Saturday, June 3, 2017

2K18: More Varied Outcomes

The best aspect of 2K's gameplay is unquestionably the variety of outcomes we see. Things like needing to read floppy plays to see if your shooter is open, you also need good decision making on screen-roll as well...transition is the same way. This helps the game avoid monotony, but MOST IMPORTANTLY it helps gameplay avoid exploits. Nothing good can come from users being able to generate specific outcomes repeatedly--especially if that outcome lacks diversity. Look at any of the worst exploits in gaming and you'll find being able to trigger animations where with very few outcomes (Madden 15's QB sneak and its still-presently-bad FB dive come to mind) Here are a few examples where NBA 2K needs work:

Sunday, May 28, 2017

Final State of Gameplay: 2K17

After a lengthy amount of playtime with the final patch, its obvious too much of 2K17's gameplay has been reduced to an embarrassing spam-fest. While the game plays "sim" for people who prefer that, it still gives the "savvy" players the leeway to go for steals several times a possession on EVERY possession (total lack of risk/reward balance) dunks are too easy, blocks are as bad if not worse (timing and skill-set have no bearing on success) leaving us with gameplay that isn't worthy of the NBA 2K series. Defensive rotations continue to struggle when the opponent inbounds to half-court and further and passing into the paint is child's play. The issues with long passes persist and obvious fouls still go uncalled. We know its late and gameplay usually suffers at this stage of the game's life cycle (players have had ample time to make sure their cheese is well fermented) still....lets hope this is the last year 2K is reduced to this level of gameplay--yes, even late.

Sunday, December 4, 2016

AI Defenders must resemble Real-life Counterparts

Imagine the look on your face if CP3 did a series of tomahawk dunks in a game against you, or if Joakim Noah went 5 for 5 from behind the arc. How about Dwight Howard converting 12 of 12 free throws? All good or nah? *Laughter* Probably no, right?...the reason is simple, because its not AUTHENTIC. Those players simply don't possess the skill-sets we just mentioned. Seeing those things happen in a game just wouldn't be worthy of simulation basketball.

Wednesday, November 23, 2016

How the D-Stick can save NBA2K

To people who know, i've touted the benefits of an expanded and more dynamic right stick defense for some time now. Why? Because its really important. FACT: The NBA league leader in steals got just over 2 per night last year, the blocks leader got 3. The simple fact is that NBA is not a blocks and steals league, its a position defense one. Its a league where good defenses make shots harder...where good defenders bother/change more shots than they send into the front row or swipe away. NBA 2K is a good sim but its still a game where defenders are trying to block jump-shots, one of the biggest basketball no-no's of them all. And its not as if there isn't a way to challenge those shots by getting a hand up instead. Blocks and Steals are high risk plays and simply have to be more foul-prone, more Risk/Reward, and gameplay has to punish bad timing and using the wrong personnel instead of allowing it as a band-aid for defensive gameplay.

Monday, November 21, 2016

To Dunk or not to Dunk...

 We've all played a game online and had a post guy get a good seal and make our minds up to flush it, right? So here's what happened the other day...that exact situation, I throw the pass, then turbo so Jahlil can mash on this guy and then this happens......

Tuesday, November 15, 2016

Steals and the Zero Sum Game

One of the real gifts that online play offers is the thrill of the head-to-head challenge against another player. The act of matching up against another person offers a brand of freshness and unpredictability that no AI can match...this gift, though...can also be a curse.

Tuesday, October 11, 2016

Why I HATE the Shot Meter

So? How did we get here? Its time we consider the roots of the Shot Meter...and how it came to be. Too many casual fans didn't understand why they were missing shots and where a certain player's release "sweet spot" was. I guess I get it. 2K wanted to offer accountability, a sort of "Here's why this happened." kind of catharsis for the more emo fans of 2K, and make shooting more skill-based, if you will. But was it really necessary? Secondly, has it created unrealistic expectations now that users can see they got a "good" release? I would have preferred a better 2KU mode that showed allowed you to see where the a player's optimum release point was but obviously I wasn't the person making the decision.