Da_Czar, formerly of Operation Sports now part of the NBA 2k team & writer of his own blog called Sim Citi (which can be found here), has put up his latest blog about the inevitability of the same plays for an individual player getting stale and picked up upon by the opposing defense and how it is now countered in 2k’s upcoming release NBA 2k12. Here is what he had to say:
Similar to the Matrix and Mr. Smith’s infamous speech about it, hoop games on offense all suffer from some degree of inevitability. The vaunted memory and processing capacity ( yes I am joking) available in the current gen systems is no match for the supercomputer between your ears. So, eventually, users are bound to figure out how to stop a cpu attack.
In NBA 2K11 the AI and users were greatly hindered by the cpu’s limitation of 4 plays per player. I mean even the lowliest of basketball IQ’s are going to be able to figure out a play if it is ran repeatedly over the course of a 48 minute game. Even more so if this is a team you happen to play 4 times in a season; then meet them in the playoffs.
You already know from the play-calling insight about the living branches. I will take you through one play today to give you an better idea of how 2K’s Living Branches aim to make the inevitable… a little bit less so. This is a medium difficulty play so if your new to the series please don’t panic. There are plenty of simple plays you can run that will not be difficult or confusing to understand. To our advanced users there are definitely more advanced and complex plays in the game than what we look at today. Continue reading NBA 2k12: Inevitability Blog
Da_Czar, formerly of Operation Sports now part of the NBA 2k team & writer of his own blog called Sim Citi (which can be found here), has put up his latest blog about the roll and fade, along with how the new changes to the game relieve pressure on the defenders in unprecedented ways in 2k’s upcoming release NBA 2k12. Here is what he had to say:
Besides the many large scale improvement’s to the play-system in NBA 2K12. There were a number of minor improvements recommended to help with the overall flow of the game on the offensive side of the basketball.
Some of these improvements will provide much needed relief against high pressure defenses. As well as create secondary scoring opportunities off of primary action.
When talking about screen and roll/fade opportunities most people are only concerned with the on ball pick and roll/ pick pop situations. This simplified view of the screen can lead to a powerful advantage for the defense in video game basketball.
Let’s look at a basic double screen on the tail end of a floppy play for the 2 man (Shooting Guard). When you don’t have the threat of any roll / fade action on your off-ball screens the defense holds an advantage. Especially once they become familiar with the play !
Da_Czar, formerly of Operation Sports now part of the NBA 2k team & writer of his own blog called Sim Citi (which can be found here), has put up his latest blog about the slight changes in store for 2k’s upcoming release NBA 2k12. Here is what he had to say:
To the untrained eye NBA 2K12 may not have that one single gameplay advancement that is overwhelmingly impressive. However, the strength of this years title, could lie in the combined effectiveness of the numerous smaller changes. This polish, and fine tuning, that is usually only accomplished with matured code; can add up to a great gameplay experience.
One of those changes that many may have overlooked is the removal of the force field that kept the offense from going out of bounds.
At first glance, this may not appear to be all that significant. I am of the opinion that it adds a critical and much needed dynamic to the series.
When most gamers speak about control in a digital hoop game. They are generally talking about dribbling the ball and the responsiveness that goes along with it. But there is another type of control that must find it’s way into simulation gaming.
Self control !
Not being able to go out of bounds creates a fearless offensive player. It gives the offense an advantage when he should be at a disadvantage. If the user is aware that running out of bounds is not a possibility they can gamble without consequence; and apply pressure to the defense without retribution. This creates an imbalance that can lead to more fouls, clipping and the possibility of baseline exploits. Continue reading NBA 2k12: Between The Lines Blog