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NBA 2K13's Keys to Victory


What a difference a year makes. For this basketball fan, last summer was painful. The NBA was in the midst of a lockout, the summer league was cancelled, free-agency was on hold and the prospect of missing a full season was all too real. By stark contrast, the Nike-penned motto "basketball never stops" which was conceived during that lockout, seems to be the theme this summer. Less than a month after the 2012 season ended, summer league began and then Olympic basketball shortly thereafter. With the Olympics now over, what has often been one of my favorite times of the year now begins: NBA 2K season.

The NBA 2K franchise currently stands at the pinnacle of video game basketball and, until NBA Live returns, has only itself for competition. This is a challenge the games’ developers seem to acknowledge, as they have repeatedly communicated a refusal to rest on their laurels but rather to push the envelope with each consecutive release. So what type of a difference has a year made for NBA 2K13? We are slowly finding out the details and they seem pretty legit.

So what am I looking for exactly? Here's my list of things that NBA 2K13 will have to do in order to 'win' this season for me:

Options, options and more options

Depth and authenticity is what make the NBA 2K franchise unique and staying in this lane is a key to success for NBA 2K13. For years, 2K Sports has been somewhat of a niche brand, appealing mostly to gamers seeking a more hardcore simulation experience. 2K basketball games have been characterized by their learning curve, which provided depth and a sense of reward to gamers who took the time to master it.

In recent years, particularly after having upped the ante' by adding Michael Jordan and other NBA legends to the mix, NBA 2K has become a mainstream commercial success with a much more casual audience than is traditional for 2K Sports games. You can tell this change has resonated with 2K Sports, as the design choices of the game have definitely begun to cater more casual.

Recent efforts seem to have been made to make NBA 2K more accessible to the casual fan, often to the chagrin of the more hardcore fan. From streamlined control schemes to the more instantly-gratifying nature of My Player mode to the recent Guitar-Hero-esque control scheme of the All-Star weekend DLC for NBA 2K13, there seems to be a concerted effort to make NBA 2K more pick up and play.

Don’t get me wrong, more accessibility is not necessarily a bad thing. The key in my opinion, which is also NBA 2K13’s first key to victory, is providing options. The only true way to please the disparate groups that enjoy NBA 2K is to allow the gamers to play how they want to play. From control schemes that range from button pressing to full out analog, to modes that allow casual and hardcore experiences alike, providing options is the only way 2K can really play both sides of the fence.

2K has already displayed consciousness of this in a sense by creating slider presets which range from casual to simulation for the on the court gameplay and as we have recently discovered, by providing different control schemes for their revamped dribble system. I would however, also love to see this in gameplay modes such as My Player and even the All-Star weekend DLC. I would like to see the option to streamline your My Player experience and fast track to the NBA, along with the ability to grind it out in the draft combine, training camp, etc. and have a more simulation type of experience. Imagine the option to forego the Guitar-Hero watch-an-animation-play-out-as-I-mash-buttons-in-concert dunk system in All-Star weekend and have the option to create a dunk in 1:1 motion with the right analog stick. One can only hope…

Make the good better, rebuild the bad

NBA 2K12 is arguably the best basketball game to date and is a solid foundation to build upon for this year’s effort. One key to success in this writer’s opinion is that the developers at 2K do not re-invent the wheel year after year. Generally, they have done a commendable job of taking the good from their previous games and improving upon the bad. Though this is by no means comprehensive, let’s examine some of the good which needs to be carried forth from 2K12 into 2K13.

Pacing – When I play a basketball game I look for a simulation experience personally. NBA 2K12 is the only basketball game to truly capture the pace and tempo of basketball so perfectly that a user can play out a full 12 minute game and achieve realistic results. No more playing 8 minutes and simulating on 12 minutes in association mode or making all sorts of slider adjustments to get the game to do something it wasn’t programmed to.

AI – There is room for debate here but outside of different aspects of “computer cheese”, NBA 2K12 boasted perhaps the most intelligent computer opponent I have experienced in a basketball game. Games generally felt more dynamic and less scripted, although there were certainly imperfections along the way that could see improvements as well.

Live ball mechanics – This mechanic was a welcome introduction to NBA 2K12. For the first time, the ball did not seem attached to the player’s hands. Rather, there was a live-feel to the ball in that it could bounce off a defender’s leg with an awry dribble. This aspect was a significant innovation that I really think can add a whole new element to the game if enhanced in 2K13.

Let’s take a look at some things that didn’t work quite so well in 2K12.

Cheap AI logic – As much as I appreciate the AI in 2K12, there is plenty of room for improvement. Playing against the computer has always been hobbled by the inability of the AI to respond as a human opponent would and by its uncanny ability to respond in ways a human player cannot. 2K12 took some positive steps in this regard but there were still aspects of the game that served to remind a user that it was the computer they were playing against. From psychic defenders knocking away passes with their back turned to the ball, to on-the-ball defenders that anticipate your every direction, to AI exclusive speed bursts that create separation on offense or thwart a fast-break on defense, 2K13 has some holes to fill.

Canned animations – NBA 2K12 was a step forward in the attempt to introduce a more organic gameplay experience. Still, there are numerous events that seem to occur exclusively as part of a so-called “canimation” sequence as opposed to specific user input or a dynamic interaction of a physics system. This has been a hot button topic with fans for so time and with the new control system implemented into 2K13 as well as the dynamic shot generator and new physics engine, I anticipate organic play being taken to a whole new level.

Player movement – For years fans have clamored for realistic foot-planting and momentum in regards to player movement. NBA 2K12 an improvement in this area compared to previous efforts but there is still much work to be done. Unrealistic defensive recovery, difficulty getting past a defender and the limited effectiveness of the dribbling mechanic are all products of faulty player movement. Based on what we have heard about 2K13 thus-far, it seems apparent the developers at 2K are well aware of this and have taken the right steps to begin to solve it.

Rebounding – The rebounding in NBA 2K12 was so insanely imbalanced at times it threatened to make games unplayable. The computer AI was far too overpowering, especially on the offensive glass. This seemed to be an issue with coding, as slider adjustments did very little to create parity. With NBA 2K13 taking a more physics based approach hopefully this wrinkle will be ironed out.

Fix nagging issues

Online play, out-of-the-box glitches and imbalances and outdated/inaccurate art are some of the aspects that have blemished an otherwise pristine product. Even after having re-written the code for online in 2K12, there still were a litany of glitches and issues that hampered the online experience and its connected modes. It’s time for 2K to step up the game in this department and create an online experience worthy of its product.

Final Thoughts

With each year the challenge to stay on top gets more daunting for NBA 2K. If 2K stays in on the correct path of aiming to deliver the best experience possible from year to year for both casual and hardcore fans, it will be even harder to see the product going anywhere but up. The recent media blitz of information about NBA 2K13 has taken me from nonchalant to optimistic that this just might be the best basketball game we’ve seen in years and potentially, ever.

Game on basketball fans, it's NBA 2K season.


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Member Comments
# 1 kevmasood @ 08/17/12 03:06 PM
VERY GOOD post i must say the gameplay, new controls, online from the gate no lagging glaring issues from online.Online has to be on point. We need the online leagues,tournaments,and i hate to say this but for the ppl who likes crew mode besides me to work properly for online, the CLASSIC MODE most definitely they givin us the USA teams this game will put LIVE 13 or watever EA is duin concerning BASKETBALL in the GRAVE
 
# 2 LoSoisNiCEx414 @ 08/17/12 03:19 PM
Ima go into gamestop with my camera & ask them can I pre order NBA Live... See what they say. Then grt POd if they say I cant. Lol
 
# 3 johnpreyes @ 08/17/12 03:22 PM
I'd like for the tendencies to be redone. There were a lot of possessions where the AI would seem to wait until there's 5 seconds on the shot clock before launching a shot.
 
# 4 gabri3l3 @ 08/17/12 04:14 PM
I can't lie I don't agree with the issues reported in the article:

SPACING (The court is too jammed)
PASSING (Floaty passes + exagerrated momentum)

these are most glaring weaknesses for me
 
# 5 tommyboii2008 @ 08/17/12 04:16 PM
I agree with mostly everything ESPECIALLY the online problems, those definitely need to be addressed. One thing i disagree with is the ball physics. They only really seem to take affect when you press the sprint button and it goes off the back of a teammates foot, other than that it still feels magnetic to the players hand, which isnt a terrible thing..
 
# 6 Vni @ 08/17/12 04:28 PM
Quote:
Originally Posted by gabri3l3
I can't lie I don't agree with the issues reported in the article:

SPACING (The court is too jammed)
PASSING (Floaty passes + exagerrated momentum)

these are most glaring weaknesses for me
Is the court too small in nba 2K games? Sometimes it looks that way.

Also fatigue. It should be a big part of NBA games. I'am watching 2002 playoffs game 3 between LA and Spurs and man thoses guys are dead tired in the 4th. Everything on the court is affected by fatigue. I wish the way players move, or execute moves/jumper would translate fatigue. That would be an amazing addition.
 
# 7 barimanlhs @ 08/17/12 04:32 PM
Quote:
Originally Posted by tommyboii2008
I agree with mostly everything ESPECIALLY the online problems, those definitely need to be addressed. One thing i disagree with is the ball physics. They only really seem to take affect when you press the sprint button and it goes off the back of a teammates foot, other than that it still feels magnetic to the players hand, which isnt a terrible thing..
I have a feeling that the ball physics thing is probably one of, if not the hardest thing to design becuase there are so many factors in play. Hand location, velocity of the ball bouncing, the direction you are traveling, how fast you are traveling...THEN you have the dribble moves themselves....has to be a technical nightmare.

I do hope that it becomes a reality at some point though, I can only imagine how well a game like that could play with a truely 100% tangible ball.
 
# 8 JasonMartin @ 08/17/12 04:33 PM
The spacing in 2K12 is definitely off, I hope they improve it for 2K13 and not put a lag on players (like you experience online) that they can't block you in time for example.
 
# 9 RemyLeBeau @ 08/17/12 05:19 PM
I'm glad these issues have been brought up, really hope 2k fixes these issues before release.
Another thing is keeping the game close intentionally to simulate a realistic box score. That makes the game feel scripted/forced.
 
# 10 Slava Medvadenko @ 08/17/12 05:38 PM
Great article. I agree with pretty much everything, especially bringing back combines and training camp in MP and your points about player movement.
 
# 11 mylifeishid @ 08/17/12 09:40 PM
So true about offensive rebounding. Just for fun, I put in a lineup of two Centers, and a PF and the computer still got 13 off. rebounds to my 1. Now that's crazy.
 
# 12 Vni @ 08/17/12 09:42 PM
Quote:
Originally Posted by mylifeishid
So true about offensive rebounding. Just for fun, I put in a lineup of two Centers, and a PF and the computer still got 13 off. rebounds to my 1. Now that's crazy.
There are rosters/sliders that really help on that department. Try Tomba roster/sliders set and the Sim World's project's ones.
 
# 13 mylifeishid @ 08/17/12 09:48 PM
Quote:
Originally Posted by Vni
There are rosters/sliders that really help on that department. Try Tomba roster/sliders set and the Sim World's project's ones.
I would but I'm in too deep with my association, going into year 6. But, I'll be downloading rosters in 2k13.
 
# 14 TeamBuilder @ 08/17/12 09:52 PM
Quote:
Originally Posted by MMChrisS

So what am I looking for exactly? Here's my list of things that NBA 2K13 will have to do in order to 'win' this season for me...

Read More - NBA 2K13's Keys to Victory
"Win" what? In the competition vs. an EA Sports NBA release? If so, it won't even be close.
 
# 15 nova91 @ 08/17/12 10:27 PM
I agree with almost everything except, I hated the "live ball" concept at times the ball was knocked loose too easily and you still had to screw around with the settings and things too much.
 
# 16 Joobieo @ 08/17/12 10:43 PM
All very good ideas, I hope they actually follow through in the game with these changes.
 
# 17 THE YAMA @ 08/18/12 09:14 AM
Nice write up here.
 
# 18 Vni @ 08/18/12 09:20 AM
Quote:
Originally Posted by thevaliantx
Again, sliders has nothing to do with the AI's ability to rebound. It's an AI issue. If the AI is programmed to go after the boards, it will.
Rosters & sliders combo do help a lot in the rebound department. I'am not making stuff up, I just talk by experience.
 
# 19 TheLetterZ @ 08/18/12 09:25 AM
It's a good list of suggestions, but does NBA 2K13 REALLY have to do those things to "win?"

Come on. They'd win without doing any of those things.
 
# 20 raiderphantom @ 08/18/12 08:39 PM
Quote:
Originally Posted by kevmasood
VERY GOOD post i must say the gameplay, new controls, online from the gate no lagging glaring issues from online.Online has to be on point. We need the online leagues,tournaments,and i hate to say this but for the ppl who likes crew mode besides me to work properly for online, the CLASSIC MODE most definitely they givin us the USA teams this game will put LIVE 13 or watever EA is duin concerning BASKETBALL in the GRAVE
2k12 needs to be put in the grave. I'm thinking 2k13 will bury every other basketball game for good.

Quote:
Originally Posted by gabri3l3
I can't lie I don't agree with the issues reported in the article:

SPACING (The court is too jammed)
PASSING (Floaty passes + exagerrated momentum)

these are most glaring weaknesses for me
Spacing was bad but if you told your team to spread the floor they did a reasonable job. As far as passing goes I don't remember a game in the last 5 years where it was worse so they can only go up from here.
 

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