Home
MLB The Show 17 News Post


Check out the latest MLB The Show 17 franchise mode details, from the PlayStation.Blog.

This year we added two completely new ways to play the game — let’s start with Critical Situations.

Instead of waiting for the best parts of the game, Critical Situations takes you directly to those nail-biting, game-deciding moments when they naturally occur, breezing past some of the time-consuming baseball details that can get in the way of an action-packed experience. This makes games short, intense experiences that have a huge impact on your team’s record. One of the many possible situations that might pop up: your star player at the plate with a chance to win the game with one swing.

In addition to these intense, game changing moments, you’ll also encounter other important situations, such as keeping long hitting streaks alive or hitting three home runs in a game. In these situations you’ll be “locked” to the player involved, meaning you’ll only play his at-bats or fielding chances (much like Road to the Show, for all the veterans reading this). And this leads us perfectly into our next Franchise feature, Player Lock.

If you’ve ever wanted to see what you could do with your favorite MLB player over a full season, but you’re strapped for time, you’re in luck. Player Lock makes this possible, allowing gamers to play exclusively with their favorite players and help progress through the season faster. With Player Lock you can say goodbye to playing full 9-inning games! And don’t worry — it’s not permanent. Before every game, you can choose a different player to “lock-on,” meaning you can mix it up between your star players or the prospects that are just getting their first taste of The Show.

What about all the simulation-minded Franchise players out there? We haven’t forgotten about you, and we think you’re going to love our next feature: Quick Manage.

Just as if you were calling the shots from the dugout, Quick Manage is a text-based simulation mode that puts you in complete control of all the managerial decisions during a game. Want to bring in the closer an inning early to lock down the game? Think a sacrifice fly will score you the winning run? All of these actions and more are available to you in Quick Manage, so you control your team’s destiny.

If you’re wondering what’s so “Quick” about this mode, it’s the fact that you see the results of your actions instantly with the press of a button. We’ve given you plenty of managerial depth as well, as you can see in the screenshot below with all ways you can pitch to the hitter.

Getting antsy and want to get back into the action? With Quick Manage, you have the ability to enter the game at any point and can jump back-and-forth between managing and playing as many times as you’d like. This means that you can pick and choose when to play, while always being in complete control of your team.

And for all of you stat enthusiasts who want our MLB players to perform even more like they do in real-life, we’ve got one more thing for you, and that’s our newly introduced Player Quirks.

Quirks are very specific traits assigned to a player based on real-life data which give the player a bonus when triggered. As you can see in the screenshot above, Anthony Rizzo has the Breaking Ball Hitter quirk, which means he excels at hitting curves, sliders, and other breaking pitches. When you’re playing as Rizzo, you’ll want to look for breaking pitches to hammer, since you’ll get a hitting bonus when swinging at these types of pitches.

There are tons of different Quirks for both pitchers and position players, and in addition to changing the way you go about at-bats, we think they’ll also change the way you construct your roster.

MLB The Show 17 screenshot gallery - Click to view MLB The Show 17 screenshot gallery - Click to view MLB The Show 17 screenshot gallery - Click to view MLB The Show 17 screenshot gallery - Click to view
Game: MLB The Show 17Hype Score: 9/10 - Vote Now
Platform: PS4Votes for game: 36 - View All
Member Comments
# 81 patssox2004 @ 03/07/17 06:25 PM
I'm liking quirks, just hope they don't have too much of an unrealistic influence on the stats of franchise mode. I did see in the presentation twitch stream the dodgers have like a 100-30 record, so hopefully if the quirks arent properly working by releaee day they are fixed in a future patch.
 
# 82 WaitTilNextYear @ 03/07/17 06:33 PM
Quote:
Originally Posted by Russell_SCEA
Market research + user research + resources + telemetry + development priorities + ? = X

We couldn't be more exited, happy, and proud about the tremendous effort, feature set and all the long hours we've put into MLB The Show 17. We will continue to do what we've always done. And that formula had worked out for us very nicely over 10 years in.
Ahhhhh...2 variables and one equation. My simple algebra does not work here.

Quote:
Originally Posted by tessl
Do missions in franchise sound to you like they add reality or do they sound like an arcade element?
No, because there's nothing mandatory about doing missions. I also don't think completing them results in artificial gameplay boosts--my understanding is completing missions just gets you items and packs.
 
# 83 dran1984 @ 03/07/17 06:37 PM
Quote:
Originally Posted by Impetuous65
At what point will you realize this is a "video game"?
Seriously? So let's just throw realism out the window and turn it into an arcade game since it's a video game. The whole point of a "true sim" experience is to make its authentic as possible. Using your "logic" why should they waste time on accurately designing uniforms and stadiums to be realistic? Why should they work on trying to program realistic gameplay and stats? Why implement MLB Nework to give the game a realistic broadcast package?
 
# 84 AncientDiety @ 03/07/17 06:39 PM
Not gonna lie, very underwhelming, quirks are nice though, but Franchise needs an overhaul or something, it never feels like you are a part of a league, and stat overlays were done better in games 8 years ago, where is the in game stats, box scores, league news? The Show is fantastic, but franchise is really getting stale. hope Thursday brings some news.

If Thursday doesn't shed any new light I am going to be very disappointed.
 
# 85 ninertravel @ 03/07/17 07:31 PM
I really got no interest in the situational thing, it's just like quick counts, if I am gonna play a baseball game I want to play the game from start to finish, but can understand those that want to have that.

Looks like no word on importing a player into franchise roster again, ohh well lots more work and videos of doing that for another year

excited for the stream in 2 days though I love that manage mode in simulation !
 
# 86 thaSLAB @ 03/07/17 09:30 PM
Quote:
Originally Posted by tessl
Do missions in franchise sound to you like they add reality or do they sound like an arcade element?
They have zero effect on gameplay. They are simply bonuses/rewards for playing the game.

Sent from my htc 10 using Tapatalk
 
# 87 ShowTyme15 @ 03/07/17 11:11 PM
Tad bit off topic, but the game went gold today in case anyone was wondering. We will probably see early copies within the next few weeks.
 
# 88 Jon Arbuckle @ 03/07/17 11:31 PM
Quote:
Originally Posted by ninertravel
I really got no interest in the situational thing, it's just like quick counts, if I am gonna play a baseball game I want to play the game from start to finish
I have never once used quick counts since it takes away my favorite part of hitting, namely approaching each at-bat as something like a game of chess with research, patience and a bit of guesswork necessary if you want to get the better of your opponent. Cut straight to the chase and what should be a rather cerebral game turns into one of reaction. I realize some will prefer that but it's simply not for me.

But the new features that allow more gameplay options during simulation seem like a different animal to me. It's kind of a way to selectively dip your feet in the water rather than jumping all the way in or staying completely out every game. I'll continue to grind through every single gameplay moment during my RTTS's but these new jump in/jump out options seem ideal for allowing players to determine their perfect pacing in franchise mode.
 
# 89 bcruise @ 03/08/17 03:50 AM
You know, everything else good about quick manage aside, I'm glad that it even exists this year instead of Sportscast manager. That feature was the main cause of an awful bug that wrecked morale not just for the current franchise you were using, but any other one as well until you closed the game and restarted (this is the "all starting pitchers team roles get flagged as Bullpen" bug). The cause was using Sportscast Manager to sim a game. It still exists in '16 to this current version.

Since they ripped Sportscast out of the game and replaced it with Quick Manage, it's pretty likely that they nailed this one. At least I hope they did, because with how much they're promoting the fast sim modes, there's going to be a lot of people using Sportscast's successor.
 
# 90 Unlucky 13 @ 03/08/17 07:08 AM
Well, I'm really hoping that they're just holding back all of the real info for Thursday, and we'll see the improvements to franchise mode then. What we've gotten so far aren't anything of the sort I'm looking for.

Does anyone know if we'll be getting a bullet-point list of features like in years past? I can't watch videos.
 
# 91 Jolly Roger @ 03/08/17 07:16 AM
Man, I dunno...these player quirks scare me a little. I really hope they can be given and, perhaps more importantly, taken away by us.

Performs better when team is behind; performs better in 9th inning or later; good at driving in runner on 3rd with less than 2 outs...these are all versions of that folksy intangible people call "clutch," the existence of which is debatable.

http://www.fangraphs.com/library/misc/clutch/

http://www.fangraphs.com/blogs/why-w...-about-clutch/

To me, a quirk is more something like "pitcher throws to first more often/doesn't throw to first very often," "first strike swinger," etc.


Quote:
in addition to changing the way you go about at-bats, we think they’ll also change the way you construct your roster.
Goodness, I hope not.
 
# 92 TheBleedingRed21 @ 03/08/17 08:01 AM
Come on man. I grow tired of seeing they "changed the way you play, the way you approach an at-bat", no they did not.

They simply ADDED more ways to play that might appease those who don't wanna play the same way you do. There was nothing changed unless YOU choose to play that way.
 
# 93 Armor and Sword @ 03/08/17 08:23 AM
In regard to player quirks....you the player still have to execute!! So if you get fooled on a 2-2 sinker in the dirt.....you get fooled.

If Rizzo is a great 2 strike hitter and hit’s the curve great too.....well you still have to time your swing properly....and what if you get a 0-2 country fastball instead and you were intent on looking for that hanging curve?

Again, I think the ratings boosts will be cool and add a huge layer of personality to the game and the players! But we the users still have to execute.

I think sim stats will be fine too. I am not too concerned at all.
 
# 94 countryboy @ 03/08/17 08:43 AM
Quote:
Originally Posted by Armor and Sword
In regard to player quirks....you the player still have to execute!! So if you get fooled on a 2-2 sinker in the dirt.....you get fooled.

If Rizzo is a great 2 strike hitter and hit’s the curve great too.....well you still have to time your swing properly....and what if you get a 0-2 country fastball instead and you were intent on looking for that hanging curve?

Again, I think the ratings boosts will be cool and add a huge layer of personality to the game and the players! But we the users still have to execute.

I think sim stats will be fine too. I am not too concerned at all.
Yeah I'm not concerned with the quirks effecting sim stats.

I am really anxious for the stream/deep dive tomorrow to see what all the different quirks are. I'm hoping some are directed at players being mentors or leaders in the clubhouse. In addition to that, I'm hoping there is some sort of team chemistry aspect in the game this year.
 
# 95 BigOscar @ 03/08/17 08:55 AM
Quote:
Originally Posted by countryboy
Yeah I'm not concerned with the quirks effecting sim stats.

I am really anxious for the stream/deep dive tomorrow to see what all the different quirks are. I'm hoping some are directed at players being mentors or leaders in the clubhouse. In addition to that, I'm hoping there is some sort of team chemistry aspect in the game this year.
It doesn't look like they've added chemistry, if you pause the other video (http://www.operationsports.com/forum...hise-mode.html) at about 1.24 you can see the new morale screen and it's just the same categories as before, no new ones for clubhouse chemistry or the like. Hopefully they have at least made the morale system work better, but they don't look to have changed the overall system as such other than just adding a new screen so you can see all your players morale at the same time. (and most annoyingly, contract is still one of the factors, so you can still have players unhappy at being paid what they agreed to be paid, with no ability on your part to change that)
 
# 96 Impetuous65 @ 03/08/17 08:59 AM
Quote:
Originally Posted by dran1984
Seriously? So let's just throw realism out the window and turn it into an arcade game since it's a video game. The whole point of a "true sim" experience is to make its authentic as possible. Using your "logic" why should they waste time on accurately designing uniforms and stadiums to be realistic? Why should they work on trying to program realistic gameplay and stats? Why implement MLB Nework to give the game a realistic broadcast package?
What are you talking about? you addressed a specific item "Quirks showing up OSD at the batter walk up" I specifically stated that the OSD on batter walk up is just that an information screen. Having quirks pop up dynamically for specific situation isn't going to kill immersion at all.

Since when did having a pertinent scouting info leak over into being arcade, hell how did this turn into gameplay when all I talked about was an On Screen Display?
 
# 97 countryboy @ 03/08/17 09:01 AM
Quote:
Originally Posted by BigOscar
It doesn't look like they've added chemistry, if you pause the other video (http://www.operationsports.com/forum...hise-mode.html) at about 1.24 you can see the new morale screen and it's just the same categories as before, no new ones for clubhouse chemistry or the like. Hopefully they have at least made the morale system work better, but they don't look to have changed the overall system as such other than just adding a new screen so you can see all your players morale at the same time. (and most annoyingly, contract is still one of the factors, so you can still have players unhappy at being paid what they agreed to be paid, with no ability on your part to change that)
Yeah I saw that.

Still holding out hope, however slim the chance may be.
 
# 98 JayD @ 03/08/17 09:06 AM
I love morale but i also hope they tuned it a bit. I hated seeing my new pitching prospects coming in and expecting to be the Ace as soon as they are signed.
 
# 99 Mauer4MVP @ 03/08/17 09:06 AM
I think there should be negative quirks as well. For example, Byung-Ho Park. If you throw a fastball he's going to hit it450 feet. If you throw a breaking ball he's going to swing out of his shoes.

Sent from my HTC Desire 626 using Operation Sports mobile app
 
# 100 agentlaw13 @ 03/08/17 09:08 AM
Quote:
Originally Posted by Jolly Roger
Man, I dunno...these player quirks scare me a little. I really hope they can be given and, perhaps more importantly, taken away by us.

Performs better when team is behind; performs better in 9th inning or later; good at driving in runner on 3rd with less than 2 outs...these are all versions of that folksy intangible people call "clutch," the existence of which is debatable.

http://www.fangraphs.com/library/misc/clutch/

http://www.fangraphs.com/blogs/why-w...-about-clutch/

To me, a quirk is more something like "pitcher throws to first more often/doesn't throw to first very often," "first strike swinger," etc.


Goodness, I hope not.


Do we even know if the quirks give attribute boosts?

I wouldn't think so. I believe these quirks are "under the hood" attributes that these players have anyway. I believe the dev team just gave us these quirks to allow for more variety and differentiation between players. Now we can see what sets some players apart from others and we can now construct our lineups/rosters based on certain types of players that we might be trying to fit with our teams.

Regarding Rizzo's "2 strike hitting quirk", I believe in past versions of the game, he would still have similar contact/clutch/etc ratings for 2 strikes as he does in this year's game. We just weren't aware of it because we didn't have the "quirk" or badge in the previous games to let us know that. I don't see them giving attribute boosts in addition to the existing rating just in those scenarios.

I think some here are believing the quirks will cause some of the player's attributes to be boosted to where they are overpowering to an advantage. I don't think that's the case. It seems to me the dev team just gave us notification of these players special abilities in certain situations to give more player variety and team building variety in our franchise.

I could be totally wrong on this but that's how I see how the quirks are implemented into the game this year. I think it's a great addition and I have been hoping for something like this in The Show ever since 2K's badges system was introduced. Adds another layer of strategy in franchise.


Sent from my iPhone using Operation Sports
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.