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I've struggle to put into words what is missing from this game. I've owned every version and what has kept OOTP my favorite over years are:
1. Baseball Mogul is a little corny for my tastes. Maybe because it is too easy to play.??? I don't know, but it was never enough.
2. Puresim was in the past, purely slow, not intuitive, low playability. Clunky.
3. OOTP had the ease of use of Mogul and had much more complexity like puresim. It was always easy on the eyes. You could, if you wanted to, be involved in great depth working every detail that OOTP had to offer. You could also step back, and play from a far, concentrating on the owner/GM type decisions.
OOTP has always allowed the user to produce complex/realistic results with ease. Sometimes I would want to follow every pitch other times I would want to move along in years quickly and see how my decisions panned out. I could do both in the same career. One year I might be more involved than others. However, I always felt I knew what was going on with my team; especially in the 6 version. It was easy to look at your entire organization on one screen. It was possible to scan the transaction screen and get a general feeling about your entire organization's strengths and weaknesses. It was like an organizational depth chart, which is also a real part of pro sports. It was easy to get to the information that you decided to use to evaluate your org. and get a overall idea about what to be looking for in the draft/trades/signings to fill weaknesses in every level of the organization.
Im still not sure if all that explains what I think about the 2006 version...
Maybe another list will help:
1. 2006 is Clunky. I don't want a game that gives me %100 accurate data but I do want a game where the data I want to base my decisions on can be easily accessed.
2. 2006 Lacks the small "creature conforts" or "icing on the cake" that other versions had. These small things like "trade for this player." The little "NL" or "AL" placed next to the seasons stat lines that the player was an all star. A "player search" that allowed the user to enter data so the AI would give you a list of players that fall into your perimeter. During quick sim, the "last 10" and "streak" in the standings - while small, this made it quick to recognize which direction your team is heading(losing or winning 10 in a row). a easy to read lineup card on the set lineup area next to a easily visible entire hitter list. The same with the pitching staff screen. There is a rediculous amount of scrolling the user has to do in 2006.
3. Almanac, easily read accessed reports, the stars that was just another part of the evaluation process, Contract information and career summary all on the same screen as player profile. In fact, 6 had most every thing you needed on the first player profile card. The HTML pages are not nearly as nice as the more streamlined player profile pages.
4. something else to evaluate high school /college talent on besides ratings. College stats are very important in today's baseball world.
I hope I was to explain my thoughts accurately.
Additions:
draftee signing demands. - most draft picks nowadays are also based on signability - which in turn is what helps drive the statistical analysis- which rewards the ability to find not just talent but "Value" or bang for the buck.
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