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As GM you also have to manage all the finances for your ball club, making sure that the team doesn't go bankrupt. Raise revenue for your team by setting the price of tickets and concessions, and selling the TV broadcast rights, while you manage your team's expenses by setting the budget for your farm system, player scouts, medical staff, and player payroll. But be careful, because fans can be fickle if your team doesn't win or if your tickets become too expensive!
If you dont succeed in your first year, you get a new chance with Baseball Moguls in-depth amateur draft. You pick and choose from the best high-school and college talent around the world. If your new players are good enough, have them join your team right away, otherwise send them to your minor league franchise for training and improvement.
Your involvement as GM does not stop in the team's front office. This years version of Baseball Mogul gives you complete control over your team on the field. You start by setting the starting defense, batting order, and pitching rotation for your team. On game day, you choose your level of involvement. You can retire to the luxury box and make calls to the dugout as needed. Or you can take control of each player, choosing what pitches to throw and when to bunt or go for an extra base. A powerful game engine simulates each pitch of the game based on customized player ratings and over 100 years of historical data, assuring you the maximum realism possible!
Baseball Mogul is designed to help you manage your team over many simulated years. Manage your team one day at a time, or let the computer simulate weeks or months at a stretch so you can play for virtual years or decades. As your players age, their abilities mature and decline realistically. Don't forget to build your team for the long term, rather than spending all your money on free agents this season.
Watch your team rise and fall in the standings, watch your bank statement, and read the news stories to stay on top of what's happening with all the ball clubs in both leagues. If you pick the right players, manage your finances well, and stick to a winning strategy, your team may win the Championship, and you too may become a Baseball Mogul!
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Most Helpful Customer Reviews
13 of 13 people found the following review helpful:
5.0 out of 5 stars
The most addictive Baseball sim ever,
= Fun:5.0 out of 5 stars
This review is from: Baseball Mogul 2007 (CD-ROM)
I've played a lot of baseball sims, and have to say Baseball Mogul is the most addictive of them all. You control all front office duties for any MLB team, past or present. Other games may provide more in-game strategy options, and be more accurate statistically, but to GM a team through a number of years in one sitting is what makes BBM special.
I love taking teams and stripping them down, rebuilding through the draft and trades for prospects. You can start playing your favorite team 10-15 years ago, and see if you could steer them to a better result. The drafts actually contain "historical rookies," so through hindsight you might have an advantage (ie- that Albert Pujols kid might be a good draft pick). You can get the 2005 version free at their website to check it out, but at under $20, buying the new 2007 version is an incredible bargain recommended for any baseball fan.
8 of 8 people found the following review helpful:
4.0 out of 5 stars
New to this series,
= Fun:4.0 out of 5 stars
This review is from: Baseball Mogul 2007 (CD-ROM)
This is the first in the mogul series that I have played. I have a feeling i'll be spending 10s of hours over the next few weeks on this game. I starterd up a game starting in 1901 on "Fan" difficulty(the easiest setting). I selected all fictional players, i prefer to keep my video gaming stats seperate from my real world MLB stats in my head. You could select to have all the real rosters from 1901 and have historical players show up in the draft in the future.
The game started with 8 teams in each league, 16 total, and each team with a fictional roster. My players already had statistics from previous seasons so i could get an idea what to expect from each of them. The game defaulted to a 3 man pitching rotation but i could choose to change that to 4 or 5 man although i don't see any upside to doing that at this point. Maybe as the years go by pitchers start needing more days off between starts. Each player also has a group of abililty ratings. Batters for instance have contact, power, speed, and eye. There are similar ratings for fielding and pitching. Also each player has an "overall" and "peak" rating. I haven't been able to figure out what these ratings stand for. At first i was thinking that overall refered to how good a player is now and peak is how good they can become but so far as i can tell the ability ratings play a much bigger role in preformance. I have several players at 93-overall and 93-peak who are ok, but i also have a guy who is 76-overall and 77-peak who has won 2 MVP awards in 6 seasons. The main difference between them is the MVP winner has great contact and power ratings, in the high 90s, while the other guys are in the high 80s, low 90s. Anyway i found fan mode to be very easy after the first 2 seasons. I'm making well over 100 million(not quite historically accurate) a year with a $90 million pay roll. While my competition is sitting in the $50-60 million range. My attendance is in the 35000-40000 per game while theirs is around 25000. I'm also selling my tickets for about $6 more a seat. I've won 3 of the first 6 world series and appear to be in a position to win alot for a long time to come. I hope the next level will be a bit more challenging Between each season you have to deal with player arbitration and contract extension as well as free agency. You'll have to negotiate contracts with each player individually or even cut them completely. The trick is keeping an eye on your payroll while you do this. I've found it's best to do this the day after the world series. If you wait until free agency begins you will be forced to deal with all of these issues without being able to view your roster while doing it. Also players you choose to cut you can also go after in free agency. On the first day of free agency all available players will be demanding a fairly high salary. As the days go by their demands will lessen, sometimes you can wait a player out and get him at a bargin rate, but you risk another owner snatching him up first. The reason i didn't give this game 5 stars is often times you can't have 2 different windows open at one time. For instance i can't view my lineup while working on a trade proposal. There's lots to do in this game that i haven't touched on here. If you love baseball it's probably worth a try. I think i'll be increasing the difficulty to "coach" tonight and i'll start planning my new stadium.
7 of 7 people found the following review helpful:
4.0 out of 5 stars
Hold Out for Mogul 2008... If You Can,
By Kevbo (San Diego, CA) - See all my reviews
= Fun:4.0 out of 5 stars
This review is from: Baseball Mogul 2007 (CD-ROM)
This might be a hard thing to do when Amazon is offering Baseball Mogul 2007 for only $10, but try holding out for Baseball Mogul 2008. The reasons are listed below, and I only offer them to show how BM '07 has been upgraded - not replaced. (Which is why holding out is better than buying both titles, if you haven't already.)
First, they are adding a new feature in the '08 title called the Encyclopedia. Basically, it is just thousands of weblinks arranged which provide an awesome resource for fans of the game of baseball. It is not necessarily for just the numbers crunchers, but usually baseball simmers/fantasy players are in it for the sport itself, too. Also, a new database engine is being released that puts more statistics at your fingertips for comparison purposes, even if you are comparing retired, dead, or active players. Next, Sports Mogul, Inc. changed the user interface rather sweetly for the BM '08 title. You know when you are watching ESPN and they have that little ticker line scrolling at the bottom? Well, they put that into Mogul '08, and the feature is legitimate - it even scrolls during the Play-By-Play Mode during at bats. They also added some new logos and icons for your custom teams. The financial system really blows me away in comparison to Mogul 2007. With '08, you get to adjust the financial records based on the year per inflation (you won't see millionaires in 1907, for example, nor a $10,000 salary in 2006), taxes, and enable/disable the free agency. Basically, if you were any good with the General Manager portion of Mogul '07, expect to spend more hours devising your strategy in '08. I consider this an upgrade, not a replacement, because you will see more of the same, but now you are to consider more when making strategy in '08. Also, it basically just adds more realism to the numbers side of baseball for the General Manager mode. Draft Day in Mogul 2008 is more complicated only in that the title has new formulas for how players develop and age. Basically, things are more random now, but to compare that to Mogul 2007, this feature si only optional. It is intended to mimic real life in that we rarely know what players are going to do year-to-year: slump or break out. Not a huge feature, in my opinion, but a respectable option. Baseball Mogul 2008 hypes up the new physics-based simulations, and comparing that to Mogul 2007, one could argue that the statistics are now more realistic since friction, weather, spin, etc. are now included in the gameplay. Playing the other Mogul titles, I saw this much like I did with the new player development formulas. Basically, it is a minor change (requiring major work and research) that produces respectable simulations. In all, it makes the Mogul titles more legitimate from an academic point of view, but still keeps the genre intact: this is a simulation game, not an action game. Other minor, but appreciated, features (and why you should hold out for Baseball Mogul 2008 if you can) are being able to save your season at any time, including the middle of a game (Play-By-Play Mode); expanded statistics for scouting (like IBB, GDP, ground ball and fly ball percentages, etc.); updated rosters before the 2007 MLB season starts; a better player editor so that you can customize him with even more factors; better split statistics comparisons (like left vs. right pitching and hitting, RISP, etc.); and lastly, the simulation for Mogul 2008 was upgraded to speed up those season simulations where you don't intend to do any Play-By-Play (it takes about 30 seconds to sim a full season in Mogul 2008). Well, that's my review. Again, my intent in bringing it to the Baseball Mogul 2007 section was to point out my opinion that there is going to be an "upgraded 2007 version." If Baseball Mogul 2007 was going to be wholly different than Mogul 2008, then the review would stand for '07 only. But really, if you have played '07 (or if you haven't), the same features are simply made better in the '08 title with a slightly new look. In terms of baseball simulators, I believe the Mogul franchise is the best around today, but Frontline Sports dominated the 1990s, I believe. My point is that none of these simulators will be perfect, only respectable as they dedicate to research and realism in the numbers side of baseball. If you don't like applied mathematics or statistics, the Mogul franchise will not help you appreciate the sport of baseball. If you love numbers, the sport of baseball (through great products such as Baseball Mogul) provides an entirely separate universe outside what you watch from your couch. But you get to see that separate world when you are told a batter's accomplishments as they compare to his last 23 At bats or amongst history's shortstops (as examples). If you love numbers, controlled simulations, and like the tie into baseball, get into the Baseball Mogul series. If you like the Baseball Mogul series and are wondering when to hop in again or upgrade, wait for the Baseball Mogul 2008 product and skip 2007.
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