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NBA 2K13: How Signature Skills Have Changed the Game

Recently the guys at 2K revealed all 31 Signature Skills found in NBA 2K13 and their descriptions. There were some who were pessimistic about how these skills would affect gameplay, but after having learned the details, I for one am even more excited about their inclusion in 2K13 than I was prior.

The Signature Skills concept has been done before in other sports games such as All-Pro Football 2K8, but the idea lends itself so seamlessly to the basketball genre that it can be a huge evolutionary step in how we play basketball games going forward.

Shooters Will Be Shooters

In NBA 2K games, much emphasis is placed on signature style. Unfortunately in many cases, a player is only as good as their set of animations, especially with shooters. In 2K12, some players in the game just had funky timing on their jump shot animations and were innately difficult to perfect. Exacerbating this issue was the inconsistent shot feedback in practice mode, where “excellent” timing would often still send the ball careening of the rim.

During games, it could be a frustrating experience to find a guy like Steve Novak or Ray Allen wide open on the perimeter only to have the ball clang off the rim due to having not mastered his shooting form. Even though in real life these guys might hit that shot seven out of 10 times, it didn’t always translate in 2K12. Sure, the onus should be on the user to master these shooting forms, but if timing is the only factor in consideration, even Ray Allen can cease to be Ray Allen in the hands of certain users and that’s just not fun. The quality of the shot taken and how open/heavily guarded the shot taker is should have also factor into shot success, even moreso than perfecting the release when it comes to elite shooters.

The Spot-Up Shooter Signature Skill in NBA 2K13 looks like it will balance this equation out nicely. The skill decreases the penalty for an early or late release by 30 percent in a spot-up situation, allowing shooters to perform like shooters whether or not you have completely perfected their release. So if you’re feeling adventurous and choose to experiment with a new team, you can expect a guy like Kyle Korver to do what Kyle Korver does, unless you use him out of character.

Cheesers Won’t Prosper

Initially people seemed to fear that Signature Skills might actually add an arcade-ish element to the game, when in fact it will likely do the opposite and make the game more simulation. Signature Skills are scenario driven. Going along with my previous statement about Korver, if a user is attempting all sorts of dribble moves and step-backs trying to get the guy an open look knowing he’s an elite 3-point shooter, they won’t have the bonus of his Spot-Up Shooter ability in that situation. One has to understand basic basketball principles and play accordingly to receive the situational benefits of Signature Skills.

Take the Pick-Pocket skill for another example, which provides the defender a bonus when the offensive player is in an isomotion move or doing a standing dribble for several seconds in front of you. A more cheese-natured player might see a guy with this attribute and reach continuously all the way up court trying to poke the ball away, not understanding the correct scenario in which the skill is activated or the timing required to take advantage of it. This attribute in a way forces realism on both sides of the ball. In real life, players are cautious when bringing the ball up against a guy like Iman Shumpert, who has quick hands. This will likely be the case in the game as well. The user on offense might now be conscious of protecting the ball and not doing a whole bunch of dribble moves in front of a guy with the Pick Pocket skill and the user on defense will have to pick his spots and utilize timing to take advantage of that skill. Haphazard reaching provides no advantage when using a guy with the Pick Pocket skill.

Adjustments Matter

One element that has been sorely lacking in basketball video games is the need for strategy. NBA 2K12 was an improvement in the area of play calling, but by and large strategic adjustments in other areas were not necessary. In 2K13, gamers will have to be aware of abilities of their players and their opponent’s players at all times. For instance, if a person is facing Oklahoma City and it’s a close game in the fourth quarter, it would behoove them to place a Lock-Down Defender on Durant to counter his signature Closer ability. Also, an elite point guard will actually provide an advantage to their team this year. Proverbially “cutting off the head of the dragon” might be necessary when facing the Clippers or Celtics and developing a strategy to take a Paul or a Rondo out of the game could be the best path to victory.

The Bruiser Signature Skill is particularly interesting to me in that physicality and strength has never been a tangible gameplay element in NBA 2K. In 2K13 it appears that facing a DeMarcus Cousins or Dwight Howard will be quite a different experience from past games. Never before has the physical toll of defending a big boy like Cousins been simulated, and when facing a player like this it might be necessary to have several bodies available to throw at him, due to the accelerated fatigue he imposes on defenders. This skill could be especially valuable in trying to punish smaller teams such as the Miami Heat in the low post, and adds another layer of strategy to the game on both sides of the ball.

Fantasy Leagues and Association

Signature Skills may completely change the way gamers approach fantasy leagues and association. In the past, a gamer might be hesitant to pick up a player like Rajon Rondo as their first-round draft pick. In NBA 2K12 a point guard with poor scoring ability and a high overall rating rendering him virtually untradeable was probably the worst possible selection one could make in the first round of an online league. In 2K12, the impact of an elite point guard could never truly be simulated. With the addition of Signature Skills however, along with the improvement to floaters, dribbling, momentum and passing, gamers might rethink how they approach draft night.

An elite point guard can possess one of the most powerful Signature Skills in the game in Floor General, and can be a significant piece around which to build your team. I’ve always referred to Chris Paul as “chemistry in a bottle,” a guy who brings continuity to a team and makes guys around him better. In past NBA 2K games, these intangibles could not be simulated. But in 2K13, a player with the Floor General skill can replicate the chemistry an elite PG provides by boosting the attributes of teammates while he is on the floor. A guy like CP3 with Floor General, Dimer and Ankle Breaker as just some of his Signature Skills might be considered a top overall pick depending on how a person wants to build their team. Rondo, a guy who might have Floor General, Interceptor, Scrapper, Pick Pocket and Dimer could actually have the impact in NBA 2K13 as he does in real life. I know I’d definitely consider him as an option for my top pick.

Beyond introducing elite point guards as more viable options early in the draft, Signature Skills can aid a novice virtual GM in the acquisition of role players. Additionally, it can allow a person with more basketball knowledge to customize selections later in the draft around their particular style of play. Say I have a high scoring slasher on my team and I want another piece that can open up the driving lanes for him or serve as a drive-and-dish option. I could specifically target a player with the Corner Specialist skill. And considering that Lockdown Defenders may be limited in NBA 2K13, a guy like Shane Battier who possesses both attributes suddenly looks very appealing. In fact, I bet that players with the Lockdown Defender attribute will be very valuable this year and are likely to go in the early rounds.

Signature Skills is more than a just gimmick, but actually a means of bringing the NBA 2K series and those who play it closer to a simulation brand of basketball. In the most genius way, it can allow for more accessibility and more depth depending on the gamer.

What are your impressions on how Signature Skills will impact NBA 2K13 and different gameplay modes? Sound off below!


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Member Comments
# 41 Po Pimp @ 09/12/12 12:28 PM
Quote:
Originally Posted by youALREADYknow
Again, false conclusion reached. Signature Skills are the ABILITY to perform in a certain way, not the LIKELIHOOD or TENDENCY to perform in that way.

A select few of the Skills have animations associated with them that will change how the player plays (Chase Down Block for example) but most of them are not going to change how that player plays but instead how well they perform or their teammates perform in a few situations.
I thought with a sig skill, such as a chase down block, it triggers a certain boost (in the right situation) to the players who have that skill? For example, in theory, Dwight Howard COULD chase down block, but he may be too slow to catch up to someone on the break. Derrick Rose COULD be capable, but his block rating isn't high enough to block shots at such a high clip. A player like LeBron would see a slight increase to his speed (and he's already fast) plus a slight increase to his block rating, enabling his ability to chase down.

Of course, I could be wrong.

P.S. Ironically, I believe Derrick Rose actually averaged about as many blocks as LeBron last season, if not, the season before.
 
# 42 RyanFitzmagic @ 09/12/12 01:33 PM
Quote:
Originally Posted by youALREADYknow
Again, false conclusion reached. Signature Skills are the ABILITY to perform in a certain way, not the LIKELIHOOD or TENDENCY to perform in that way.

A select few of the Skills have animations associated with them that will change how the player plays (Chase Down Block for example) but most of them are not going to change how that player plays but instead how well they perform or their teammates perform in a few situations.
But yet 2K is advertising Signature Skills as "REALISM REALISM MORE REALISM!"
 
# 43 da ThRONe @ 09/12/12 01:38 PM
I think it's pretty simple and make sense. For example ratings tell the game a player is a good shooter. Tendencies tell the game a player should look to shoot from the corner more than any where else. And now Sig Skills tell the game that said player with this skill is more accurate (when all criteria is met) shooting from the corner than players with out the skill. So you see how all three work together(are is suppose to) to get more accurate gameplay.

So if James Jones is a better shooter than Kawhi Leonard and both have the sig skill of corner specialist. Jones would be more accurate than Leonard because his ratings say he's better. Just like I'm sure all erasers aren't created equal etc.
 
# 44 RyanFitzmagic @ 09/12/12 01:49 PM
Quote:
Originally Posted by da ThRONe
I think it's pretty simple and make sense. For example ratings tell the game a player is a good shooter. Tendencies tell the game a player should look to shoot from the corner more than any where else. And now Sig Skills tell the game that said player with this skill is more accurate (when all criteria is met) shooting from the corner than players with out the skill. So you see how all three work together(are is suppose to) to get more accurate gameplay.

So if James Jones is a better shooter than Kawhi Leonard and both have the sig skill of corner specialist. Jones would be more accurate than Leonard because his ratings say he's better. Just like I'm sure all erasers aren't created equal etc.
I'm pretty sure you just described 2K12's hotspots.
 
# 45 da ThRONe @ 09/12/12 02:31 PM
Quote:
Originally Posted by RyanFitzmagic
I'm pretty sure you just described 2K12's hotspots.
Ok even if that's true(I have to admit I wasn't even aware of hotspots in 2K) are there hotspots for steals, blocks, iso-moves, loose balls, outlet passing, clutch baskets, etc?
 
# 46 RyanFitzmagic @ 09/12/12 02:51 PM
Quote:
Originally Posted by da ThRONe
Ok even if that's true(I have to admit I wasn't even aware of hotspots in 2K) are there hotspots for steals, blocks, iso-moves, loose balls, outlet passing, clutch baskets, etc?
"Hotspots" wouldn't apply to those things at all. Ratings, however, would, and do for all of those things except outlet passing (and only because 2K hadn't yet introduced an "Outlet Pass" rating).
 
# 47 da ThRONe @ 09/12/12 02:57 PM
Quote:
Originally Posted by RyanFitzmagic
"Hotspots" wouldn't apply to those things at all. Ratings, however, would, and do for all of those things except outlet passing (and only because 2K hadn't yet introduced an "Outlet Pass" rating).
Clearly it's easier for them to add boost to ratings in certain situations than creating and fine tuning 20+ new ratings. When if done right it can have pretty much the same impact. These games only have so much space per disc, man power, and resources from one year to the next. If they can create a "shortcut" that works well I support it 100%(just not the 5 per player limit).
 
# 48 RyanFitzmagic @ 09/12/12 03:12 PM
Quote:
Originally Posted by da ThRONe
Clearly it's easier for them to add boost to ratings in certain situations than creating and fine tuning 20+ new ratings. When if done right it can have pretty much the same impact. These games only have so much space per disc, man power, and resources from one year to the next. If they can create a "shortcut" that works well I support it 100%(just not the 5 per player limit).
For instance, if a person is facing Oklahoma City and it’s a close game in the fourth quarter, it would behoove them to place a Lock-Down Defender on Durant to counter his signature Closer ability.

Explain to me how this didn't apply in every other 2K game, with the adjustment being: Place your best defender (best physical matchup + highest Defensive Awareness) on the other team's best closer (best shooter/finisher).

2K and/or its supporters acting like Signature Skills was the only way to make this necessary or imperative is just silly.
 
# 49 Guard-ian @ 09/12/12 03:41 PM
Great read, thanks for the article... It got me a little hyped to be honest...
If everything plays out in 2k13 as described is gonna be amazing, if not... Well, we will see.

Cheers! ;-)
 
# 50 da ThRONe @ 09/12/12 03:42 PM
Quote:
Originally Posted by RyanFitzmagic
For instance, if a person is facing Oklahoma City and it’s a close game in the fourth quarter, it would behoove them to place a Lock-Down Defender on Durant to counter his signature Closer ability.

Explain to me how this didn't apply in every other 2K game, with the adjustment being: Place your best defender (best physical matchup + highest Defensive Awareness) on the other team's best closer (best shooter/finisher).

2K and/or its supporters acting like Signature Skills was the only way to make this necessary or imperative is just silly.
I don't make the game so I'm incapable of explaining why the developers thought this was the best course of action. However A) I never said this was the only way to represent intangibles and situational basketball merely that it has merit and B) I assume that the developer felt this was the most efficient way to represent certain intangibles and situational basketball available to them as of now.
 
# 51 youALREADYknow @ 09/12/12 03:55 PM
Quote:
Originally Posted by da ThRONe
I don't make the game so I'm incapable of explaining why the developers thought this was the best course of action. However A) I never said this was the only way to represent intangibles and situational basketball merely that it has merit and B) I assume that the developer felt this was the most efficient way to represent certain intangibles and situational basketball available to them as of now.
Very logical and sound observations. It's far from the best way IMO as I've stated elsewhere, but it's also not the worst way to have done this and it could be used as a building block down the road as long as they don't get too full of themselves because casual gamers love the implementation.

At the end of the day, the game should end up having more depth with these Skills in than it would have been if a few of these distinct areas were left unchanged from 2K12. I can learn to ignore the few Skills that are redundant and/or completely unnecessary as long as the others add value.
 
# 52 Po Pimp @ 09/12/12 04:02 PM
Quote:
Originally Posted by RyanFitzmagic
I'm pretty sure you just described 2K12's hotspots.
I'm pretty sure hotspots only applied to where players liked to set up. If I have someone on my team rated 80 in 3pters, yet their hotspot suggest they like to shoot the corner 3s, I'm pretty sure they would be able to hit from the top of the key with regularity as well.

Quote:
Originally Posted by RyanFitzmagic
For instance, if a person is facing Oklahoma City and it’s a close game in the fourth quarter, it would behoove them to place a Lock-Down Defender on Durant to counter his signature Closer ability.

Explain to me how this didn't apply in every other 2K game, with the adjustment being: Place your best defender (best physical matchup + highest Defensive Awareness) on the other team's best closer (best shooter/finisher).

2K and/or its supporters acting like Signature Skills was the only way to make this necessary or imperative is just silly.
True YOU may think to do that, but would the AI? I'm hoping that these sig skills would actually factor into how the AI approaches the game.
 
# 53 youALREADYknow @ 09/12/12 04:05 PM
Quote:
Originally Posted by Po Pimp
I'm pretty sure hotspots only applied to where players liked to set up. If I have someone on my team rated 80 in 3pters, yet their hotspot suggest they like to shoot the corner 3s, I'm pretty sure they would be able to hit from the top of the key with regularity as well.
Hot Spots dictated where a player shot from.
Hot Zones dictated how well the player shot (Scorching/Hot/Neutral/Cold) from that location.

The Corner Specialist Skill was the worst offender as far as useless and redundancy were concerned. This was one of the easiest to duplicate in 2K12 and we could have done it with real-world data so that a player who may have been Hot in the Right corner, but Neutral/Cold from the Left corner would have that accurately portrayed.

It's not worth scrapping the entire list of Signature Skills because a couple of them were redundant, but hopefully 2K can take an honest look at the redundancy and uselessness of a few of these Skills and remove them for 2K14 without putting their own pride first.
 
# 54 RyanFitzmagic @ 09/12/12 04:07 PM
Quote:
Originally Posted by Po Pimp
True YOU may think to do that, but would the AI? I'm hoping that these sig skills would actually factor into how the AI approaches the game.
Somehow, I doubt it. The article only spoke of the user making these types of changes.

And what can a "Lockdown Defender" signature skill do to tell the AI who to utilize more than a high "On-Ball Defense" rating can?
 
# 55 jtmoneyb4u @ 09/12/12 04:09 PM
wonder what brian scalibrine skill gonna be lol the white mamba
 
# 56 youALREADYknow @ 09/12/12 04:09 PM
Quote:
Originally Posted by Po Pimp
True YOU may think to do that, but would the AI? I'm hoping that these sig skills would actually factor into how the AI approaches the game.
If there is an AI change to place a player with the Lockdown Defender Skill on the opponent's best Scorer, then that same change could have been done using the On-Ball Defense and Quickness using any of the past few 2K games. The two don't really go hand-in-hand.

Any AI changes made to accommodate a Skill don't make the Skill worthwhile. It just means that the Skill was the method chosen to represent the change instead of them using their existing tools (Attributes/Tendencies/Coach Profiles).

My biggest fear with the Signature Skills has already sort of come true. The fear is that people will praise Skills for changes that have absolutely nothing to do with the actual implementation of the Signature Skill. That could give 2K the response they need to think this was indeed a great implementation instead of really looking at how to continue to improve the underlying areas that need more help.

Skills are responsible for a player's impact or effectiveness, not how they play.
 
# 57 Po Pimp @ 09/12/12 04:38 PM
Quote:
Originally Posted by youALREADYknow
Hot Spots dictated where a player shot from.
Hot Zones dictated how well the player shot (Scorching/Hot/Neutral/Cold) from that location.

The Corner Specialist Skill was the worst offender as far as useless and redundancy were concerned. This was one of the easiest to duplicate in 2K12 and we could have done it with real-world data so that a player who may have been Hot in the Right corner, but Neutral/Cold from the Left corner would have that accurately portrayed.

It's not worth scrapping the entire list of Signature Skills because a couple of them were redundant, but hopefully 2K can take an honest look at the redundancy and uselessness of a few of these Skills and remove them for 2K14 without putting their own pride first.
What about the alley-ooper? True, every alley-ooper isn't a dimer, but every dimer should be able to throw oops.
 
# 58 da ThRONe @ 09/12/12 04:38 PM
Quote:
Originally Posted by Po Pimp
I'm pretty sure hotspots only applied to where players liked to set up. If I have someone on my team rated 80 in 3pters, yet their hotspot suggest they like to shoot the corner 3s, I'm pretty sure they would be able to hit from the top of the key with regularity as well.


True YOU may think to do that, but would the AI? I'm hoping that these sig skills would actually factor into how the AI approaches the game.
Tendencies are what's suppose to control AI. Which doesn't make sig skill any less useful IMO. Just because a player wants to aggressive in the passing lanes doesn't mean he has great timing and should get beat a lot trying to steal passes.
 
# 59 ZB9 @ 09/12/12 04:56 PM
I wonder if every player has at least one sig skill

I would guess no
 
# 60 rjohns23 @ 09/12/12 09:14 PM
Quote:
Originally Posted by RyanFitzmagic
For instance, if a person is facing Oklahoma City and it’s a close game in the fourth quarter, it would behoove them to place a Lock-Down Defender on Durant to counter his signature Closer ability.

Explain to me how this didn't apply in every other 2K game, with the adjustment being: Place your best defender (best physical matchup + highest Defensive Awareness) on the other team's best closer (best shooter/finisher).

2K and/or its supporters acting like Signature Skills was the only way to make this necessary or imperative is just silly.
Yea man, I'm with you on this logic. This was the same thing I was thinking when those signature skills were introduced. I haven't read through what everyone else is saying, but it seems to me that some of this skills are already in 2k12, especially since we can alter everything about player from ratings to tendencies.

I think it is a good start but it will probably won't be until 2k14 that the whole aspect of signature skills are fined-tuned.
 


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