Sunday, January 29, 2012
ULTIMATE BASEBALL THE GAME
I asked the game creator to give me a non-marketing view of his game. And he delivered. (pdf). On pages 2-3 of his 15 page response(!), he talks about “Gamer-led strategizing”, which is a fantastic feature to consider. I’ve never heard about it being offered in such detail.
Anyway, he’s offering a couple of free trials to me, but I declined, and instead, I will forward that offer to two Straight Arrow readers. This is how you qualify:
1. email me at tom~tangotiger~net
2. be prepared to play this game for several hours, if not dozens of hours
3. be prepared to write a review of this, that I will post to my blog; I want you to be fair, and honest, and review from the perspective of what kind of person would enjoy this game (rather than if YOU enjoyed it or not)
Anyway, I love how much and how detailed he wrote me, easily the longest email response I have ever received on any subject.
UPDATE: Offer has been closed! I got a bunch of emails, so, I’m going to pick out two semi-randomly. I’ll send an email out tonight.


Looks very interesting, but as a 20-year PTP and DLB player (funny that he never mentioned DLB in the email), which I consider the gold standard in this arena, I worry about trying to simulate too many additional variables. Usually, past some point, replicating more variables weakens the simulation, and that puts a real damper on realism. Most hardcore guys bitch and moan about the realism of the game.
I do love the idea of fielding difficulty on batted balls. I never quite liked how in DLB you don’t know how difficult it was to handle the ball until after the play is resolved. (I always interpreted a high number as “tough ball to handle” and a low number as “easy play”.)
I didn’t read the whole PDF, but I hope this designer considers a serious improvement to the injury system: separate ratings for frequency and severity. It always bothered me that a guy with a nagging injury (think McGwire’s heal) had the same injury profile as a guy who needed surgery. Part of what makes it tough to manage with a nagging injury is the risk of “can he play today or not?” and having such a player play 40 straight games then be injured for 52 days doesn’t capture that issue.
On that topic, I’d like to see a day-to-day injury system where the duration of the injury is in doubt. We don’t always know that a player will be out for exactly 5 days or exactly 7 days. If it could be 8-12 days, then you might not know for the first 3 or 4 days whether it’s worth putting the player on the DL.
Stealing always seemed too easy, but I don’t know how to deal with that situation.
I wish I had enough time to commit to playing the game. I would probably enjoy it.