner was three steps away from second and still get him. On slow motion, the ball would literally warp three times to the get to the bag in time instead of a steady progression you should see on the replay. In the meantime, the CPU's average runners were getting stand up steals on pitch outs. I moved it the other way and the reverse happened. So the stolen base slider is broken, as others have also discovered. So I keep it dead center, even though it is inaccurate, in hopes that it is the closest thing to fair possible for both teams.
You mean Success, right?

How about the frequency?
 
# 210 ped3328 @ 11/25/10 10:43 AM
Things I like – Things I don’t likefficeffice" />>>
Let me start on a positive note. Player models, for the most part, are accurate. Perhaps you can tweak a few here in there. That’s it. Uniforms and stadiums look fantastic. Grass, in most stadiums, looks right. Game play, as a whole, is pretty good. That part of the game has improved over the years. Hopefully, 2011 will be even better. But there are areas that need to be upgraded, and I mean upgraded. I will explain this in the Things I don’t like later on. The game looks pretty realistically as a whole. I particularly like a batter who dejectedly breaks his bat or a pitcher who slams his glove against the wall in the dugout. That’s hilarious and adds punch (no pun intended) to the game. To sum up, this game is way better than its counterpart MLB 2K.>>
On the negative side, well I’m sorry, but there are areas that need to be upgraded. And I mean upgraded. Game presentation is stale, particularly when it comes to post-season play. Put some life into it! Make it so you really feel it’s the most important time of the season. Game play wise, I would improve the throws to the catchers from the outfield. In all cases, the ball arrives on the first base side of the plate all the time. Come on, that is not realistic! Also, outfielders do make errors at time. The game should reflect that. A miss judged fly here, a dropped fly there, an occasional errant throw would enhance the realism of the game tremendously. How about a couple of outfielders/infielders converging on the ball, only to see it drop! It happens in ball game, you know. Foul balls which land near an outfielder and he does even pick it up? Think about it! The crowd looks to youngish. A large proportion of fans attending ball games are older people. Therefore, crowd models should reflect that. When it comes to the All-star game and post season play, I would insert outfield umpires. After all, that’s what happens in real life. What needs to be fixed also are throws from the outfield to the infield. They start right, but about halfway they suddenly pick up speed and seem to change direction!
Finally, let’s talk about the commentators. Matt Vasgersian is ok, although I much prefer Garry Thorne. Now that’s a real baseball voice for you. As for Rex Hudler and Dave Campbell, what more can be said? I would not renew their contract (unless they’re signed for 2011. Hope not. Thank God I can silence them by using a code. What a relief! In that area, 2K is much much better. Speaking of commentators, how about telling the gamers what a hitter has done THIS season. NOT last season. It would really add a lot to the game and might even change the way your pitcher approaches this hitter in certain cases. If so and so has hit a couple of HR’s against your pitcher lately, you might consider changing him or pitch him more carefully. That would really add realism to the game. >>
If other things I missed can be improved, so much the better. All in all, The Show is a darn good baseball game. But please, change the commentators and make them less repetitive.
Looking foward to an already fantastic game in 2011.
 
# 211 Heroesandvillains @ 11/26/10 03:42 PM
Quote:
Originally Posted by MLB01
Four keys to success ? What ? The Show isn't successful yet ?

I don't know. I'll list 4 things I think would be cool to see next year..

Improved player models ( less width in the shoulders )
Improved HR derby
Improved real time presentation
Able to import seasons and other saved games
The bolded one is on my Christmas list!!!
 
# 212 nemesis04 @ 11/26/10 07:17 PM
Quote:
Originally Posted by heroesandvillians
The bolded one is on my Christmas list!!!
Of which year?
 
# 213 Heroesandvillains @ 11/27/10 05:39 PM
Quote:
Originally Posted by nemesis04
Of which year?
!!!

Considering I have my Christmas lists written out until 2017...

All of them.
 
# 214 EnigmaNemesis @ 11/27/10 11:34 PM
Quote:
Originally Posted by heroesandvillians
!!!

Considering I have my Christmas lists written out until 2017...

All of them.
I like the way you think!
 
# 215 jcmreds @ 11/28/10 02:28 PM
More user control over the fielding with less canned animations. The OF's taking 20 seconds to pick up a ground ball as the runner goes first to third needs axed.
 
# 216 jethrotull @ 11/30/10 09:38 PM
For some reason I always have trouble tagging up on fly balls to right and moving second and third base runners ahead to home and third respectively. I have trouble timing it right, or it just seems a bit hard to do. I wish they would make the base running controls a bit less complex.

1.) Base Running Controls
2.) More Attempted Steals
3.) Customizable leagues and divisons ala pre Florida/Colorado/TB/AZ
4.) Create a Stadium (or Tiger Stadium included!)
 
# 217 CubFan23 @ 12/04/10 12:55 PM
would love a create your own league, put teams into different divisions, expansion feature with an expansion draft, create teams in different cities and stuff like that
 
# 218 Scooter3 @ 12/05/10 06:54 PM
Quote:
Originally Posted by CubFan23
would love a create your own league, put teams into different divisions, expansion feature with an expansion draft, create teams in different cities and stuff like that
Or something like this.
Many Franchise's have been located in different Cities.

Like the Braves were in Boston, Milwaukee and are in Atlanta. The Dodgers in Brooklyn and Los Angeles

Maybe SCEA could just offer these Franchise Cities.

Once you choose a City like Brooklyn for the Dodgers Announcements Jerseys and stadiums would all match-up with Brooklyn.


scooter...
 
# 219 Comduklakis @ 12/05/10 09:09 PM
Well for those who remember or who want to go back to page 26 of this thread, I complained about the CPU logic for trades and free agent signings. got to be my 2nd offseason (typical Detroit Tiger 2nd half collapse, five game lead with 20 to play, lost my last six and ended up falling all the way to 81-81 and missing the playoffs) and the Cardinals strike again. Other than the Cards and the Redsox (signed Nathan, already had Papelbon and the apparently ageless Billy Wagner, plus Bard who is stuck in middle relief while striking out 14 or so per 9) the logi wasn't too terrible. Squashed a couple trades during the season, but let a few through too, plus did trades at the deadline myself for the top contenders and the guys looking to dump for prospects. That said, I had complained about the Cardinals signing both Rollins and Jose Reyes for 2011. Guess what they did for 2012? If you guessed signing Rafael Furcal, you win a cookie. They have 3 shortstops making a combined 155 million total and 48 million for this upcoming season. I'm going to edit one of them to play 3b as a secondary position so they all will play. And Felipe Lopez is not a bad 3b either. he hit .268 with 15 hrs. Just weird GM logic with the Cards. I'll put one of them on the block too.
 
# 220 Skyboxer @ 12/07/10 11:08 AM
I want the meter pitching to have an option to turn off the actual meter(still "there" just don't see it") and base button hits on the pitchers motion instead of watching the meter.
Other than that and just continually improving AI logic and ball physics... I love the game.
 


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