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Major League Baseball 2K9 Developer Diary: Gameplay

Hi everyone, my name is Jonathan Rivera and I am the Gameplay Producer on MLB 2K9. As an avid gamer and baseball fan, it was a dream opportunity for me to work on a baseball title. I look forward to building on what we’ve been able to do this year and continue to improve on this franchise.   As some of you already know, this year was challenging as we were switching development studios, as the game is now developed internally at Visual Concepts. 

With a new team, came a lot of opportunity to evaluate areas of the game that worked and didn’t work. This was a very important part of the process because most of us internally felt like there were many items in MLB 2K8 that separated us from our competitors.

Signature Style

Here at 2K, we are always striving to deliver the most authentic experience to our users. We want the users to look at our game and notice small details like how Kevin Youkilis holds his bat before each pitch and how he transitions his hands from higher on the bat down to a normal grip.

Signature style is something that we’ve been doing quite a while now across our sports titles, and we expanded on that this year even more for MLB 2K9 with over 300 new signature animations. When we announced that Tim Lincecum was going to be our cover athlete, we were all pretty excited to have a Cy Young winner represent our game, but even more than that it was going to be a great opportunity to really nail his signature delivery.

Soon after the announcement was made about him being our cover athlete, he came into our motion capture studio and we were able to capture a lot of animations unique to Tim including pitching from the windup, the stretch, strikeout reactions, homerun reactions, stepping in and out of the batter’s box, and many others. We spend a lot of time researching and perfecting each player’s signature style that it was a relief having the athlete come into our studio and all we had to say was “Do what you do!” The shoot was an amazing experience, and our game will be better for it. 

The goal this year was to make the game more accessible while maintaining the challenge our dedicated fans have come to expect, and we did this in five key areas.

Pitching   

One of the things that we all really enjoyed was the control for pitching. We felt like pitching with the Right Analog Stick was natural and it really added a lot of depth to gameplay. The thing that I liked the most about performing gestures was that it forced the user to really think about what pitch they want to throw in each situation. With traditional controls, once you perfected the timing of the meter or button presses, it was easy to get the perfect pitch every time. Because “the perfect pitch” in our game is defined in many different ways including having the “perfect gesture”, it’s not as big of an issue and adds a lot of variety to gameplay. With that said, we felt like the meatball was too much punishment for making even the slightest error last year in MLB 2K8. 

Changes to pitching:

Ø No more meatball – The idea of throwing a bad pitch when you made a poor gesture was good but the way we designated a meatball was definitely too harsh. What we did instead was to identify earlier on in the gesture process the pitch the user is attempting to throw, if they don’t finish the gesture or make a poor gesture we simply affect the way that pitch is thrown. For example, Fastballs will be straighter and slower while Curveballs will have less break on the ball. Naturally, this will make those pitches more hittable without making them “meatballs”. 

Ø Removed the “Release Timing” - We felt that the “Release Timing” aspect of throwing a pitch made the game less accessible. After thorough focus testing, we discovered that the aspect of pitching that attributed to the most “meatballs” was the release timing. As a result, we kept “Release timing” as an option to the user but not on the default controls. If a user loved the way it worked last year, they can turn it on from the pause menu.

Ø Inside Edge Data driving the AI – Inside Edge is our exclusive scouting service which is also used by some MLB teams to get reports on players. As in previous years, you can purchase these reports during your franchise to earn an extra advantage when facing the AI opponents. Our pitcher’s decision making is primarily based off Inside Edge data for pitchers and weaknesses. When deciding what pitch to throw where, our pitchers have to take into consideration many different variables most simply broken down into two aspects:

o   What does the pitcher want to throw and where?

o   What are the hitter’s weaknesses?

We spent a lot of time tuning this aspect as it is crucial to the final experience a user has while playing the game. For example, one of our early iterations of this feature resulted in the pitcher’s rarely throwing fastballs because the data indicated that Fastballs are the pitch that hitter’s are most successful against. The problem was that our AI wasn’t taking into consideration enough of “Pitcher’s strengths” rather mostly the hitter’s weaknesses. After much tuning and testing, we ended up with a system that takes all of those variables into consideration and then decides what pitch would be ideal in that specific situation and count.

The same pitch selection logic is used for the user by our catcher. In our game, our catcher suggests what pitch to throw and the location. The decision making of the catcher’s suggestion is the same used by the AI when pitching. 

Hitting

When evaluating the hitting system we knew that we really liked swinging with the right stick. We wanted to keep the same basic swing of pressing DOWN and then UP to time the actual swing. In MLB 2K8, we felt that most pickup and play users struggled with figuring out when to press down thus resulting in many poor hits. In order to fit our overall goal of making the game more accessible, we allowed the user to press down to “set” at any point during the at bat. We found that this not only made the game more accessible, it also made the game significantly more fun and allowed us to implement other aspects of hitting so that the user can focus more on pitch, and location of the pitch.

One of the high level goals that we had going into designing hitting for MLB 2K9 was to give the user the opportunity to read pitches and decide when to swing. In last year’s game, most users would swing at every pitch and be pretty successful. This year, our AI pitches more to the edges and out of the strike zone so it really helps if you can take a pitch and wait for your pitch as MLB players do in real life all the time. To help achieve this goal, we moved the hitting camera a little bit lower than it was in MLB 2K8 which allows the user to get a better read on the pitches low in the strike zone.

One of my favorite new features that we implemented is the ability to influence hit direction. Hit influence is controlled by the Left Stick:

Ø Up for a Flyball

Ø Down for a Groundball

Ø Left to Influence the hit Left

Ø Right to Influence the hit Right

That means if you want to attempt to hit the ball in the air to left field you just hold the Left Stick up and left. 

Additionally, this feature really works because it allows a more realistic way of hitting where if you attempt to pull an outside pitch, you are most likely going to get a poor hit. As a hitter you are better off going with the pitch and swinging in the direction of where the pitch was thrown. 

Lastly, we implemented zone hitting as an alternate control scheme. Zone hitting is where you have a cursor and you have to put the cursor in the same zone that the ball crosses the plate in addition to your regular swing. Zone hitting works with either the Classic swing (press A button) or Total Control (RStick). We also added a “sweet spot” to the cursor, if you lineup the “sweet spot” of the cursor where the ball crosses the plate, the hitter will get an additional boost to your hit.

Fielding

For fielding, we really liked the controls of last year’s game but we thought we could expand on the current system and streamline the throw system a little bit more. Our main goal was to fix a lot of the fielding bugs that were in last year’s game in addition to adding a couple of new features to add a level of depth to the overall experience. 

We received a lot of feedback in last year’s game about certain animations taking too long to play and feeling like there was nothing you can do to put a sense of urgency to your fielder. Also, once you started to throw in a certain direction, you weren’t able to change your mind so as soon as you start the throw meter you are committed to that throw.  As a result, we added two new features:

Ø Quick Throw Modifier – The throws will be quicker but there is a risk/reward to this feature, because you are essentially rushing your throw, there will be more room for error on the throw meter. 

Ø Hold Ball – As long as you have the button held down, the player will not throw to any base. This can also be used to pump fake during a pickle. 

Baserunning

For baserunning we thought, well we hit, pitch and throw with the right stick, why shouldn’t we run the bases with it too? So, the simple baserunning controls are:

Ø Press A button to select base runner

Ø Using the Right Stick press in the direction that you want the base runner to run to. So if you hit a ball into the gap, just move the Right Stick to the left to indicate that you want to try to stretch a triple. If you want him to stop at 2B, just press UP on the right stick. 

We also drastically changed the way you steal bases in our game for MLB 2K9. This is one of my personal favorite features because I think it adds a lot more risk to stealing and gives the user full control over their base runner. 

Basically, when you have a runner on first base you press LT (L2 on PS3) to take a lead. To steal, hold LT until it vibrates which will indicate that your runner is ready to take off. The runner will now take off when you release the button. Stealing “on the fly” certainly adds a lot of fun to base stealing because now the user is forced to try to get a good jump on the pitcher. If you get a good jump, you will actually take off right before the pitcher starts his delivery and get a perfect steal. 

We also added a little more information for pitchers, if you look over at the runner that’s on base, we give you his “steal rating” which indicates how much of a threat he is, so if you have Benji Molina standing at 1st, his steal rating will be pretty low and you can focus on the hitter.

Atmosphere

As always, we spend a lot of focus and attention on getting the right atmosphere for a baseball game. We want our users to feel like they are getting the same experience in playing our game as if they were watching a baseball game on TV. There are many different aspects of presentation that help the overall goal to improve the atmosphere in our game.

First, we wanted to get rid of cut scenes and have everything happen real-time. When replacing cut scenes with real-time events, we not only focused on big events like home runs and world series celebrations but smaller details like, “What happens to the bat after a player gets a hit?”, the answer is the ball boy runs to the bat, picks it up and takes it back to the dugout. Our dugouts now react to the events on the field; if a pitcher is subbed out the manager walks out to the mound, takes the ball from the pitcher on the mound and gives it to the reliever coming in from the bullpen. We felt like that kind of real-time detail would add a lot to the overall experience. 

Next, we established players moving around in real time. It gave us an opportunity to create a lot of the same camera shots that are used during a live telecast. We have many shots of the players walking back to the dugout, players running out of the dugout and to their positions in-between innings, the players warming up in the bullpen, etc. When playing our game, I always feel like the presentation adds a level of authenticity to our “broadcast” that enhances the baseball experience for me.

Finally, we focused on improving the crowd in our game. MLB 2K9 has the best and most lively crowd that we’ve ever had. Our crowd now reacts to our game not only over audio but you can see them individually get up after pitches or when a big pitch is coming, they’ll all get up in anticipation of a big hit or strikeout. If a home run is hit, you can see the crowd get up and watch the ball fly out as they would in real life and when the ball lands, our fans will try to catch it. 

Well, I think that’s about it for gameplay in MLB 2K9. We are all extremely proud of this game and hope you guys will enjoy. Keep sending your feedback because we do read all of your comments and criticisms. Thanks everyone for reading!


Major League Baseball 2K9 Videos
Member Comments
# 41 Blitzburgh @ 02/10/09 01:00 PM
That was a very impressive read! I love everything he mentioned. I especially liked the stealing and base running controls and how you wil finally see how fast the runner is when you look over at him! I always hated not knowing if the runner was a threat or not.
 
# 42 tmac55 @ 02/10/09 01:01 PM
Really like what I am reading so far and I am pumped for this game. It has to be better than 2k8 and it seems like they did enough to tweak its nuances.

Now for some videos and a demo hopefully before release. As a 360 owner, it would be nice to have a solid game for the summer of baseball.
 
# 43 mdiggitydawg @ 02/10/09 01:02 PM
big question for me...how soon can bigfnjoe get his sliders up after the release ? i've come to live and die by them in my franchise. I seriously hope this is a good game, was pretty down on it last week especially compared to the Other game...now I have hope...must be the whole Obama as president thing !
 
# 44 Blzer @ 02/10/09 01:09 PM
Quote:
Originally Posted by ericjwm
No one knows for sure on here. But the dude answering Q's on GameSpot mentioned that he didn't notice any time of day progression. VC started over & changed alot, so they might of temporarily removed it for 09.
Also keep in mind of this screenshot:










Remember that the guy playing IS indeed doing franchise mode, so he didn't set the time of day for this game. This must have been a 7:00 start, and at the first inning already being dark... tsk tsk.
 
# 45 The Living Legend @ 02/10/09 01:09 PM
I agree with Baa and the hitstick it is a overglorifed button setup, i can deal if its implented properely, all the fluff is good and dandy about real time crowd, but sorry to reiterate, but if the animations and glitches like things popping in and out still plague this game, or People run then immedialty stop, or lets say a slap hit to right side of the field to move a runner over can happen since lets just say field proportions are wrong, things of that nature are More important then that crap on the article.
 
# 46 Blzer @ 02/10/09 01:10 PM
Quote:
Originally Posted by Blitzburgh
That was a very impressive read! I love everything he mentioned. I especially liked the stealing and base running controls and how you wil finally see how fast the runner is when you look over at him! I always hated not knowing if the runner was a threat or not.
I wish that would only come up if you had his Inside Edge scouting report.
 
# 47 myghty @ 02/10/09 01:11 PM
Quote:
Originally Posted by Blzer
Remember that the guy playing IS indeed doing franchise mode, so he didn't set the time of day for this game. This must have been a 7:00 start, and at the first inning already being dark... tsk tsk.
Maybe it wasn't included in the Beta copy?
 
# 48 The Living Legend @ 02/10/09 01:12 PM
Quote:
Originally Posted by Blzer
Also keep in mind of this screenshot:










Remember that the guy playing IS indeed doing franchise mode, so he didn't set the time of day for this game. This must have been a 7:00 start, and at the first inning already being dark... tsk tsk.
Ugh if this is true then it blows because its something that should be a required item by now, its way to hard to have it then go back and see night the entire game again. Ugh
 
# 49 Blitzburgh @ 02/10/09 01:17 PM
Quote:
Originally Posted by baa7
I guess I don't understand why people are so accepting of this. I'll try to be very clear: 2K8 introduced an innovative hitting system unparalled in baseball games. But it goes beyond that. There are few stick movement features in video sports games that mimic the actual physical activity it's attempting to copy, to the degree 2K8's swing stick mimics hitting a baseball. The closest comparison I can think of is the way the RB running is mapped to the R stick in 2K football. So imagine if there had been an NFL 2K6, but VC decided to go back to the way running was in 2K4. Football gamers would have hit the roof.

With last year's system, you approached hitting the way an MLB player does (minus the aiming of course). The key component was the pulling back on the stick, which emulated the leg lift/timing mechanism hitter's use as the pitch approaches. That timing mechanism is 50% of hitting. And it's never been included in a baseball game. We had the perfect system, and now it's gone. That's like Michaelangelo carving the statue of David, and then taking a chain saw hacking the thing in two.

While I agree with you that it was probably very realistic. I could never get the timing down on it. I just moved the slider all the way to 0 and played it that way. I think they should of made it an option for guys that liked it though just like they did with the pitching mechanics. All in all this game should look, feel & sound like a whole new ball game in my opinion!
 
# 50 Blitzburgh @ 02/10/09 01:22 PM
Quote:
Originally Posted by Blzer
I wish that would only come up if you had his Inside Edge scouting report.
Maybe but remember if you were actually pitching in the majors the catcher and coaches would remind you to keep an eye on the runnner. We don't have that luxury since it's a video game so I think some sort of "tip" is very helpful. I also think on exibition games or quick play inside edge reports should be active for all players. That would be a nice way to learn each player for when you face them in Franchise if you don't have their report.
 
# 51 bifflefan28 @ 02/10/09 01:36 PM
From what I read I'm definitely picking up this game and another baseball game I won't mention.
 
# 52 bigfnjoe96 @ 02/10/09 01:40 PM
Quote:
Originally Posted by baa7
Joe keeps pointing out that it's possible it's still an option, so hopefully. But is zone hitting possible if you don't use the stick? That would be a reason to use it.
Baa supposedly Zone Hitting can be used with Classic Hitting or Total Control Hitting:

Quote:
Lastly, we implemented zone hitting as an alternate control scheme. Zone hitting is where you have a cursor and you have to put the cursor in the same zone that the ball crosses the plate in addition to your regular swing. Zone hitting works with either the Classic swing (press A button) or Total Control (RStick). We also added a “sweet spot” to the cursor, if you lineup the “sweet spot” of the cursor where the ball crosses the plate, the hitter will get an additional boost to your hit.
 
# 53 jeffy777 @ 02/10/09 01:50 PM
Quote:
Originally Posted by Padgoi
Does this not concern anyone else or did I miss something?
No, I'm not concerned yet because I haven't seen it in action or tried it, so it's to soon to really say whether this new method it's going to be good or not.
 
# 54 bigfnjoe96 @ 02/10/09 01:54 PM
Quote:
Originally Posted by Blzer
Also keep in mind of this screenshot:










Remember that the guy playing IS indeed doing franchise mode, so he didn't set the time of day for this game. This must have been a 7:00 start, and at the first inning already being dark... tsk tsk.
So in the beginning of April, 7pm games still offer natural light?
 
# 55 jeffy777 @ 02/10/09 02:13 PM
^^^ We heard you the first time, lol
 
# 56 Knight165 @ 02/10/09 02:13 PM
Quote:
Originally Posted by bigfnjoe96
So in the beginning of April, 7pm games still offer natural light?
Ummm...yep.

....http://www.timeanddate.com/worldcloc...&afl=-13&day=1

M.K.
Knight165
 
# 57 The Living Legend @ 02/10/09 02:18 PM
Quote:
Originally Posted by Padgoi
Just to put this point out there again so people realize that this is a bit more significant than the daytime-nighttime transition in terms of gameplay:

2. Am I the only one who is truly concerned about the pitching description? He says they removed the meatballs (which is good) and that if you mess up the gesture now, it will result in fastballs being straighter and slower and curveballs not curving as much. This concerns me greatly because it SOUNDS like a meatball, just with a different description. Instead of having a straight ball right down the middle, a fastball will be straighter and slower - that sounds like a glorified meatball . And a curveball won't curve as much - ALSO sounds like a glorified meatball.

I'd be happy if he said, "if you mess up the gesture and release too early, the pitch will sail high and the pitch won't have as much bite. Likewise, if you hold the gesture too long, the pitch will be in the dirt." But he didn't say that. He said the pitch won't have as much bite, which in essence means it will be more hittable. Again, to me, this isn't real baseball. If I'm pitching and I mess up my gesture (delivery), the pitch is definitely not going to have as much bite, that's true. But there's a DAMN good chance that pitch won't be near the strike zone either! Once again, he doesn't mention a THING about strikes being difficult to throw or working the count (as the pitcher) or pitches being balls if the gesture is wrong, just that the pitch won't have as much bite, which sounds like bad gestures will once again result in pitches over the plate and smashed.

Does this not concern anyone else or did I miss something?
I think it will be a mixture of both, you probably wont get a pitch right down the pipe but it will be damn close but nowhere nearly as much as last years.
 
# 58 bigfnjoe96 @ 02/10/09 02:23 PM
Quote:
Originally Posted by wsu_gb23
not to be cynical, but has 2K EVER made a good baseball game? 2K baseball was happening during the MVP era, and everyone knows how good the MVP series was...how did MLB ever decide on giving the exclusive license to 2K for baseball? What title/titles did they base their decision on? Just a Jack Handy deep thought there...
Sorry but MVP had 1 good year. MVP 05. 2K when developed by Blue Shift made some great baseball games. All their games received 8's & better from reviewers with World Series Baseball 2k3 being recognized as 1 of the best baseball games ever.

Now in reference to the License, I'm pretty sure money had something to do with it... Ya Think???
 
# 59 bigfnjoe96 @ 02/10/09 02:24 PM
Quote:
Originally Posted by baa7
Thanks. Now, I guess there's no Power swing button any more, is there? That's about the only reason I'd go back to button hitting.
No Power Swing Button. 1 Button Hitting...
 
# 60 Trevytrev11 @ 02/10/09 02:26 PM
Quote:
Originally Posted by Padgoi
Just to put this point out there again so people realize that this is a bit more significant than the daytime-nighttime transition in terms of gameplay:

2. Am I the only one who is truly concerned about the pitching description? He says they removed the meatballs (which is good) and that if you mess up the gesture now, it will result in fastballs being straighter and slower and curveballs not curving as much. This concerns me greatly because it SOUNDS like a meatball, just with a different description. Instead of having a straight ball right down the middle, a fastball will be straighter and slower - that sounds like a glorified meatball . And a curveball won't curve as much - ALSO sounds like a glorified meatball.

I'd be happy if he said, "if you mess up the gesture and release too early, the pitch will sail high and the pitch won't have as much bite. Likewise, if you hold the gesture too long, the pitch will be in the dirt." But he didn't say that. He said the pitch won't have as much bite, which in essence means it will be more hittable. Again, to me, this isn't real baseball. If I'm pitching and I mess up my gesture (delivery), the pitch is definitely not going to have as much bite, that's true. But there's a DAMN good chance that pitch won't be near the strike zone either! Once again, he doesn't mention a THING about strikes being difficult to throw or working the count (as the pitcher) or pitches being balls if the gesture is wrong, just that the pitch won't have as much bite, which sounds like bad gestures will once again result in pitches over the plate and smashed.

Does this not concern anyone else or did I miss something?
I'm not too concerned. The don't say the ball will go straight down the middle, just straighter. I take this as a 2 seamer won't run in as much or a cutter won't cut as much. I believe it will still be thrown towards your desired location, just not as a high quality as a pitch. I'm also thinking instead of a 94 MPH fastball it will be 90MPH, not a 75MPH BP fastball down the middle.

As far as curveballs. Pitchers usually mess up one of two ways. They don't get the bite on their pitch and the pitch flattens out and hangs up in the zone. Of they just miss their location. It sounds like they are going with #1, but I'm guessing location will be off as well.

In both cases, we don't know how the location of the pitch will be impacted by a bad gesture, just the quality of the pitch (slower, flatter pitches). Hopefully, they don't all miss location towards the center of the zone and instead miss in the direction they were intended.
 


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