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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
# 61 SoxFan01605 @ 02/10/09 02:29 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?
Dude, it's only been 4 posts since you last posted this on the same page...lol. There is no need to repost just because you think others are discussing something "less important."

To answer your concern, no I'm not worried. What he said was correct. If you don't release a fastball properly, you'll get less speed and a straighter pitch. If you don't release a curveball properly, it won't break as much. The "meatball" thing is different. No matter what the pitch was, if you missed the release it would come down the pipe as an 80MPH lob. It was pretty much it's own pitch type...lol.

I'm not saying they couldn't have screwed it up (as the location of these "misses" will be very important), I'm just saying it's silly to react without playing the game. It seems to me that they've got the right idea here...we'll see how it's implemented




Anyway..lol. As for the rest of the article, I do like the loads of options they feature for hitting, pitching, fielding, and running. I like the fact that you can choose 2K8's pitching mechanic, and that their is an option to use zone hitting with buttons for those who prefer it.

I do share people's concern, however, about the step-influence. They've mentioned so many options for hitting and specifically mentioned you could use the mechanics from 2K8 for pitching, yet not even a cursory mention of the step-influence. That's a bit of a red flag to me.

I've said countless times that if you add zone hitting to a tweaked version of last years step-influenced based swing stick system, you've got the most complete hitting mechanic ever made...period. It would be the standard if done right. Hopefully, as BFJ mentioned, it might be an option still. I'm hoping they address it soon.

Overall though, I'm impressed with what I've seen so far. I like the detail they've described and look forward to see how it all comes together...and of course, at the level of smoothness it all comes together...lol. Seriously though, the game looks like it's shaping up nicely
 
# 62 bigfnjoe96 @ 02/10/09 02:32 PM
Quote:
Originally Posted by Trevytrev11
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.
Trev, I think your right in reference to location. Remember no matter where your location was if you missed your gesture & got a MEATBALL it was down the middle all the time. It sounds like even if you miss your gesture the pitch location stays them. The only thing that changes is the velocity/break on the pitch..

This for me is more realistic, then having the pitch go to random areas around the plate...

I still wish they would bring back the Variable Pitching Slider
 
# 63 Trevytrev11 @ 02/10/09 02:48 PM
Quote:
Originally Posted by bigfnjoe96
This for me is more realistic, then having the pitch go to random areas around the plate...
Seems like they could easily tie this bit into where your motion ends compared to the end point of the required motion...and I think they kind of did this last year as I noticed while playing last night.

On my changeup motion, I would notice that the recap of my previous motion almost always had my down motion (change was up then down) going to the left. Everytime I missed a changeup with my pitcher, it was always to that same side (never over the middle)...so if they keep this as is and just drop the meatballs (which they have), I think the pitching system will be fine...it was my favorite part of 2K8.

Now as far as missing up or down, with the timing of the release now being out in the new method, I'm not sure. Easy with the 2K8 method because it would soley be based on if you were later or early with the release.
 
# 64 JBucc @ 02/10/09 02:55 PM
I'm not too sure how I feel about the pitching system either. Everything is tied into your motion now, which was for me the hardest part. The release timing was easy. When they showed you the little diagram of your motion after a pitch mine were almost always completely screwy. Now I'm worried that even a little bit off in your motion will mean a bad pitch. I guess it doesn't matter much since you cans till use last year's style.
 
# 65 Blzer @ 02/10/09 03:10 PM
Anyway I know that I was bickering about the lighting earlier, but let's just hope that this still holds true:

Quote:
2K HD/Real-Time Atmosphere – An all-new Virtual Director brings in-game broadcasts to life in real-time with smart camera placement, angles, and cuts. Real-Time Atmosphere adds to the presentation package by bringing nuances to life throughout the duration of a game. Lighting, umpires, ball boys and coaches all move and progress naturally and seamlessly for a true-to-life ballpark experience.
We'll see.
 
# 66 The Living Legend @ 02/10/09 03:25 PM
VC must of known about the move way early and had maybe a cycle and a half to work on the game.... cause i just cant see how they could done all this in once cycle... i guess when we see video, will see if all these attepts are just half assed.
 
# 67 krazzed @ 02/10/09 04:23 PM
Quote:
Originally Posted by Padgoi
I just wish one of the developers would confirm that messing up a gesture will result in flatter pitches thrown near the "desired" location. All they really say is meatballs are out, but they still don't stress location when referencing an inaccurate gesture. Honestly, I want to throw balls when my gesture is off. I want to walk guys unintentionally. I want to have to work the corners. I want to be punished when throwing a heater down broadway that the cpu hitter was looking for (and not always resulting in a homer). I want to see 3 consecutive singles leading to a run and not having to rely on the long ball for all offensive outbursts. I want to see small ball. I want to see stolen bases and hit 'n runs. I want to see screamers down the line. I want to see teams averaging 8 - 10 hits per game and not 15. Sure, I'd love to see streakers and hear popcorn vendors, but to me, gameplay comes first.
Sounds like you should be watching a game on TV. LOL In all seriousness I agree with you, that would be great to see, having teams that aren't necessarily a great team playing small ball and doing what they can to have a chance to win the game.
 
# 68 kumala @ 02/10/09 04:31 PM
enough about hearing what they did, I want to see the game in action and I mean actual gameplay footage, not just cutscenes but of someone playing the game. I am looking forward to the zone hitting feature, and if its anything like powerpro baseball them I'm gonna be jacked up for this game.
 
# 69 JoshCA916 @ 02/10/09 04:37 PM
Quote:
Originally Posted by Knight165
well then you have never been to a giants game in april, san fransisco is still cold fog rolls in and it is pretty dark by a 7:15(7:05)pm start, it might not be midnight dark but its not really lit up like it can be in april in most other stadiums
 
# 70 Riotboy @ 02/10/09 04:39 PM
Sounds really, really good, but I'll have to play the demo first.

/2K8 made me forever buyer beware before dishing out $60
 
# 71 krazzed @ 02/10/09 04:40 PM
Quote:
Originally Posted by Padgoi
From what I've been hearing, the "other" game is the best thing to hit (pun intended) since sliced bread. If the other game can incorporate these things into their game, so too can VC. No?
I wouldn't know because the only baseball game I've bought since 2K7 was 2K. But it should be possible since it seems VC has improved everything else in the game. Hopefully there's better hit variety than 2K8, which wasn't too terribly bad, but compared to real life wasn't great either.
 
# 72 buzzguy @ 02/10/09 05:20 PM
Sounds like 2K9 is shaping-up well! Looking forward to seeing the game in-action.
 
# 73 texbuk84 @ 02/10/09 06:20 PM
damn come on march 3rd
 
# 74 knighthawksfan @ 02/10/09 06:23 PM
I can't wait for this game to come out, I want to this game so bad I am such a huge sports fan in general. See ya'll on the baseball diamond
 
# 75 Blzer @ 02/10/09 06:49 PM
Quote:
Originally Posted by JoshCA916
well then you have never been to a giants game in april, san fransisco is still cold fog rolls in and it is pretty dark by a 7:15(7:05)pm start, it might not be midnight dark but its not really lit up like it can be in april in most other stadiums
Well I have, and I can say that while it's true that it's definitely not like it is in The Show demo (as I pointed out there that looks much more like a game captured in July), it shouldn't be so dark to begin with.

However, if say 2K believed that it does get dark then, then that's a sign of something else. Have they actually incorporated the time of year into account for time of day? If so, I'd consider that an improvement.

As for actual April lighting, here's a video on April 8, 2008 in the bottom of the 2nd inning and you can clearly see the light of the sky:

Molina's bomb

(if the link isn't working and you REALLY want to see, go to April 8th here and click on "Molina's two home runs")


The game started at 7:15. This time of day can't be any earlier than 7:30, which is indicative of how not dark it is at least at the beginning of a game.

Of course, I'm only making these comments just in case they did decide to add seasonal effects to the progressive lighting, but if so they did it incorrectly, which leads me to believe that they didn't (and I didn't think that they would have anyway), which leads me to believe that this is a static sky.

However I'm hoping that we'll get something else when this game is out. Progressive lighting is a huge thing for me.
 
# 76 whosgotcha @ 02/10/09 07:16 PM
This is good information. My interest in 2k9 has just grown.
 
# 77 Eddie1967 @ 02/10/09 07:26 PM
Great read, sounds like VC has really put everything into making this a fantastic game. Can't wait for March 3rd.
 
# 78 statum71 @ 02/10/09 08:23 PM
Man baseball has TWO good games. Too bad football can't be that way.

If it wasn't for The Show I'd be getting this for sure.
 
# 79 brendanrfoley @ 02/10/09 09:10 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.

Blzr,

Keep in mind 2K took that screen from an unfinished version of the game -- not the guy at ESPN behind the controls.
 
# 80 SPTO @ 02/10/09 09:31 PM
I don't feel like going through this entire thread so can anyone kindly tell me if there'll be timing (button) hitting in this year's game?
 


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