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 yes...to 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.
Because instead of accountability it seems to have created an unreasonable expectation of success. I've even found myself doing it--i'll get a full meter for a free throw, and when it misses my first reaction is: "bullshit". I never would have done that before--I'm a huge advocate of true FG and free throw percentages. Because the alternative is Dwight Howard turning into a 90% FT shooter because a person is good at the game. For those unaware: I fully support the organic with-elements-of-randomness gameplay that 2K prides itself on. It keeps you on your toes and provides a very necessary level of unknown/guesswork that's not at all common in the sports genre. I wrote this a couple years ago about how 2K and EA's different approaches to game development have bred two very different types of gamer. http://spgmg.blogspot.com/2012/06/is-it-time-for-true-kicking-system.html#more
But now, rather than watch beautiful moves in the post, I have to gauge the shot meter. I have to be frank, the meter is altogether and completely unnecessary for layups. We should be watching the defenders to see how they're playing us or what side of the rim to use, not looking to line up a meter. Its completely immersion breaking and anti-strategy, and in truth I've missed plenty of layups with the meter at 95% (which I have to remind myself is OK, because what the defense did is more relevant)....So what difference does it make? Even worse, now the defense knows we can no longer release a shot 'early' to quickly avoid the defense (something players do all the time) because the chances of success are zero. Not to mention knowing we have to fill the meter up makes timing shot-blocks about 500% easier. Some have even mentioned we're not supposed to be watching the meter? I know I don't...(for layups) I have friend who plays with DAL who doesn't watch it at all...he's still a good player and shoots a solid percentage but his releases are consistently bad--think about that for a second....So why is it there? As a scorekeeper to let us know what we did wrong? That's the peculiar use of a mechanic and extremely unnecessary. The thing is, it may not be a very accurate view of the bulk of gamers that play NBA 2K. We don't demand a written explanation when we miss a shot, free throw, layup or dunk. Most NBA players miss more shots than they make, so missing shots is a huge part of basketball reality...the vast majority of people who play 2K understand that.
While I acknowledge that free throw shooting makes very good use of the shot meter mechanic, it should be an option on offense. The reality? LAG PLAYS HAVOC WITH METERS, and even as someone "good at it" the shot meter is consistently all over the place, the meter should be an option online just like Broadcast Cam is. As an example, Madden only uses meters for kicks. That means making the primary method of scoring meter-based is quite possibly the worst idea in the history of online H2H. And if you're compensating for latency by allowing more leeway you're essentially grading on a curve, which is 1) the complete opposite of skill-based and 2) goes against the very thing you're trying to accomplish.
2K Gameplay Director Beluba was nice enough to spend time on OS before release and was really generous with his time answering questions. He expressed regret with "green releases" and I can say I definitely agree, the expectation they've created is odd and I hope he does away with the mechanic altogether (and offers the "apex release" option for veterans of 2K comfortable with that play-style) Filling the bar means you got a good release, not that you're going to hit the shot, we've always known and accepted this.
The other issue is that its spawned strategy that focuses on the release over the Defender, Situation and Offensive Player skill-set. All of that is irrelevant as long as the meter is full and is rendered moot the instant users see green. This is a bad thing, ratings have to matter...success should be equal parts user release and player ability. Part of being "good at the game" is knowing enough to put JJ Redick in position for a last second 20 footer instead of Blake Griffin. Case in point: This guy who takes horrible shots all game, but is rewarded because he has good shot-stick timing.
I miss the days when I shot the ball and didn't know when it would go in or not. When I'd shoot a game-winner with my controller but unconsciously try to help it with Body English. Developers need to recognize that guesswork is good, giving away too much information is often counter-productive, kills strategy and often takes away the excitement of the unknown. Its why online shooters at the highest level don't have kill-feeds, mini-maps and kill-cams. They provide a cheesy omniscient overall view that you'd never be provided on a real battlefield....they know gamers can appreciate being in the dark on certain aspects of the experience.
NBA 2K would do well to follow their example.
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