It exists in a sort of infancy stage. Sadly, it hasn’t grown much in over a decade. Let’s take away the possibility that player morale and attitude might be something that Player Unions don’t allow. (I have grown to believe that sports game developers have been denied the ability to give attributes for attitude, motivations and other psychological aspects to real players in their games – this is by no means a researched fact, but simply my opinion.)
Madden 2005 had player morale and contract holdouts. They have since done away with that aspect… no one is shocked. MLB The Show has an entire section for player morale where they give happy or sad faces for anything from salary happiness to location happiness and some others. This is a good step, but they haven’t developed it much beyond making it accessible and fun to look at for those of us that long for depth and story to drive our experience as a way to pursue longevity in franchise mode. This isn’t the point of the article today. The point of this is to give some solid input towards making Franchise Mode a truly great experience that will go for multiple seasons.
The first aspect I believe should be considered in any franchise mode is how the user develops their in-game character as an Owner, GM, or coach. Your choices to trade star players for prospects should effect everything from the morale of other existing players on your team to the coaching staff and even other players in coming seasons as you go through free agency. I would love to see this in order to make users take the concept of trades with a grain of salt. If the user makes these moves and signs certain players with ability that also lack productive morale it should reflect in contract negotiations and even bench player morale.
It’s time to make a connection between the user and the team they are running. I think it might even be effective to implement more of the media questions that Madden has at certain points of the season, but make them into multiple interactions that start with an interview to get a baseline of your psyche as you begin the franchise.
A Real Story Mode
While I’m not asking for something like the Madden Longshot or the NBA 2K Story Modes I do think there is value in developing a story or a world to surround your franchise mode. Even if this world exists soley in your head, it is something that I believe adds to the experience.
I don’t think it would take much to implement this to go along with Morale. It might even be an easy way to get around my theory that actual players don’t want a game to say they have ‘bad attitudes’ or that they ‘only care about money’. Let the morale take effect with team management, player performance, coach decisions, etc. That leaves a lot of interactions and fun to be had with fictionalized agents and agencies.
These are just a few ideas, but it’s about time we start demanding more depth to a mode that continues to grow stale with every year that Ultimate Team, Diamond Dynasty and such.
The first rules I generally set for myself in any sort of Franchise Mode involves trading and player acquisition. In my last post, I talked about the sim gameplay aspect of using directional batting – after trying this for the last couple days, I firmly stand by this suggestion. The team management area of franchise mode is what drives me to have the most fun with the game. It can also lead you towards a short-lived journey if you don’t set up some rules to prevent you from dominating a less than stellar CPU AI when it comes to trades and team building.
Trades/Free Agents During Season –
- You have to select the players you want from a specific team before offering your own player(s).
- You may make one trade in the initial Spring Training (Two trades in following spring trainings).
- You are permitted one trade before the All Star Game and it must not occur until at least May 1.
- You are permitted two trades after the All Star Break.
- You can only sign a free agent during your first season if your team suffers an injury on the MLB level that requires 60 Day – DL.
Scouting Prospects –
I generally prefer to take the scouting aspect as a personal project, but the more I look at how MLB 17 runs things, I tend to believe that leaving scouting on Auto allows your scouts to actually do what they will do based on their ratings. This also prevents the user from figuring out how to find all of the Top Prospects with ease.
In-Game Rules –
There are only a couple basic rules I set for myself for MLB The Show. First, I believe that user control generally makes for a better performing team overall. Once you get settings/sliders that provide you with optimal challenge and enjoyment it is crucial to set up a system that you can follow without second guessing your rules.
Here are mine for MLB 18.
- Pitching/Defense – Once you allow the first run you must Quick Manage the remainder of the defensive halves of each inning until the 9th inning. If you wish, you may use your closer if there is a save situation.
- Batting – You get THREE strike outs per game. These can be offset if you draw walks. If you strike out twice and then draw a walk you can subtract one of those strike outs. Once you strike out three times you must quick manage each half inning your team is at bat until the ninth inning. You can also allow a home run to reset all strike outs.
That’s it… pretty simple in the scheme of things. You will find that your season will progress a bit quicker and you will have a bit less direct influence on the simulation feel of the stats, etc. Also, I have found that this rule gives me a better eye at the plate because walks give me a real goal to offset strike outs.
There are more updates coming. Baseball season is finally here… even if it is 30 degrees outside.
As we approach the release of MLB The Show 18 I believe this is a discussion that needs to happen for the sake of many that will be starting a Franchise Mode in hopes of seeing a more realistic performance from their batters. (This does not take sliders into consideration as I believe that has more impact on what happens after the bat hits the ball… this isn’t totally the case with User Timing and Foul Frequency – just go with it.)
I have been using Zone Batting for most of my MLB 17 experience. After finishing a couple seasons with two different teams I felt that Zone Batting providing me with more personal immersion in some ways, but it took away from other aspects in terms of franchise mode in general.
Zone Batting (for those that don’t know about it) is when the user controls the eye/swinging zone (Plate Coverage Indicator – PCI) of the batter in the predetermined area of the strike zone with the left analog stick. As the pitch approaches the plate the user then moves the PCI to the correct area and either swings with the Right Analog Stick or presses the swing button of choice.
The other batting style I have used in the past is Directional Batting. It takes the PCI out of the picture completely for the user. Using this type of batting you simply press the left analog stick in the direction you’d like the batter to hit the ball if contact is made. This leaves much of if not all of the actual contact and overall hitting to be determined by the batting ratings of the batter in question. This is why I feel that a debate is necessary in terms of which aspect provides a more simulation experience from the point of view of batting.
This year I will be conducting my franchise batting exclusively with Directional Batting. As much as I love to have my team dominate and win with a lot of home runs, etc. I also think a Franchise’s longevity is based on the immersion of player development and performance. More ratings come into effect when you take away the user implementation and I argue that that is a good thing for modes that generally require a bit more thought in team building and player ability than user ability.
Taking the use of the PCI out of the picture is only a part of what I will be doing. This season I will also be taking away the ability to ‘guess the pitch’. Again, I want my players to perform based on their abilities and other such things that will hopefully cause me to take a bit more time in deciding who I want to draft, sign, release, and/or trade.
I managed to take the Athletics and Reds to a 2017 World Series primarily because I was good enough with zone batting that it didn’t matter what a batter’s ‘vision rating’ was. I hit over 30 home runs with 6 of my 8 position players during the Oakland Franchise. I am excited about the prospect of taking multiple seasons to build a team into a contender. I have yet to decide which team I would like to use. Up until this point, zone batting made it a bit easier no matter who was on my team. Directional batting will change everything this year, and I look forward to sharing a new NoobTubeTV feature with all of you once MLB 18 comes out.
—- As an aside, I fully support using Zone Batting in Road to the Show and in all Online formats as the interaction is a bit more user focused in and of itself.