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Barbatrucco's Blog
NBA2K: The problem that nobody talk about 
Posted on July 27, 2016 at 11:25 AM.
There is a problem that nobody talks about the Nba 2K series and that there will be even in 2K17. Why do I say this? Because I saw this.



The problem is the intensity. Often, playing Nba2K, you feel like you play friendly matches, even in the playoffs. If it weren't for the cheers and for the word "Playoffs" on the court, you wouldn't distinguish a friendly match from a seasonal game from a playoffs game.
One of the biggest problems lies in the video above.
Motion capture movements of players is done in a totally bland way. Look at 0:25, the player movement is too slow, the shoot is bland (0:31). Players roll and move without any game intensity, with no muscle tension or emotional tension.
For a real transposition of feeling during a regular season or playoff game mo-cap sessions cannot be used like this. Players who undergo mo-cap must act as if they were in a real game. Must not pull so mild as if they were in your backyard or in a pre-game warm-up.
I hope the 2k reads this post and it gets more intense sessions of mo-cap for Nba2K18.

@CoachZenBarba
Comments
# 1 tril @ Jul 30
intensity in games is hard to replicate without cheese. The so called "3rd quarter comeback" is game adjustments by the ai controlled teams and a slight nerfing of attributes.
the proper way to capture intensity is to have weight matter more, and physical tight d matter more.
but you would have to have a counter balance with fatigue being properly reflected.
hard fouls is also a form of intensity, blocked shots and collisions are all forms of intensity.

I find that intensity is defined by how close a game is.
 
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