If you want to play like a real baseball player, here's kind of how you would approach each different count realistically:
Count 3 - 0: Take the pitch. That may sound clichéd, but a lot of people these days are now including an exception that is "unless it is perfect." Well, correct me if I'm wrong, but isn't that what we do on "hitter's counts"? I'll get into those in a second, but basically there is so much going against the pitcher in this situation. He needs to throw a strike yes, but he has missed off the plate for three consecutive pitches so there is no guarantee that he will even heave it over the plate for the first strike. Let's look at my protegé Barry Bonds, a man who I consider to be very "approaching" at the plate and who sits on good pitches to hit. I can't get three-year splits with him anymore, but in 2002 he hit .250 on 3 - 0 counts, and counts after 3 - 0 (non-inclusive) he hit .667. What you have to remember is that even if you take a first strike, you are still in a hitter's count. It's just not worth hacking at a pitch that you have less than half the chance of earning a safe knock than it is to take the pitch. It's another pitch that you get to see and time well... watch it go by.
Counts 2 - 0, 3 - 1: These are those "hitter's counts," and this is something that I talk to my little sister about all of the time. Here is the basic premise on these counts: if you swing, you better crush it. In these counts, you shrink the strike zone to about the size of a softball. You look at less than a quarter of the plate (I think I'm being generous in saying that), and you're sitting on nothing but a fastball. In high school you may often hear people talking about "spitting on a curveball." What that means is if he throws it in there for a strike, you tip your cap at his confidence in the pitch in such a count and lay off of it. You are looking fastball and one spot (I favor the inside pitch), so you will not ever be late on this pitch and you will never be fooled. If it's on the corner of the zone or just not what you were looking for, so what? People tend to have a mindset that your at bat is destroyed once you get to two strikes, but gasp, you still actually have one more strike to work with... plus the pitcher still has three balls so you're just one pitch away from drawing a walk as well. I have more to say about this but I'm sure I could save that for a novel.
Counts 0 - 0, 1 - 0, 1 - 1, 2 - 1: Look at one half of the plate, have a pitch in mind but don't necessarily sit on it. I am okay at looking for the fastball on the inside and adjusting, but normally if it is not there I'm not going to swing at it. In real life I would consider myself a typical lead-off hitter where I continually draw full counts. I mean I do it very often. It helps me in the long run because the second and third time I face that pitcher I have seen him quite a lot and know what he throws. I normally don't end an at-bat on less than four pitches, so I see this count very often. It's kind of the different hit-and-run counts as well (though the best ones are 1 - 0 and 2 - 1, as I could explain to you later as well). Anyway, these are those counts where people may sit on a pitch that's not a fastball, like the curveball. It's not a good idea normally because it seems they like to go into "reactionary" mode and they'll swing at a fastball if it comes, but they'll be far too late by that time and foul it off down the line. That's the only reason why I say "don't necessarily sit on it" because a lot of people can't hold off swinging at something else when it's not in their benefit.
Count 0 - 1 or a 2 strike count: Your strike zone is now expanded to the
actual strike zone and you're swinging at anything that is in the zone. But hopefully since you have already seen at least two pitches, then you know what each of his pitches do. Unfortunately you may have swung at them so all you know is how to adjust to what you have seen, but not necessarily look for what you have seen. In real life there is no such advantage to choking up here, playing protect mode (like swinging 60%) or anything like that. You're still in your at bat and you want to maximize your chances to get on base and a strike out may look worse but it is the exact same as a ground out with no one on base, so swing like you have but looking at the entire strike zone instead of just one pitch and one location. If the pitcher is smart, he will probably not throw a strike on an 0 - 2 or 1 - 2 count, and this game really does reflect that quite well. He may try and bite some black and hope that the umpire calls it, but normally this is where he wants a hitter to be vulnerable and chase a waste pitch, like a curve or change up in the dirt. That, or he'll completely waste it just to establish another pitch. So if he throws an inside fastball that brushes you back a step, he's setting that up for an off-speed pitch on the outside (or the other way around). The only real problem with two strikes is the confidence people have in themselves: they are so concerned about not striking out that they forget the little things about hitting and they panic, which is why even in this video game we are all so prone to swinging at high fastballs. I've had enough two strike counts in my life where they are just commonplace and are nothing out of the ordinary, though I've taken my share of third strikes (which were really balls) and don't regret knowing my own strike zone in taking the pitch. This is where you'll see most "reactionary" hitters. You know when coaches say "swing at anything close"? This saying was not invented because we as hitters can't trust the umpire, it's because we may not trust ourselves with reading the pitch correctly. It may bite the corner when we thought it was going to be a ball or it may break in there last second, so just never give up on the pitch. If it's off the plate, technically you're supposed to take the pitch because it should be a ball. I will leave calls up to the umpire, trusting he'll make the right call.
I know that is a lot of reading, but I
really like how this game gets things down just like this. There are times where you want to read one half of the plate, and if you read the inside you really have to stay behind it to yank it. If you read the outside, you have to let that ball get deep so you don't roll over. People normally don't look at the top and bottom halves of the zone unless it's meant for situational hitting (like getting a sacrifice fly).
Hitting truly is a science, and as I said this game is reflective of this because of how accurate pitchers' tendencies are. If you watch the game in real life or play it and you take some notes, you may be able to find out a thing or two and figure this video game out.
Good luck!