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Player Quirks Are a Step in the Right Direction for MLB The Show

Last week, the Sony San Diego team detailed an intriguing new feature intended to make each player feel more unique in MLB The Show 17: Player Quirks.

Player Quirks are extensions of the current set of player attributes to set apart those who have special abilities. A few examples detailed last week were “Rally Monkey” for players who excel at hitting when the team is trailing, “Road Warrior” for players who perform better playing away from home, and “Night Player” for those who prefer performing under the lights.

Some Player Quirks have a stacking effect on the batter’s PCI (Plate Coverage Indicator), making it easier or more difficult for the batter to get contact (and quality contact) on a pitch. Pitchers also have Player Quirks as well, which can shrink the batter’s PCI and give them an advantage in the matchup.

This feature should add another layer of strategy and challenge to players looking to build their roster in franchise mode. Perhaps you are controlling the Chicago Cubs in your franchise mode. It may make sense to check out players who possess the “Day Player” quirk so you can ensure top performance in the unique day-game-heavy schedule at Wrigley. Or perhaps you aren’t much for patience at the plate -- it may be advantageous to load up on players who have the “First Pitch Hitter” quirk to back up your free-swinging style.


Somewhat disappointingly, several of the Player Quirks in MLB The Show 17 are merely a summary of the player’s attributes and do not impact gameplay. For example, a pitcher can have the “Control Artist” Player Quirk, but this is only assigned to pitchers who have a high BB/9 attribute and does not impact gameplay in any way beyond that. Other examples of these include “Hitting Machine” (players with high contact ratings) and “Speedster” (players with a high speed rating).

Although these “display-only” quirks may have been intended to give players a quick and easy way to summarize a player’s abilities -- since they don’t impact the gameplay at all -- it’s a bit discouraging that many of the Player Quirks fall under this category.

For a first-year feature, I think Player Quirks are absolutely a step in the right direction for the MLB The Show series. Franchise mode is better when there are a wide variety of player attributes that can make each player unique and make building a roster more strategic. Player Quirks also help better simulate the tough decisions a manager must make on a daily basis when filling out the lineup card. Do you keep a player with the Situational Hitter (excels at driving in a runner from third base with less than two outs) on your bench, ready to be called on in a crucial situation, or do you put that player in the starting lineup because it is a home night game, and he has both the Home Body and Night Player quirks?


There is certainly a lot of room for building and improving this feature. Currently, all of the Player Quirks are positive. It would be fantastic to see negative Player Quirks as well. A few ideas: players that don’t always hustle out of the box, pitchers who don’t do a good job of holding runners on (I’m looking at you, Mr. Lester), and pitchers who get emotional and lose focus after a few questionable calls from the home plate umpire.

More quirks for defensive players would also be a welcome addition. Some more ideas: players who take unwise risks such as diving for a line drive that can get behind them and become a triple or inside-the-park home run, defensive wizards who can make bare-handed pickups look routine, or outfielders who have a knack for robbing home runs.

Overall, I believe this is a solid new feature for MLB The Show 17, and can’t wait to dig into the game to see how Player Quirks add a new dynamic to already fantastic gameplay.


Member Comments
# 21 Threeebs @ 03/16/17 09:43 PM
Quote:
Originally Posted by WaitTilNextYear
Yeah, basing splits-based quirks on one year of stats (which is my impression) would be a poor design decision. Lots of players oscillate back and forth and essentially perform the same over a large enough sample size with home/road and night/day splits.

I don't think things will get wonky because they made it seem that the splits-based quirks are not dynamic. For example, if Justin Turner hit "well" with 2 strikes in 2016, then he will have the 2-strikes quirk for the rest of his career.

All in all, just having the quirks is probably a good thing for now, but in future years I'd like to see them go with a larger data sample (3-5 years or data or X number of at bats) and allow quirks to become dynamic based on stats in your franchise.
Why do you think the quirks are based on just last year's stats? I must have missed something?
 
# 22 kehlis @ 03/16/17 09:47 PM
Quote:
Originally Posted by Threeebs
Why do you think the quirks are based on just last year's stats? I must have missed something?
I don't think we really know but are you confident in assuming that players who's major league sample size is limited to last year also includes how they performed in the minors in these situations?
 
# 23 WaitTilNextYear @ 03/16/17 09:53 PM
Quote:
Originally Posted by Threeebs
Why do you think the quirks are based on just last year's stats? I must have missed something?
Someone looked up Justin Turner's quirks and the specific ones he had made sense based on his 2016 splits and not a longer data sample (see below).

But you make a reasonable point in that the devs haven't directly answered our questions about the timeframe these splits are based on. The only info I have are the quoted posts below.

Quote:
Originally Posted by Millennium
1 - Attribute Quirks update as soon as the rating hits.

2 - I believe the situational quirks are from 2016. Not 100% on that either, but on the stream they mentioned 2016 (although it could have been a misspeak on their part)

3 - Split based quirks are not dynamic, so they would have to be programmed and changed in a roster update by SIE.

Quote:
Originally Posted by p00p1
Looking at Justin Turner's career splits vs 2016, I'm pretty sure the quirks they showed were strictly from 2016. For his career, he's been about even home/away and actually a worse hitter in the 9th inning on. In 2016, he excelled in both. Would be nice if the quirks were more in line with career accomplishments.

Here's the thread where these posts came from:

http://www.operationsports.com/forum...post2048732211
 
# 24 Threeebs @ 03/16/17 10:43 PM
Quote:
Originally Posted by kehlis
I don't think we really know but are you confident in assuming that players who's major league sample size is limited to last year also includes how they performed in the minors in these situations?
No, absolutely not but I assumed and would hope that those particular players weren't assigned many quirks, especially the ones that affect the PCI.
 
# 25 Threeebs @ 03/16/17 10:45 PM
Quote:
Originally Posted by WaitTilNextYear
Someone looked up Justin Turner's quirks and the specific ones he had made sense based on his 2016 splits and not a longer data sample (see below).

But you make a reasonable point in that the devs haven't directly answered our questions about the timeframe these splits are based on. The only info I have are the quoted posts below.







Here's the thread where these posts came from:

http://www.operationsports.com/forum...post2048732211
Interesting... I think that would be a mighty big mistake on their end if this is the case.
 
# 26 WhiteBunny @ 03/17/17 11:39 AM
Quote:
Originally Posted by WaitTilNextYear
The bottom line, however, is even if a quirk gives you a fractionally better/worse probability at a good outcome (bigger/smaller PCI), the user still has to execute a gameplan. In that way, the user still retains most of the control and "sim"-ness of the experience.
Yes, but i notice in the last game of devs tournament that every player have a huge PCI. Obviously, it's up to you hitting or not the ball, but still i hope those quirks are balanced.
 
# 27 consecutive27 @ 03/17/17 12:33 PM
So, if attribute quirks update as soon as the rating hits, this would occur for rtts players and generated players in franchise mode too? It seems like only ratings based quirks would apply to them though from what I have seen so far. Thoughts?
 
# 28 WaitTilNextYear @ 03/17/17 03:33 PM
Quote:
Originally Posted by WhiteBunny
Yes, but i notice in the last game of devs tournament that every player have a huge PCI. Obviously, it's up to you hitting or not the ball, but still i hope those quirks are balanced.
As always, sliders are the great equalizer. I'm confident that any imbalance caused by quirks (PCI size) could be overcome with changes to difficulty level or sliders. In my experience, pretty extensive slider work needs to be done every year anyway to make the "out of the box" version play more realistically. This year will probably be no different.
 
# 29 WhiteBunny @ 03/17/17 03:54 PM
Quote:
Originally Posted by WaitTilNextYear
As always, sliders are the great equalizer. I'm confident that any imbalance caused by quirks (PCI size) could be overcome with changes to difficulty level or sliders. In my experience, pretty extensive slider work needs to be done every year anyway to make the "out of the box" version play more realistically. This year will probably be no different.
If i remember well, they were playing at All Star hitting difficulty. But it's a bit strange, cause you get quirks for more personalization and what i've see is huge PCI for so many players, so it's quite the opposite. To set a proper balance in a game like this is always difficult and we need to play it before jump to conclusion. I'm just trying to put things on another perspective. Also a bit worried about the complete lack of infield hits ( humanity AI vs defensive stats ) but i'm OT.
 
# 30 bronxbombers21325 @ 03/18/17 01:18 PM
I'm trying to not worry about quirks until I see them for myself. I keep thinking back to last year when a lot of people thought that player moral would cause imbalance, and make the game too easy or hard. It worked out fine last year, and this dev team doesn't normally do something without they believe it is done right. I'm going to keep an open mind for the time being.
 
# 31 Ruben2424 @ 03/20/17 02:56 PM
This is probably the best feature added to this year's game...especially since franchise mode is basically the same as last year.
 
# 32 piffbernd @ 03/21/17 05:27 PM
How will it work with edit players ? can you asign them. would be ****ty if with os roster or 5 years in franshise mode there gone.
 
# 33 Aensland @ 03/21/17 06:56 PM
Quote:
Originally Posted by piffbernd
How will it work with edit players ? can you asign them. would be ****ty if with os roster or 5 years in franshise mode there gone.
Was going to ask the same question myself. It CAP's can't have them, it could give them a slight handicap, I would think?
 
# 34 Caulfield @ 03/21/17 07:43 PM
Quote:
Originally Posted by piffbernd
How will it work with edit players ? can you asign them. would be ****ty if with os roster or 5 years in franshise mode there gone.
some of the quirks are based strictly on attribute ratings so I doubt there will be a year where there are none. now whether or not there are LESS is another matter and that I do not know.
 
# 35 CaseIH @ 03/21/17 09:26 PM
This is a neat addition by the devs for the game. Really looking forward to seeing how it all plays out, and if it works as intended. Typically the devs do a good job of implementing this stuff, so I figure it will be a nice addition.
 
# 36 BrianU @ 03/22/17 11:54 AM
I haven't seen this answered anywhere but are Player Quirks in DD?

And if is are they only the attribute based ones which don't really alter gameplay, or are the statistical ones also present?
 

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