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NBA 2K15's Mike Wang Answers Your Questions (Interview)
 
NBA 2K15 Gameplay Director Mike Wang took to the Operation Sports forums this month to answer questions about this year's game.

Because that forum thread now contains hundreds of posts, I extracted the most interesting and important questions and answers for this piece.

I broke it down based on topics, including dribbling, player movement, game controls, and more.

Thanks to Mike for taking the time, jersez for starting the conversation, and all the Operation Sports Forums users who participated in the discussion.
 
 
Dribbling

Q: What improvements were made outside of signature sizeups for the dribbling system?

A: This hasn't been talked about too much, but quite a bit has changed with the dribbling system for 2K15. For one, all of the core movement was refreshed (first steps, cuts, autocrosses, etc.) I tried to bring back some of the fundamental feel that 2K11 had with its dribbling. 2K13-14 saw a lot of "flavor" injected into the dribbler, sometimes at the cost of responsiveness. I did my best to trim a lot of that fat out of the movement.

Q: How can I get explosive launches out of signature size ups?

A: The launches you get will vary based on when you try to branch out of any given size up. I'd advise going into practice with your favorite players and experimenting with breaking out of the size ups at different points in the animation. You'll find that launching out at some points will be more explosive than others.

To explode out of the sig size ups, hold Turbo+Left Stick left or right toward the hoop.

Q: How do I get past a CPU defender?

A: There are a number of suggestions I can make here. At a basic level, you should try to get your defender moving or biting in one direction and then take what he gives you. Bait him, make him make a decision, and then take advantage. Here's a "script" that I often use with a quick ball handler:
1. From the top of the arc, back out to the half court line.
2. Drive hard at a 45 deg. angle toward the free throw line extended
3. Hit the defender with a hard stepback move (Turbo+RS away)
4. At this point, if the defender has dropped too far back to take away your drive, you might have a nice look at a jumper. If he closes on your stepback, you can yo yo your defender by driving or doing a hard cross launch out of your stepback. Usually, the defender's momentum will give you just enough cushion to get by him.

Q: Is there anything in the patch that helps with the way PG's bring the ball up court?

A: I'm working on making it easier to walk the ball upcourt if that's what you're asking.
 
 
Player Movement & Contact

Q: Player movements have a lot of momentum this year. How do I gain full control over [a player]?

A: This was one of the biggest changes to gameplay overall this year, and it will continue to see significant improvement as we continue to refine it. My best advice is to try and read the ball handler, anticipate, and don't over commit. It's also important to manage use of Turbo, understand how feathering the stick works, and also make use of the Right Stick Quick Steps. Another big mistake I see people routinely make on defense is continually hugging up too much on the ball handler. When you're guarding a good ball handler, I suggest gapping off more often than not. Sometimes that's all you need in order to have enough time to react and cut him off.

That being said, we still need to do a better job at tightening up movement on both ends of the floor. That's something you can expect from us going forward.

Q: Will something be done to 2K15 to improve contact recognition on gameplay animations? We all know the current issue with the low amount of foul calls during gameplay.

A: I'm working on this right now for the next patch. For now, crank your shooting foul sliders to the max.

Q: One thing that has bothered me on various installments of NBA 2k basketball games and is very present in 2k15 is the CPU ability to recover from contact, forcing it's way into the paint creating contact and then able to go up for a perfect released shot, should there not be a mili-second of recovery to gather then go up for the shot or just more of forced release animation.

A: Yes. This bothers me too. Bad news is, we can't do much about this in a patch as it's quite a widespread issue. Good news is that it's a big focus for 2K16. The main issue is that our dribbler and body up systems don't do a good job passing information to our shot systems. We're looking at solutions for this now.
 
 
MyCAREER AI

Q: [In MyCAREER, there] seems to be a disparity between players when they are your AI teammates and when they are your AI opponents. Is there some regulating factor that causes AI teammates to go against their own tendencies like passing up shots or not having their defense be effective?

A: The biggest difference between your AI teammates and your AI opponents is there are certain bonuses and influences in place to make your teammates "cooperate" with you, and in the case of MyCareer, involve you more than they normally might another AI teammate of the same caliber. This is done in an attempt to make playing MyCareer more interesting for the average user. So AI teammates might shoot shots they'd normally pass up because you're telling them to shoot or because they're trying to help you get assists. Also most people in MyCareer aren't running plays or any kind of structured offense. This can throw off the AI behaviors as well. Their defense shouldn't be any less effective when they're your teammates vs. Opposing you. But again, the user can throw off the AI's help and rotations by being in unexpected places which could make them seem dumb at times. I guess I'm saying that there are a ton of factors that might distort the AI but there's nothing artificial put in place to handicap your teammates.

Game Controls

Q: Does contesting a shot manually drop the percentage of the shot more than letting the CPU contest it?

A: Yes. All factors being equal, a user-controlled defender will affect the shot more than the AI.

Q: Is there any way to pick who you want to set a pick on a pick and [roll]?

A: Tap the pick control button and you'll see player icons show up. Press and hold the action button corresponding to the player you want to set the screen and he'll come over instead of the auto selected guy.

Q: Can you explain shot fatigue? When does it kick in?

A: There are two types of shot fatigue, jump shot and collision. The jump shot fatigue looks at the player's real life FGA stat and as soon as the player has exceeded the avg. number of FGAs, the %'s start to drop. The penalties can be pretty severe if you go way over the player's real life stats so be careful.

Collision fatigue is a cumulative fatigue that drains with each successive collision in the paint (both body ups and contact shots.) The contact shot %'s drop a little bit each time there's a collision and it adds up over the course of the game.

For both types of shot fatigue, the badges and ratings you'd expect to matter obviously do, so the penalties are applied according to a player's real life abilities.
 
 
Wrapping Up

So there you have it. Mike mentioned some helpful gameplay tips, particularly involving the controls and dribbling.

What was your big takeaway from the Q&A? Share your answer in the comments below!

NBA 2K15 Videos
Member Comments
# 21 bxfinest15 @ 10/30/14 03:37 PM
Quote:
Originally Posted by twogotwingz3
Do you mean 2k or the game of basketball?!
Exactly Twogotwingz3 because he's trying to prove something but can't even formulate a thorough sentence. No one said they need to tweak player models or some visual of the game. I said they need to look into analytics and statistics more and base it off that because the numbers per game especially playing a 12 min game is all off but they don't pay attention to that and some of the animations are hindering the game because it's exaggerated and not realistic...
 
# 22 meleemusic13 @ 10/30/14 03:38 PM
i seriously need help and as i just joined this site, it doesnt seem as if i can air my grievance. I cannot load myGM or myLeague on Xbox one. whenever i save and load, it says that my file is corrupted. It works when I play online at a friends house...i cannot get internet access at home. Does this mean that I can't even play season modes offline???? help somebody anybody please
 
# 23 BezO @ 10/30/14 04:22 PM
Quote:
Originally Posted by WISports
Bottom line is the players in the game don't play with the same athleticism and explosiveness that real NBA players play with. That needs to be fixed for 2K16.
In some... maybe many instances, I agree. But I can get players to explode out of size ups. I just can't duplicate that explosiveness out of basic dribble moves. And I think most players use basic crosses, hesitations, jabs, etc. more than size ups.
 
# 24 tril @ 10/30/14 04:30 PM
Quote:
Originally Posted by WISports
Bottom line is the players in the game don't play with the same athleticism and explosiveness that real NBA players play with. That needs to be fixed for 2K16.
are you serious about this. Player attributes for the most part are spot on.

As a user, you have to factor in physics etc. Certain moves just cant be stringed together with explosiveness once you factor in a players momentum.
I also believe that players react differently based on the sim, casual and default settings.
 
# 25 kadzier @ 10/30/14 04:42 PM
not so sure I like the altered my career AI.I definitely shouldn't be the centerpiece of the team if I'm a 68 OVR rookie. I'm totally fine with playing my role and taking the shots that come to me naturally; I too wish we had options to use the default AI.
 
# 26 Crookid @ 10/30/14 04:45 PM
I'd love to hear some answers about adding compression shorts and tanks for MC. Or extending the padded pants, compression pants etc to extend as opposed to cutting off at the knees.
 
# 27 RyanFitzmagic @ 10/30/14 04:50 PM
Q: Is there anything in the patch that helps with the way PG's bring the ball up court?
A: I'm working on making it easier to walk the ball upcourt if that's what you're asking.

Does this mean 2K16 or a 2K15 patch?
 
# 28 Beluba @ 10/30/14 05:35 PM
Quote:
Originally Posted by RyanFitzmagic
Q: Is there anything in the patch that helps with the way PG's bring the ball up court?
A: I'm working on making it easier to walk the ball upcourt if that's what you're asking.

Does this mean 2K16 or a 2K15 patch?
2k15 patch... which is playing much better btw
 
# 29 RyanFitzmagic @ 10/30/14 05:38 PM
Quote:
Originally Posted by Beluba
2k15 patch... which is playing much better btw
 
# 30 Goffs @ 10/30/14 06:41 PM
Quote:
Originally Posted by Beluba
2k15 patch... which is playing much better btw
Will the CPU walk the ball up to?
 
# 31 RyanFitzmagic @ 10/30/14 07:07 PM
I still remember the system for walking the ball up in 2K7. Hold the left trigger while moving the left stick to activate the walk-up animations. I wish we could have that exact system back.
 
# 32 RipCityAndy @ 10/30/14 07:25 PM
Why does my character do hesitation moves without me telling him to?
 
# 33 Tybudd @ 10/30/14 08:45 PM
Would have been nice to know how you can indicate that your players are starting to get Jump Shot fatigue?

All of a sudden what were normal releases wide open, are Red on the meter.
 
# 34 JKSportsGamer1984 @ 10/30/14 08:49 PM
Since they're talking about a patch I hope they tighten up the foot planting. Still seeing players feet slide into place when receiving passes mainly on inbound passes. Also players feet slide or motion shift into position when waiting for the rebound on freethrow attempts. Hopefully some of the player models get touched up too.
 
# 35 Soundtrack2C @ 10/30/14 09:34 PM
Will the issue with AI teammates and User's contest's not being equal, be fixed?

Will we be able to edit the value of the salary cap in my league so that is an actual value, instead of just "on/off"?
 
# 36 eko718 @ 10/30/14 09:35 PM
It feels like something has changed with the gameplay, having played a bit today. It feels easier to get by defenders and the AI seems a bit dumbed down. Anyone else notice or is this my imagination?
 
# 37 Goffs @ 10/30/14 09:36 PM
Quote:
Originally Posted by eko718
It feels like something has changed with the gameplay, having played a bit today. It feels easier to get by defenders and the AI seems a bit dumbed down. Anyone else notice or is this be my imagination?
SS or all star?
 
# 38 eko718 @ 10/30/14 09:39 PM
^^Superstar. I'm noticing a lot more CPU standing in one place dribbling while the shot clock winds down and defenders falling down constantly with minimal contact.
 
# 39 tcnumba10 @ 10/30/14 09:41 PM
Will the Patch address the lack of 3s taken by the CPU team? or is that a Roster (player tendency) issue?

Also would like to see teams to play like their real-life counterpart such as the Hawks as I mentioned in another thread (some teams utilize their star players and some do not)
 
# 40 Goffs @ 10/30/14 10:44 PM
Quote:
Originally Posted by eko718
^^Superstar. I'm noticing a lot more CPU standing in one place dribbling while the shot clock winds down and defenders falling down constantly with minimal contact.
I'm not seeing what you're experiencing but the update does feel different. I dunno what it is.....need to play more....

Lol these ninja patches through roster updates....smh
 


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