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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
# 241 EnigmaNemesis @ 01/04/11 07:21 PM
Quote:
Originally Posted by GoBucs09
4 keys to success for MLB'11: The Show.

1. A functioning Franchise mode out of the box
2. A fully tested Franchise mode out of the box
3. A over tested Franchise mode out of the box
4. A quality Franchise mode out of the box

Played 07, 08, 09 and was mostly satisfied with Franchise out of the box every year until last year. I really don't care if they add anything to the game, I only wish they would maximize time spent on the basic gameplay and the bigest feature any baseball game can have; Franchise mode. Get that right and then next year build on top of that with new stuff.
Ok, and what are some issues you have with it and what do you feel needs to be addressed?

I fail to see any of that written. Only "fix it", fix what?

Thanks.


Sent from the dugout using Tapatalk
 
# 242 mgjohns61585 @ 01/05/11 03:53 PM
Instead of just running under a fly ball, or getting in front of a ground ball. I think it would make the game a little bit harder and on top of that, have TRUE errors....Just a thought...
 
# 243 VanillaGorilla @ 01/05/11 04:07 PM
I like the idea, but it would be hard to implement in a way that, after a while, wouldn't just get repetitive. As for the turbo boost for baserunning, do not want.
 
# 244 nemesis04 @ 01/05/11 04:08 PM
Are you talking about timing the ball at the right time it reaches the glove?
 
# 245 mgjohns61585 @ 01/05/11 04:11 PM
Quote:
Originally Posted by nemesis04
Are you talking about timing the ball at the right time it reaches the glove?
Yes. you already see the big baseball getting smaller anyway. I don't think it would be too hard to put something like that in the game. Plus, it will always keep you on your toes.
 
# 246 Joey @ 01/05/11 04:17 PM
They have already stated this part will be in - your throws can be offline according to how precise you are in moving the stick towards the base you are throwing to.

Not crazy about the speed burst idea, though. Just a personal opinion.

Quote:
Originally Posted by daflyboys
even do the NCAA 06 type thing of using the stick to aim in the direction of the throw. I mean if it can be programmed to be used as your arm(s) for shooting a basketball, why not this?

On top of it, why not tapping for speed burst on the bases a la football games?
 
# 247 EnigmaNemesis @ 01/05/11 04:20 PM
Quote:
Originally Posted by Joey
They have already stated this part will be in - your throws can be offline according to how precise you are in moving the stick towards the base you are throwing to.

Not crazy about the speed burst idea, though. Just a personal opinion.
Yes.

No to speed burst as well.
 
# 248 Heroesandvillains @ 01/05/11 04:56 PM
Speed burst?

No thanks...just my opinion though.
 
# 249 countryboy @ 01/05/11 05:49 PM
Quote:
Originally Posted by mgjohns61585
Instead of just running under a fly ball, or getting in front of a ground ball. I think it would make the game a little bit harder and on top of that, have TRUE errors....Just a thought...
I like this idea. I view it as being like a press of the R1 or L1 button to mimmick the closing/squeezing of the glove. Thats as far as my thought process has gone thus far, but its a start.
 
# 250 ripwalk @ 01/05/11 11:09 PM
I am completely stoked that the Show is adopting the analog controls, seemingly similar to what was in place in NCAA series. NCAA 2006 was one of my favourite games of all time on the original Xbox/PS, but I didn't play the 2007 version. I can only assume the two games were the same.

Anyway, another great feature of the NCAA game was the Quick Sim/Intervene option. When on the schedule screen, you had the option of simming a game and it would bring up a boxscore that would show you the game simming out half-inning by half-inning and at any time you could hit the "Intervene" button and jump into the game at that point. This was a phenomenal feature as it allows you to quickly sim through games that end up being blowouts, but jump into the closer games and play them out if you choose.

In the Show, you can enter a game and then sim to a certain inning, but there's no way to do it the same way as you could in NCAA. When I don't have a lot of time to play I like to try to play just the last couple innings of a close game, but in the Show you have to go into the game (and wait for a loading screen), then sim to whatever point and hope the game is not a blowout so you can keep playing. If you don't wish to play that game you must again exit to the main screen after the game is over (through another loading screen).

I played through over 30 seasons of NCAA 2006 and that was a big reason why, as I didn't waste times playing the ends of games that were blowouts. If I was simming a game and saw it was 7-0 through 5 or 6 innings I would let it sim to the end. If it was closer, I would 'Intervene'.

So basically, I'm wondering if it would be possible to have a similar ability to - from the schedule screen - pop something up that sims through games inning by inning and lets you jump in if you so choose.

Also in the Show you are currently able to just quickly sim through a game from the schedule screen, but you don't get to set your lineup for that game, the computer would set it for you. For those who like to micromanage daily lineups but still want to quick sim, it woudl be nice if there was an option to be able to set your lineup and THEN quick sim the game.
 
# 251 LastActionHero @ 01/06/11 08:05 AM
Quote:
Originally Posted by countryboy
I like this idea. I view it as being like a press of the R1 or L1 button to mimmick the closing/squeezing of the glove. Thats as far as my thought process has gone thus far, but its a start.
That would turn double plays in a fatality button combo
 
# 252 Scooter3 @ 01/06/11 11:20 AM
Creating legendary players is time consuming and it doesn't look like SCEA will offer roster transfer anytime soon.

Would something like "A Split screen" on one side (the left side) your choice of any roster ( each player one player at a time ) from any year game ( to be used as a guide ).........
on the other side (the right side) the roster ( each individual player ) from the new game. This would speed up the process. Right now I copy all players onto a DVD and operate 2 separate screens plus a PS3 and DVD machine.

You would just scroll both screens and manually copy from left screen to right one player at a time.

Or if possible push one button and the created face and stats from the left screen will automatically transfer.

just say-in,
scooter...
 
# 253 nemesis04 @ 01/06/11 03:23 PM
^What do you do when you have to dive and catch the ball?
 
# 254 Knight165 @ 01/20/11 10:12 PM
I just don't see this.
I am in June of 2011 in my Met franchise....after reading this I went and checked May...and unless something crazy gets skewed in the upcoming months(which I never remember noticing before...so I doubt it will be upcoming)...
In 29 games...16 were 3 runs or less....13 were 4 or more run differential.
I see plenty of variety in games..scores...stats. If there is one thing that The Show kind of has built in...it's a bit of randomness IMO.

M.K.
Knight165
 
# 255 dodgerblue @ 01/21/11 04:44 PM
Are you referring to hit differential as compared to MLB? Or are you talking about hit variety as in types of hits or where they fall? Or number of hits compared to runs scored?

Sorry, just trying to check out your question. I think in my games off the top of my head I tend to get a high hit total when compared to the number of runs I score, but some of that can be attributed to my poor baserunning!
 
# 256 Shield @ 01/21/11 04:57 PM
Not too much wrong with MLB 10 that i would want to upgrade in 2011. How bout the ability to create your own ballpark and make it uniquer than all the other parks in the league and have the announcers be able to talk about it. Doubt that'll ever happen but it's just a wish.
 
# 257 SomeRandomDude @ 01/21/11 05:12 PM
I Hope they fix the Potential Ratings for a lot of Super Stars. Miguel Cabrera with C Potential?
 
# 258 Heroesandvillains @ 01/21/11 05:35 PM
Quote:
Originally Posted by jcern23
Anybody else have some box scores to show at least 20 games? Regardless of what level you play on if anyone has box scores I would like to know the final hit differential. Thanks to all in advance.
I don't have the boxscores right now, but I did look into this myself after another poster mentioned that other than when a shutout of a team happened, something like 95% of his games (over nearly 3 complete seasons) had a "comeback" inning (an inning where if Team A scored, Team B immediately followed with a run).

This sort of relates to your question, as you are saying that your games are always close (therefore implying, that CPU offense is tied to your offense). At least hit-wise.

First let me say: This is false. Brian_SCEA explained so. The CPU is unaware of how many runs you've scored; as it relates to THEIR offense (NOT a quote, btw. This is how I've interpreted him).

Anyway, I decided to look in my franchise to see if his (the OS user) very extensive run tracking carried any weight.

After looking at something like 21 of my own boxscores, only 7 or so (DEFINITELY less than 1/3 of my games) even had a single comeback inning. I saw boxscore after boxscore of me/CPU scoring with a 0 following it....over and over and over....I'm NOT saying his experience is false. Not in the least. I'm just saying if the game were programmed this way, surely I'd have to see it too. Correct?

My best guess as to why some people see stuff like this is simple:

Let's say your offense averages 4.5 runs a game and your pitching allows on average 4.1 runs a game. This is less than a half of a run differential. The same goes with hit totals. You average 9.1, and allow 8.9. The differential here is even smaller. Practically non-existant.

In order to experience a run/hit blow out, you'd significantly need to over perform. Let's say 13 runs on 14 hits. Players that like to challenge themselves (by playing on a difficutly level that is challenging) will not frequently have boxscores like this. More than likely, a good offensive day, on average, with an average team, will look more like 8 runs on 12 hits.

Now, in order see a large run/hit gap, your pitching would ALSO need to over perform. Because if you allow your average run and hit total (4.1 runs and 8.9 hits), the margin between your 8 runs and 12 hits is still less than the 4 runs base you described above. How is this comeback code? This is averages. Drop a difficutly level for hitting OR pitching, and you'll see more diverse box scores because your average game performance will change. 4.5 something will become 5.0 something etc. etc. etc.

Anyway, I'll leave this subject alone. I just read a lot about this on here. I think it's just a matter of looking at things differently, rather than making the game itself the culprit (which is easier. I do it too! LOL).
 
# 259 Knight165 @ 01/21/11 05:57 PM
Quote:
Originally Posted by jcern23
I'm talking hits guys total hits not saying there is a comeback code because there is not. What I am saying is that I dont feel there are enough games where the hit category in the final box score is separated by more than 3 hits. Its way too often the same or within one or two hits regardless of what difficulty you play on. Do you see this for example. Human 14 hits CPU 7 hits final hit total. YES you do so no I'm not talking about some code, but I am serious when I say 90 percent of my final hit totals for the CPU and HUM are within 3 hits. Check your box scores fellas you will see.

I did...and I still saw nearly 50-50. Definitely not anywhere near 90 percent.
I use pretty much default sliders, with SP stamina a little up...RP stamina a little down and manager hook down 1.
That's about it.
Most of my games are manage only mode...but straight from Brian...everything you see in CPU vs. CPU games(which is what MoM basically is)....is what you can see in Human vs. CPU games.

M.K.
Knight165
 
# 260 Heroesandvillains @ 01/21/11 06:09 PM
Quote:
Originally Posted by jcern23
I'm talking hits guys total hits not saying there is a comeback code because there is not. What I am saying is that I dont feel there are enough games where the hit category in the final box score is separated by more than 3 hits. Its way too often the same or within one or two hits regardless of what difficulty you play on. Do you see this for example. Human 14 hits CPU 7 hits final hit total. YES you do so no I'm not talking about some code, but I am serious when I say 90 percent of my final hit totals for the CPU and HUM are within 3 hits. Check your box scores fellas you will see.
I don't see it either. I play all of my games. But like Knight said, it really doesn't make a difference.

I have put the game down for a while (like 3 weeks), but I did play one game the other night and won something like 6-0 (I had 9 hits, and the CPU had 1). If you saw how pumped I was after the game, you'd know that I don't pitch complete game one hitters often! LOL

But what I'm saying is, I see 6+ hit CPU to User spreads all of the time.

Incase you're wondering, I was on AS default for this game. Classic pitching. When I was hitting on Legend, I did see closer game to game hit totals, but this was because of how difficult hitting for me was on Legend. Not because the CPU has to keep things close (relating to hit totals).
 


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