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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
# 81 moemoe24 @ 09/17/10 04:02 PM
Quote:
Originally Posted by heroesandvillians
If "solid" contact, more often the not, resulted in base hits, simply mastering the timing of how to hit would pillage the game of all statistical realism for hardcore players. These hardcore players are certainly the demographic MOST looking for realism. We can't have it both ways. A purely timing based hitting system, and statistically solid long term play.

I don't know, maybe it can be done. All I know for sure is that to baseball fans, numbers matter.
I'm not saying timing should be the only factor in hitting, of course players ratings need to have a lot of influence. My beef with the hitting system or the one mentioned in this article is you shouldn't be able to flick your stick(that sounds funny) up or down and be able to hit a fly ball or ground ball based off that. Your timing and left stick should determine the balls flight. The way it is now, I can flick my r stick up and hit a ball at my shins in the air or vice versa and hit a ground ball.

If you are talking about realism, a hitter goes up to the box needing to hit a fly ball he is going to be looking for something up...... he needs to move a runner over he's looking for something on the outside part of the plate. The right stick just makes it too easy to manipulate where you are hitting the ball.
 
# 82 countryboy @ 09/18/10 08:49 AM
Quote:
Originally Posted by MLB01
That's an option you can turn off though. it's called " swing influence ". i play with it off.
I just simply don't use it.
 
# 83 delija66 @ 09/18/10 02:00 PM
hitting should be like pro yakyuu spirits 2010
http://www.youtube.com/watch?v=fCdv8xmWmr0
 
# 84 delija66 @ 09/18/10 02:01 PM
Quote:
Originally Posted by delija66
hitting should be like pro yakyuu spirits 2010
http://www.youtube.com/watch?v=fCdv8xmWmr0
also we definitely need new commentary... 2k10s is perfect
 
# 85 Knight165 @ 09/18/10 04:37 PM
IMHO..
No and no.
Neither are perfect(I don't think either is even "better" than MLB's current status) and as for wholesale changes to those. .....most definitely not.

M.K.
Knight165
 
# 86 HustlinOwl @ 09/18/10 08:49 PM
hitting like Yakuu spirits god no most successful baseball game and people are asking for changes for simply a change no thanks
 
# 87 BobSacamano @ 09/18/10 10:09 PM
Hitting's fine. The hit variety out of the box is a little weak (lasers, and lots of them) but with some slider tweaking it's totally fine.

If they should overhaul something for the sake of overhauling something, make it pitching. Pitching is outdated and, after being the same since '06, pretty boring. The only way to make it interesting is to make it random (i.e., take control away from you) by lowering pitch control or going to "classic" pitching (shudder...).
 
# 88 HustlinOwl @ 09/18/10 10:55 PM
Quote:
Originally Posted by baseball66
I'd take the cursor hitting in PYS over the random stat based hitting in the show any day.
random lol
 
# 89 HustlinOwl @ 09/18/10 11:01 PM
Quote:
Originally Posted by baseball66
cpu basically decides when you should or shouldn't get a hit
lies, are you being serious right now?
 
# 90 Joey @ 09/18/10 11:46 PM
See, this is another example of different strokes for different folks. I exclusively use classic pitching & you shudder at the thought of it. Not saying either is right as it's just a matter of preference, but I find classic plenty interesting.

Quote:
Originally Posted by BobSacamano
If they should overhaul something for the sake of overhauling something, make it pitching. Pitching is outdated and, after being the same since '06, pretty boring. The only way to make it interesting is to make it random (i.e., take control away from you) by lowering pitch control or going to "classic" pitching (shudder...).
 
# 91 countryboy @ 09/19/10 08:57 AM
Quote:
Originally Posted by baseball66
I'd take the cursor hitting in PYS over the random stat based hitting in the show any day.
the hitting in the Show is anything but random. And using anything but timing based hitting is cursor hitting.

Play with the PCI on if you want true cursor hitting...meaning you can see the cursor on-screen.
 
# 92 NAFBUC @ 09/19/10 10:10 AM
Quote:
Originally Posted by countryboy
the hitting in the Show is anything but random. And using anything but timing based hitting is cursor hitting.

Play with the PCI on if you want true cursor hitting...meaning you can see the cursor on-screen.
^

What he said. Hitting is not random. Nuff said.

Go Twins!
 
# 93 BobSacamano @ 09/19/10 12:11 PM
The hitting system in the Show is far from random but I think people get frustrated when they get different results doing the same thing. There are times that I get a "perfect" timing and hit the ball right in the middle of the PCI cursor and I hit a routine fly ball. There are other times where I'm early and miss the ball by a little but I hit a no-doubter. It's just a little inconsistent.

The Show doesn't need to revamp their hitting engine but I do think it could be tightened up. You should get pretty much the same results by doing the same thing, subject to player ratings.

I think my biggest complaint with the game is how driven it is by pitcher confidence. I would scrap that entire aspect of the game, as it seems to have way too big of an influence on the game's results. I'm pretty sure, though not positive, that many of "inconsistencies" that I have noted are a result of the pitcher having no confidence or the pitcher have confidence maxed out.
 
# 94 BobSacamano @ 09/19/10 12:43 PM
Quote:
Originally Posted by MLB01
I believe SCEA did that on purpose to emulate the uncertainty of batting in actual baseball, but I agree with you that it could use a little adjusting.
Yeah to elaborate I think that's generally a GOOD thing - there's gotta be some randomness to make it a baseball game. However, I agree with you that it could use some tightening up. As it is I think it feels a little TOO random. It's still a video game, after all, so it would be nice if it rewarded the user a little more.

I also have a sneaking suspicious that the randomness is more due to pitcher confidence than any other in-game factor. I seem to notice that balls fly out of the park on swings that the CPU was late/missed, my pitcher was "rattled" before throwing the pitch. This is probably okay but pitchers get "rattled" early and often, like after giving up a couple bloop singles or walking a batter. That could use some tuning. No pitcher gets rattled after giving up a single run, especially when they were cruising for a few innings prior.
 
# 95 countryboy @ 09/19/10 02:23 PM
Quote:
Originally Posted by baseball66
The pci is far to big in this game to be called cursor hitting. In fact many on here play w/o even using the L stick and say that it's not even necessary so how is that cursor hitting?
you play on the upper levels and its absolutely necessary. Cursor hitting is nothing more than zone hitting, just the cursor provides a visual aid to help the user.
 
# 96 HustlinOwl @ 09/19/10 09:32 PM
Quote:
Originally Posted by baseball66
The pci is far to big in this game to be called cursor hitting. In fact many on here play w/o even using the L stick and say that it's not even necessary so how is that cursor hitting?
play Legend then come back and post
 
# 97 Heroesandvillains @ 09/20/10 06:15 PM
Quote:
Originally Posted by MLB01
I'd honestly like to know his opinion after he did that cause it's a lot different on Legend.
Agreed. When I played on HOF, I was swing only, and hardly ever saw my team batting average below .280. Heck, you can look through my old posts from a few months back. I'm sure I was convinced the PCI covered too much plate back then.

I'm on Legend now. All default minus contact at 4 and strike frequency at 4. I'm 44 games in, using the L-Stick, and hitting .266.
 
# 98 swaldo @ 09/20/10 07:21 PM
Quote:
Originally Posted by baseball66
The cpu basically decides when you should or shouldn't get a hit.
Quote:
Originally Posted by HustlinOwl
lies, are you being serious right now?
How can you call this lies, have you ever looked at a replay? Let's take balls morphing through bats (with good aim and swing timing) as just one example. If that's not the CPU dictating results then what do you call it?

The first videogame I ever played was Pong, and every time the ball hit my paddle it was returned to the other user. EVERY TIME. Now imagine someone playing that game for the first time and watching the ball morph through their paddle. The user would be confused and ask why is this?

"Well, that paddle in particular is not very good, sometimes you cannot hit the ball even though your aim was right on the mark."

Hmmm....well how about just making the paddle smaller to increase the challenge?

And if that's not enough there are other things you can do, such as tweaking the balls size, speed or movement. Whether it's positive or negative most users want feedback EVERY TIME and that's the problem with The Show because there's a disconnect there.

I remember reading a blog from a guy who played a whole season and made it to the playoffs. He went into batting practice to scout the Game 1 starting pitcher so he was fully prepared to kick some nuts. During the game he said he was making good hacks but just wasn't connecting with anything and lost the game. In the end he felt kinda cheated, and after 162 games that's really disappointing because he should've been rewarded for doing his homework and making good swings.

The bottom line is that if you think it's ok for balls to morph through bats then you're just lying to yourself. Justify it however you want but I think a truly rewarding batting system has to be better than that.
 
# 99 countryboy @ 09/20/10 07:25 PM
replays are compressed thus meaning they have missing frames, which result in morphing and other things happening that don't actually take place during the gameplay.

Also the outcome of an at bat is determined by several factors/attributes. IMO, its basically:

user input + pitcher/batter attributes + pitcher confidence + luck = result.

Lets face it....sometimes in real life you can hit the ball right on the sweet spot and get that beautiful sound, only to make an out. Sometimes you are fooled, flip the bat at the ball and end up with a hit. Its baseball.
 
# 100 42 @ 09/20/10 07:46 PM
Quote:
Originally Posted by countryboy
you play on the upper levels and its absolutely necessary.
I play on Legend (Hitting) and don't use the PCI/Left Stick.
 


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