This is easily accomplished in 2K baseball. The contact rating acts as a "loft" modifier. The higher the contact rating, the more loft a player gets on the ball. So it's easy to create players who hit the ball hard but don't get a lot of loft. When I was editing players in 2K5 and 2K7, I would assign the bigger, stronger players who had low batting averages (typically Catchers, for example) a high power rating: power @ 80; contact @ 30... something like that. That way when they came to bat, I had to play my infield back, knowing they would hit the ball hard and probably along the ground. For smaller players with low batting averages, I'd assign them lower power ratings: power @ 30; contact @ 30, etc. When they were up to bat, I could take a chance and bring my infielders in a bit, knowing they tended to the ball softly.
The general problem with the default ratings is players fall into two basic catagories: the stars with high power and contact; and the scrubs with low power and contact. But it's possible to create a number of different hitter types, just using those two ratings. But 2K doesn't do it, because if you sim games with those players, the players with 80 power are going to hit a ton of HR's, regardless of their contact rating. The sim engine and the gameplay engine are two entirely different animals, and that's why one (realistic gameplay) is being sacrificed on behalf of the other (realistic sim results).
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