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The Evolution of Hitting System in Baseball Games

Batting systems in baseball video games are constantly changing. When developers do change them, they tend to implement systems that either completely reinvent how users hit the ball or repeatedly refine the hitting experience that is already available.

From the simple button presses present in RBI Baseball to the more intricate right-analog stick system present in MLB 2K9, hitting systems have never remained exactly the same for very long. Like many other video games, as the technology has improved, hitting systems in baseball video games have become increasingly more challenging.

While it would take too long to detail each baseball video game’s batting system -- from RBI Baseball to MLB 2K9 -- I intend to look at the evolution of batting systems in a few key baseball games today.

The Old-School King of Baseball Video Games: RBI Baseball

One of the first baseball games released, and certainly one that is still recognized as one of the most fun baseball games to date, is RBI Baseball, which was released on the Nintendo Entertainment System in 1988.

Considering the fact that it was released so long ago, it is understandable that the game has a very simplistic, one-button approach to hitting. The user simply holds down the A button to swing the bat, along with having the ability to move the batter around in the batter’s box before the pitch is thrown. The system was and still is effective as well as easy to use.

RBI Baseball, still considered an old-time favorite for some, featured a simple, effective hitting system.
Source: www.neoseeker.com


One of the Best Batter-Pitcher Interfaces: High Heat Baseball 2000

3DO’s now-defunct baseball series always had one of the most impressive batter-pitcher interfaces in any baseball game available. For hitting, users are given the opportunity to guess which pitch is coming -- and the location of said pitch -- all before it leaves the pitcher’s hand. Another feature of the hitting system is the ability to move the player’s bat in the zone in order to make better contact with the pitch. While it is still possible to make solid contact with a pitch by simply pressing one button, it gives users a new level of control over their swing location, and, at the time, represented a step forward for batting systems in baseball video games.

The Challenge of Cursors: All-Star Baseball '99

All-Star Baseball '99 represented a huge leap forward in terms of batting systems for gamers when it was released in May 1998 on the Nintendo 64.

The game challenges users to match an on-screen batting cursor with the location of the pitch as it comes towards the plate. It was and is very challenging, but it is always very rewarding when you make solid contact with the ball.

At this point in history, a cursor system was new to baseball games, and it was a welcome sight since it got you away from the same one-button system that many other games were still employing.

The Hitter’s Eye: MVP Baseball 2005

Widely regarded as one of the best baseball games available, even to this day, MVP Baseball 2005 offered a simple yet deep batting system for consumers. The biggest innovation to the hitting system was a new feature touted as "The Hitter’s Eye."

This feature gives batters a split second to realize which type of pitch is on its way to the plate. The ball flashes one of five different colors while in the air -- white for fastballs, red for breaking pitches, green for changeups, pink for sinkers and orange for knuckle balls -- allowing the batter a chance to adjust to the pitch and hit it solidly.

The system works well and has garnered a number of fans over the years. The game also allows hitters to influence their hits towards a certain part of the field, along with influencing whether the ball is hit in the air or on the ground.

"Load and Fire Batting": MVP 06 NCAA Baseball

This game was the first of two collegiate-baseball titles released by EA Sports. The most influential aspect of the game was the new batting system that made its first appearance in it: "Load and Fire Batting." The concept was that the hitting system would mainly use the right-analog stick, only incorporating the left and right triggers to execute power and contact swings, respectively.

In this system, the user pulls back on the right-analog stick when the pitcher is about to release the ball, and then pushes forward on the right-analog stick when the ball is in the hitting zone. While this system takes some time to get used to, it is very rewarding and, at the time, breathed new life into the increasingly stale hitting systems that were in other games.

"Load and Fire Batting" was EA Sports' impressive debut of the use of the right-analog stick for hitting.


"Most Realistic Baseball Game Ever": MLB 09: The Show

The MLB: The Show series has remained relatively unchanged in terms of its hitting system during the past few years. However, this year’s game has a stronger emphasis on solid bat-on-ball contact -- assuming you want to have success at the plate. In the past, when gamers mainly just had to time their swing correctly in order to have success at the plate, MLB 09: The Show has made it more difficult for users to hit the ball solidly while using this tactic, especially on the higher difficulty levels in the game.

In this year’s game, there is a plate-coverage indicator (PCI) that is viewable after every swing. This indicator tells the user whether he or she is early or late, and also indicates what kind of contact is made on the previous pitch, ranging from a miss to making contact in the batter’s "wheelhouse." This can be viewed as a subtle change, but if you compare it to previous iterations in the series, it has actually increased the hitting difficulty in the game quite a bit, which is something many fans had been hoping for.

The Return of Zone Hitting: MLB 2K9

Following in the footsteps of the EA Sports NCAA Baseball games, MLB 2K7 also used a right-analog stick approach to hitting, which has since been refined in the most recent release, MLB 2K9. While 2K9 has made hitting the ball slightly easier by allowing the user to hold back on the right-analog stick at any time -- not specifically when the pitcher is in his windup -- it has also made hitting more complex by adding in a zone-hitting system.

The system is similar to All-Star Baseball’s because the user must line up a bat icon with the location of the ball when it crosses the plate in order to make solid contact with the ball.


Reinvention, minor tweaking and everything in between has gone on in the hitting world. The question is, what does the future hold for hitting systems?


Member Comments
# 1 davewins @ 04/15/09 02:14 PM
only thing i think they need to do for the future in hitting is increase the contact timing window tenfold. this way instead of having quality of contact be for example 100% (hardest hit ball) 80%, 60%, 40%, 20%, etc it would be by 5% increments that way we see more variety in hits and more doubles and less hr's. Just increase that timing window ten fold year in and year out. the shows hitting system in my opinion is perfect. i think all they need to do is just tweak the timing window as described every year.
 
# 2 jyoung @ 04/15/09 06:23 PM
Cursor batting is the devil.

I pretty much stopped playing baseball games when they became widespread.

There's just too much complication going on with most of the interfaces, and I've always preferred hitting to be based solely on timing, the angle of the hit, and the location of the ball on the bat instead of arbitrary nonsense like hot/cold zones and "power hits" vs. "contact hits."
 
# 3 SDwinder @ 04/15/09 07:12 PM
2K's hiting system is a joke, very arcade. The Show's is intuitive and works like the thought process and reaction on the field does. The hit physics are great in The Show with a ton of realistic outcomes.

Smokez4Dayz doesnt get hits in The Show because it separates the men from the boys, due to its realism. This guy keeps trying to find ways 2k9 is better than The Show. It is a complete waste of time to do that. Move on.
 
# 4 WatchdogXC @ 04/16/09 12:16 AM
I remember using a hitting cursor in the old World Series Genesis games and I got pretty good with it in '95 and '96 since I played those a ton.
 
# 5 sroz39 @ 04/16/09 12:56 AM
Give me a "Hitter's Eye" type feature in The Show, and I will agree that it is the greatest hitting system out there. I hate using guess pitch but I'm forced to because it is a little too difficult for me to distinguish pitch types at times.

Obviously, make sure it's an option that can be turned on and off. I understand its not everyone's cup of tea.
 
# 6 mKoz26 @ 04/16/09 07:06 AM
Yo, SDWinder, calm down. This isn't 2k vs. The Show. That's not what these articles are about. Move on. Now, back on track. Very nice article.
 
# 7 MultiThreat @ 04/16/09 12:42 PM
I second the lack of inclusion of Bases Loaded. I grew up playing it (and Baseball Stars, for that matter), and loved the location-based hitting. There was nothing else like it for some time. I downloaded it for the Wii the other day and was surprised that the hitting actually held up fairly well (although not much else did, but meh).
 
# 8 Loser09 @ 04/17/09 12:23 PM
Should have had a mention of Power Pros. It has in my opinion the best interface out there. Cursor based, and the cursor varies on both hitter ability and current situation. How can someone honestly say that timing should be the only factor in hitting? If that were accurate why would anyone in baseball bother with breaking balls?
 
# 9 ComfortablyLomb @ 04/19/09 09:04 PM
I'll probably be criticized for saying this but I think The Show's hitting system is a cheat. The trick to a proper hitting system is putting the batter in complete control of the outcome but all the batter does in The Show is improve his (or her!) chance of a good outcome (ie a hard hit ball). MVP's was too simplistic and quirky but at least when I was dead perfect on a pitch I knocked the snot out of it. That's not the case in The Show and I don't know if I'll ever warm up to it. The results may be correct but the developers got there the wrong way.
 
# 10 StormJH1 @ 04/20/09 03:21 PM
I'm surprised that World Series Baseball (for Genesis) gets so frequently overlooked. That game was revolutionary for its time (like 1995, maybe?) in so many ways. The cursor batting system, which the article attributes to All-Star Baseball 1999, was actually an innovation of World Series Baseball. And I'm not 100% sure, but I think the cursor size varied with hitter ability (as it does in PowerPros today). Also, you had the choice of Contact, Normal, or Power swing, which you also see in games today. I think that a good cursor system is the best effort videogame baseball has made at "simulating" the experience of lining up a pitch and swinging at it with gameplay that is fun and accessible. 2k9 tried to implement cursor batting as an option, but it was extremely inconsistent, and nearly unplayable. And their swing stick, much like many zone hitting mechanisms, only gives you half of the batting equation, which is the timing aspect--so it's basically softball.
 
# 11 ComfortablyLomb @ 04/20/09 04:29 PM
The cursor definitely changed in size with difficulty on the highest level in WSB '95 and it changed for individual batters depending on whether they were better at contact hitting or power hitting too. I'm not sure about the first version of that game though. I seem to recall it had a circle instead of a bar like in the later versions.
 
# 12 Dwenny @ 04/21/09 12:08 AM
Nice article, I remember the intellivision baseball game I used to play. Got to love evolution.
 
# 13 bang911 @ 04/22/09 12:10 AM
I have played enough baseball to know what video game ball needs to be like, and I can say that cursor hitting is as unreal as it gets. Timing is the #1 factor in hitting a baseball. Bringing the bat to the "area" the ball is in is the easier part.

I am a huge fan of RBI baseball, MVP 05, and the hitting in ESPN Baseball 2k4 was not too bad either.
 
# 14 ComfortablyLomb @ 04/22/09 10:25 AM
Quote:
Originally Posted by bang911
I have played enough baseball to know what video game ball needs to be like, and I can say that cursor hitting is as unreal as it gets. Timing is the #1 factor in hitting a baseball. Bringing the bat to the "area" the ball is in is the easier part.

I am a huge fan of RBI baseball, MVP 05, and the hitting in ESPN Baseball 2k4 was not too bad either.
#1 factor, agreed. Unfortunately, there's also that pesky aspect of actually getting the bat on the ball. I've always thought the swing stick was stupid and I definitely think pretending timing is the only thing that matters is dumb too. We're playing a game and the cursor or zone hitting systems (I don't think the PCI is really zone hitting) definitely are more involved. I think The Show's hitting is too dumbed down. Time it and you might produce good contact depending on what's happening under the hood.
 
# 15 ffyfe7 @ 04/23/09 10:15 AM
cool article
 
# 16 Misfit @ 04/23/09 08:30 PM
Quote:
Originally Posted by StormJH1
I'm surprised that World Series Baseball (for Genesis) gets so frequently overlooked. That game was revolutionary for its time (like 1995, maybe?) in so many ways. The cursor batting system, which the article attributes to All-Star Baseball 1999, was actually an innovation of World Series Baseball. And I'm not 100% sure, but I think the cursor size varied with hitter ability (as it does in PowerPros today). Also, you had the choice of Contact, Normal, or Power swing, which you also see in games today. I think that a good cursor system is the best effort videogame baseball has made at "simulating" the experience of lining up a pitch and swinging at it with gameplay that is fun and accessible. 2k9 tried to implement cursor batting as an option, but it was extremely inconsistent, and nearly unplayable. And their swing stick, much like many zone hitting mechanisms, only gives you half of the batting equation, which is the timing aspect--so it's basically softball.

The original World Series Baseball that came out for Genesis in '94 is hands down the most innovative baseball game ever. Sorry Jack, but your failure to include it in your article is a criminal oversight.

World Series Baseball was one of (if not the) first games on the Genesis to feature a full MLB license. Batters had their own ratings so you could tell the difference between Ozzie Smith and Frank Thomas when you were hitting. It was the first to feature the catcher's view for hitting (with the batter's head out of view so the developers didn't have to try to get everyone's face into the game) and allowed you to play a full 162 game season. The pitcher's had their own trademark pitches (I specifically remember fastball, change-up, splitter, slider, curve, knuckle and fork) at varying velocities. Hitting on rookie level was timing based, and very accessible. After that, it was cursor based. The difficulty level affected the size of the cursor with the hardest difficulty setting giving you a baseball sized cursor. Also, the difficulty level affected pitch speed. On the easiest setting the fastest fastball was 78 mph, on the hardest it was 99 mph. When you went up to hit, you selected contact, normal, or power swing or for pitching you could pick slow, normal, or fast. Pitchers had fatigue and if you stretched them out too long their breaking balls would flatten and their fastball would slow or miss location. Bullpens were real time, and you had to properly warm-up a reliever before he was ready to come in, bring him in cold and he'd have nothing.

I played that game ever summer from when it came out until I finally got High Heat 2002. Great game for its time.
 

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