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What Success Mode is Better: 2008 or 2007
https://www.mlbppworld.com/viewtopic.php?f=12&t=8643
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Author:  GoTwins24 [ Wed May 28, 2014 8:29 am ]
Post subject:  What Success Mode is Better: 2008 or 2007

I'm not sure where to put this topic, so if it is in the wrong place please move it. So what success is better? 07 or 08? Personally I would say 07 because it is more engaging and doesn't go as fast as 08. The only thing better in 08 is that you get to play more games.

Author:  AgentP [ Wed May 28, 2014 10:53 am ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

GoTwins24 wrote:
I'm not sure where to put this topic, so if it is in the wrong place please move it. So what success is better? 07 or 08? Personally I would say 07 because it is more engaging and doesn't go as fast as 08. The only thing better in 08 is that you get to play more games.


That's a tough question. Between those two, I prefer 2007 - it seemed easier to me, and I like the storyline better. Overall though, spanning the entire series, I'd say my favorite (that I've played) was 2012 - a lot more options, customizability etc. plus the game itself is a lot smoother graphic-wise and gameplay-wise.

Author:  cooldude1045 [ Wed May 28, 2014 12:07 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

I like 2007 better because it's easier to learn, but harder to master. In 2007 you can make pretty much any kind of player you want, good or bad, and not have trouble passing with them. In 2008, the game mode is so difficult to pass I literally have never made a player in that mode without saving and reloading, it's just way too difficult for that. As for being hard to master, in 2008, you can pretty much get a maxed out hitter with relative ease if you know what you're doing, in 2007 I made a genius player that took months of work and he came out with something like a C control rating. In 2007 I made a pitcher once who threw 65 MPH every pitch and had no breaking pitches, but he passed.

And the fate card system always made things interesting, especially if you got the ability where you could only carry one. There's nothing quite like having a scout say he's going to watch you, so try your best, and all you can do is answer "No.", or being in the middle of a date and all you can do is bring up Marvin.

Author:  SkittleMonster [ Wed May 28, 2014 12:18 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

cooldude1045 wrote:
I like 2007 better because it's easier to learn, but harder to master. In 2007 you can make pretty much any kind of player you want, good or bad, and not have trouble passing with them. In 2008, the game mode is so difficult to pass I literally have never made a player in that mode without saving and reloading, it's just way too difficult for that. As for being hard to master, in 2008, you can pretty much get a maxed out hitter with relative ease if you know what you're doing, in 2007 I made a genius player that took months of work and he came out with something like a C control rating. In 2007 I made a pitcher once who threw 65 MPH every pitch and had no breaking pitches, but he passed.

And the fate card system always made things interesting, especially if you got the ability where you could only carry one. There's nothing quite like having a scout say he's going to watch you, so try your best, and all you can do is answer "No.", or being in the middle of a date and all you can do is bring up Marvin.
I completely agree on everything except for that. 08 is harder, but it's not that hard. You just have to focus more on the practices when the coaches are there

I also much preferred the story line and characters from 07. Gil and Jonathan were cool, but Alvin and Zero were way better. Patty, Lucy, and Emily were nice, but Becky, Sarah, and Annabelle were so much more interesting. Frank, Tom, Joey, and Terry had okay stories, but they just couldn't compare to Milton, Robert, Robin, Toby, Rex/Brad, Mark, or even the boring as hell Peter. I also liked the college aspect of it, and I thought it was more engaging than the minor leagues.

08 had Sittch though. Sittch was rad.

Author:  8raun [ Wed May 28, 2014 2:49 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

i have nothing to add that hasnt already been said but i agree with 07 being better

Author:  ZeroGibson13 [ Wed May 28, 2014 3:10 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

I also like the metal bats in 2007.

Skittles wrote:
...Zero was way better

Aww... I'm flattered... :lol:

Author:  SkittleMonster [ Wed May 28, 2014 4:56 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

ZeroGibson13 wrote:
Skittles wrote:
...Zero was way better

Aww... I'm flattered... :lol:

I completely expected this. I should have made a bet

Author:  Powerprosfan31 [ Wed May 28, 2014 6:24 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

Can't say I liked the fate cards

But I much prefered the 2007 success mode

Author:  dishnet34 [ Wed May 28, 2014 7:35 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

Here are my personal opinions on each success mode:

2007

Pros
-Longer timeline; enough time to make the player you want.
-Thorough, in-depth characterization, and good story arcs of both teammates and girlfriends.
-HBP are an effective strategy in "captain-controlled" games, esp. against CR.

Cons
-Fate Cards. When you don't have the card you need to do good things (see my 2007 LP and the Sarah Incident), stuff you didn't want to have happen happens.
-You don't know how much you go up or down in coach/scout eval. Written word doesn't do it justice.
-(Slight Con) Becoming captain in Year 2. Sure you get to control games from the 8th inning and on earlier, but the added challenge to always win the championship, to me, doesn't make it worth it, esp. if you fail.

2008

Pros
-More teams to play against in-league! Felt sad you couldn't play against more than 2 in your league in 2007.
-Story/RE arcs of *some* characters. Frank's arc was the best one, IMO, along with Patty's dating arc. Terry's arc and Emily's could've been better. Sittch's ninja challenge is great source of technique points. Haven't done Lucy's (I had to look up the name real quick, that's how much I skip this one) enough to give it a verdict.
-You can choose obvious responses to questions. Goodjob's RRE goes by SO much quicker this way when you do get it.

Cons
-Shorter timeline. 3 years > 2 years, plus, you're in a bit of a time-crunch to get what you want.
-EVERYTHING takes up time, including going to the shop. S/L for the SHOP? No thanks.
-PAYING MONEY TO REGAIN VITALITY. This one gets me every time. Sure the hot dog is good and all for half your full vitality meter, but that's the cheapest way to constantly regain vitality without items. I loved the Rest option in 2007 for the reason of free vitality, and it was a shame it wasn't implemented (or at least, an equivalent) in 2008.

Author:  BrewersFuzz [ Wed May 28, 2014 9:21 pm ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

I've never played '07, but from what I've seen, the story does look cooler and I really dig the metal bats for some reason. But Sittch was rad.

Author:  AnthonyP [ Thu May 29, 2014 10:31 am ]
Post subject:  Re: What Success Mode is Better: 2008 or 2007

'08 seemed a little too easy to make great players. One example is the original pitch. It's extremely easy in '08, but I've only gotten it twice in '07.

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