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Injuries in Baseball Mogul 2025

3/28/2025

1 Comment

 
When I first researched injuries for Baseball Mogul, I collected a LOT of data:
  1. Different types of injuries. Baseball Mogul has 129, ranging from a broken toenail to a skull fracture.
  2. Different causes of injuries. (Sliding, Diving, Pitching, Hit-By-Pitch, Running, Batting, Collision, Stress Injuries)
  3. Typical recovery time for each injury.
  4. Permanent effects of serious injuries.
    etc.
This was a lot of work, as most of it was collected by hand in a big spreadsheet. I didn’t create a comprehensive database of all injuries throughout baseball history. But I did get a good idea of which injuries affected different types of players (pitchers, infielders, base stealers, etc.)

One thing that surprised me: most injuries didn’t officially “occur” in the middle of a game. In other words, when a player missed 30 games because of a broken toe, there was nothing in the play-by-play record showing them leaving the game. In some cases, the broken toe was a “stress injury” that accumulated over time until the player needed time off. But even when there’s a specific injury event (like a collision or hit-by-pitch) the player often stayed in the game.[1] It wasn’t until they got into the locker room (to see the trainer or team doctor, get X-rays etc.) that they got put on the DL.

The original version of Baseball Mogul was a pure “GM” simulation. You traded and signed players, set your lineup and rotation, simulated games, and viewed the results. There was no in-game Play-By-Play Mode. In this context, it made perfect sense to implement injuries at the end of each day. Only when you to set up your lineup for the next game do you see that your shortstop was dealing with a “hairline wrist break”.

[1] This has changed somewhat over the years. The new concussion protocols are leading to more players leaving in the middle of a game. But if you look at injuries from the 1960s – 1980s, it seems that most games missed are due to “nagging” injuries that don’t have a single causal event. 

In-Game Injuries

When I added Play-By-Play Mode, it was tempting to change the game to inflict injuries in the middle of games instead of after the game. If you remember other baseball games from 20+ years ago, you might remember a ton of annoying popups that would hold up gameplay. Something like “Your lineup is invalid – you must fix this error to proceed”. I hated these popups and did my best to eliminate them completely from Baseball Mogul. One of the ways I did this was by keeping injuries out of Play-By-Play Mode. There are hardcore baseball replayers on YouTube (Kurt Bergland etc.) who choose to completely ignore the injury rules in whatever game they are playing. They don’t want anything to break up the flow of the game and I have sympathy for this viewpoint.
​
Nevertheless, people kept asking for in-game injuries and I kept postponing this feature. One reason was that I felt I had made the correct design decision to minimize the number of “annoying popups” that got in the way of game play. But the biggest reason was that I didn’t want to break the existing system. I had fine-tuned it over the years to generate the correct number of injuries for each player. For example, a player who missed 26 games per season in real-life would miss that many games (on average) in Baseball Mogul[1]. Linking injuries to on-field events instead of the statistical record messes up this math: shortstops suffer more collisions than DHs; base stealers and aggressive runners require more injury checks; etc.

Baseball Mogul 2025

​Anyway … Baseball Mogul 2025 is the version where I finally added in-game injuries. I spent some time doing the math so that players exposed to more in-game injuries (e.g. because they get hit by a lot of pitches) see the correct reduction in the number of off-field injuries. League-wide, I’ve calibrated things so that roughly 50% of injuries occur in-game and 50% occur off the field. You can also adjust the frequency of each type of injury in League Settings on the League Menu.
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You can adjust the frequency of each type of injury in League Settings (on the League Menu).

How Does It Work?

When an injury occurs during simulation, the computer manager will find the best replacement and the new player will be indicated in the Play-By-Play record.
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When an injury occurs to a player on your team during Play-By-Play, you will be asked to replace that player. In a long extra-inning game where you have used all of your bench and bullpen players, it is theoretically possible for this to create a situation where you can’t continue. If this happens, click “Edit Player”. This will give you the option to erase that player’s injury.
1 Comment

Improvements to Play-By-Play Screen

2/28/2025

3 Comments

 
I've made several improvements to the Play-By-Play Screen for Baseball Mogul 2025. The first is a relatively small change but it was requested by several users: you can now hit the 'Enter' key instead of using your mouse to click the 'Pitch' and 'Bat' buttons for each at-bat.
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There's also a new option for watching games between two computer-controlled teams. In previous versions, the plays and animations would zip by without stopping. So I've implemented a suggested option to require a click between each play (similar to the interface when you are controlling one or both teams). This option can be turned on in the Tools Menu, or by clicking the 'Pause' button on the Play-By-Play Screen.
3 Comments

New Pitch Arsenal Data

1/31/2025

0 Comments

 
Baseball Mogul 2025 adds detailed pitch-by-pitch data for more than 5,000 pitchers. This includes pitch arsenals and pitching styles for more than 59,000 pitcher-seasons from 1901 through 2024 and pitch usage patterns for more than 16,000 pitcher-seasons from 2002 through  2024.

A "pitcher-season" is data for one season of a pitcher's career. For example, our database includes 14 pitcher-seasons for A.J. Burnett (2002-2015).


New pitch ratings have been calculated for all pitchers based on available data regarding each pitch's effectiveness and usage rate, ensuring that Baseball Mogul continues to be the most realistic plate appearance simulator in video game history.
​The Play-By-Play Screen now shows the usage rate for each pitch next to that pitch's ratings. For seasons since 2002, these usage rates reflect historical PITCHf/x data. For seasons before 2002, these rates  are estimated from scouting reports and other sources.

As games are simulated, these rates are updated to reflect each pitch's usage rate.
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Baseball Mogul tracks pitch usage throughout the season, showing a moving average of each pitcher's usage patterns.
0 Comments

Baseball Mogul's "Replay Mode"

11/15/2024

4 Comments

 
Update (November 2024): Replay Mode is being revised for Baseball Mogul 2025 to generate more realistic results for players with very little playing time in the given season (e.g. previous versions had trouble creating accurate ratings for a player with only a handful of plate appearances or batters faced).
Baseball Mogul is a multi-season General Manager simulator in which player talent is calculated from overall career stats. An example can be seen below. Although Dwight Gooden pitched poorly in 1994, his ratings at the beginning of the season are quite high — because of his performance in the rest of his career.
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However, I've gotten a number of emails from people who would like to use Baseball Mogul to replay single historical seasons, in the same way that they might use a game like Strat-O-Matic or Season Ticket Baseball. Replay Mode makes this possible by determining each player's performance from their real-life statistics for the single season that is being simulated. This is Gooden's Scouting Report when a new game is started in Replay Mode:
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Replay Mode loads each player's historical stats for the season that is being simulated, and uses these as the player's "Predicted" stats for the upcoming season. Because Gooden had a bad year in 1994, his ratings are much lower than they were in the previous example.
Playing Time Limits
Replay Mode also lets you view your team's real-life stats for the current season by choosing "Predicted" from the relevant dropdown box. This is useful because Replay Mode uses historical playing time as an upper limit for simulated playing time. Players can be used after they exceed their historical playing time, but their performance will suffer (as shown below).
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Replay Mode uses historical stats (Innings Pitched and At Bats) to limit playing time.
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A warning is displayed when Dwight Gooden's simulated playing time exceeds his historical ("Predicted") stats.
Continued Development
As mentioned above, Replay Mode is designed for single-season historical replays. Playing multiple seasons can cause problems — primarily because teams will no longer have enough playing time at every position. I could have limited Replay Mode to a single season, but I left it open so that I can continue to test and get feedback. If you are using Replay Mode in a multi-season sim, please let me know how I can improve this feature going forward. (For example, I could add a feature that forced team trades to match historical trades if there is enough interest.)

Thanks!
4 Comments

Football Mogul's New Exhibition Mode

10/1/2024

3 Comments

 
Football Mogul now includes a new Exhibition Mode — the ability to play a single game between any two teams from the last 74 seasons.

To play an Exhibition Game, run Football Mogul and click the button that says "Play a Single Game Between Any Two Teams".

​(See screenshot at right.)

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​This brings up the Exhibition Game Dialog that lets you choose the home and away team for the game, and specify whether each team is controlled by a human or computer manager:
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My most recent test of this feature produced an amazing game between the 1985 Bears  (15-1) and the 2007 Patriots (16-0):
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3 Comments
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