Tag Archives: NBA 2k12

NBA 2k12: Roll & Fade Relieve Pressure 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 !

NBA 2k12: Between The Lines 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 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

NBA 2k12 Developer Insight #4: New Playcall System

Read below NBA 2K12 Gameplay Director Rob Jones’ Developer Insight that discusses the extremely innovative Playcall System:

NBA 2K11 marked a year of many successful implementations by our development team.  From the inclusion of Michael Jordan, with his challenges and rivals, to marked improvements in gameplay, AI and controls, one of the factors we wanted to really step up was the authenticity of playcalling and strategy.  Let’s say just it.  NBA 2K11 boasted the most authentic and varied playbooks for each team to grace any basketball game.    That said, there is always room for improvement.  At 2K, improvement is generally not our target, though.  We aim to create new experiences and, to do that, you have to be willing to sacrifice all that came before.

With that in mind, we set up to do the following things:

  1. Dramatically improve the play system.
  2. Make Playcalling more accessible to the user, so that more players will understand the value of strategic basketball.
  3. Add On the Fly Strategic Adjustments to allow users to change their team’s approach to the game without having to go to the Coaching menu.


Play distribution became a major area of focus for the team this year. First, there were a few major hurdles we needed to overcome to take our system to the next level.

Our fans had voiced their desire for having plays assigned to players, not positions.  As a response, in 2K11, we allowed users to assign four plays to each of their starters.  In addition to the four plays for each starter, we had the ability to share four plays between your bench players who played the same position.

As an intermediate solution, this answered some of the community’s requests, but also introduced a few unintended obstacles.

One of those obstacles was play management. Because the playbooks were hardcoded into our game last year, anytime a player moved from a starter to the bench or changed teams, plays had to be manually tracked and updated, even for the smallest roster move. This resulted in many players having plays assigned to them that did not make the best use of their own abilities.  Continue reading NBA 2k12 Developer Insight #4: New Playcall System

NBA 2k12 Hands-On Previews

This week many previews of the upcoming title from 2k Sports NBA 2k12 have hit the internet, below we have 5 different previews from 5 different sites but with one common theme NBA 2k12 is GOOD & could end up being the best in the series. Here are a few quotes from each of the sites previews:

Dime Magazine

After playing 2K12 for a few minutes, it was obvious that there were some widespread changes once again. Although last year’s game physics were pretty awesome, posting up was a little too difficult, speed dribbling was a little too effective, and crossovers were a little too devastating against other users. Not anymore.


You know how in most basketball games—well, probably in most sports games in general—there’s a kind of invisible wall surrounding the court/playing field, so if you’re controlling a player and run him out of bounds, he’ll just be stopped by a supernatural force? That doesn’t really exist anymore. If you run a defender into the scorer’s table, just like in real life, he’ll jump up and hop into the crowd, then gather himself and get back into the action. If you run him into the sidelines, he’ll leap over the folks lucky enough to be seated courtside before curbing his momentum and turning around. Cool, no? Continue reading NBA 2k12 Hands-On Previews

Why Isn’t Charles Barkley In NBA 2k12?

2K Sports attempted to include basketball great Charles Barkley in NBA 2K12‘s “NBA’s Greatest” mode, showcasing dozens of superstars spanning the game’s history, but the two sides were unable to reach an agreement bringing the hall-of-famer to the video game. He will not appear in NBA 2K12.

“There’s no doubt in our minds that Charles is and should always be a key part of the conversation as it relates to who are the NBA’s Greatest players of all time,” a 2K Sports spokesperson told Kotaku. “We have a very positive relationship with Sir Charles and while we were unable to include him in-game this year for a variety of reasons, we share everyone’s hope that he may one day appear in our game.”

NBA 2K12 last week announced a lineup of 15 NBA legends—and scores of great players playing with and against them—in the game’s “NBA’s Greatest” mode, somewhat similar to last year’s “Jordan Challenge.” Barkley’s absence, and a hoped-for last-minute inclusion, became an issue Friday when it was noticed that the team showcasing Julius Erving, the 1984-85 Philadelphia 76ers, lacked its starting power forward: Barkley.

Initial statements from 2K Sports said that Barkley’s absence was a creative decision, albeit a difficult one. But the fact the game went forward, and was promoted, with Barkley’s rookie year team without him—in a game that prides itself on accuracy—suggested otherwise. Continue reading Why Isn’t Charles Barkley In NBA 2k12?