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Old 04-01-2011, 01:46 PM   #37
Gambo
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Join Date: Mar 2002
Location: Oklahoma
Posts: 2,388
I honestly don't know much about Puresim so I can't make comments about it.

There is alot of confustion between two different types of playing "real life" in baseball simulations.

Statistical Replays and Historical Replays are two different things. The arguments in threads like this are that this is often misunderstood.

Statistical replays have the main focus of correct statistics. The expectation is that the replay will have results that closely mimmick the reality of whatever occured.

Expectancy: Roger Maris will hit about 61 HRs in 1961. It better be close.
Real World Example: Participating in Civil War Reenactments. "The Union is on that hill with 3000 men and I'm dressed for the occasion."

Historical replays have the main focus of recreating the world. The expectation is that the environment mimmicks the real events. Performances are expected to reflect the abilities of the player in a world that reflects the environment they played in.

Expectancy: Roger Maris will hit a bunch of HRs in 1961. It was a fluke and I really don't expect it he'll probably have a good year but be closer to the rest of his career.
Real World Example: Playing a Total War Game. "Oh crap, the Carthaginians just invaded Spain. Luckily I have a unit of soldiers. Let's hope there's no elephants."

In regards to historical realism OOTP is an entirely different entity than the majority of sims and would be better classified as a historical rather than statistical sim. There are at least 3 types of historical simulation in baseball games.

1) "Card and Dice" - These systems use a generated card that creates results based on percentages for real stats. Dice rolls determine the action. The card and situation is the mechanic. (e.g. APBA, Strat)

Benefits : Realistic percentages per player with less variation. e.g. Maris will hit nearly 61 in 61. Best way to do "replays"
Negatives : Players limited by actual performance not actual ability. Little customization.

2) "Stat and Ratings" - These systems translate stats into ratings for players. The ratings determine the action. E.G. - OOTP

Benefits : Less limited by stats. Players perform to expected abilities and not necessarily statistics. Customizability (e.g. multi year recalculation). Best way to simulate "history".
Negatives : Less similarity to historical results.

3) "Ratings and Gameplay" - These systems use ratings alone. The base of the ratings may be historical in nature but statistic relevance in minimalized. The game engine has more to do with results than the players themselves.
E.G. - Older Baseball Moguls, "Arcade".

Benefits : Depends on the type of game. Ease of use, graphic representation, customizability.
Negatives : Lack of depth. Dissapointing for stat enthusiasts. Statistical Frustrations.
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Last edited by Gambo; 04-01-2011 at 01:52 PM. Reason: Better use of wording
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