
If anyone thinks I'm qualified to offer advice to beginning level designers, then here's that advice: draw, even if you're awful at it.


The mechanics in baseball video games usually work like this: the pitcher chooses between a fastball, a slower pitch (change-up), or one that rapidly sinks / curves (breaking ball). The batter tries to predict the trajectory of the pitch to hit it. Both players try to fake each other out. It's rock paper scissors with a heavy element of timing.
