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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
# 41 eko718 @ 10/30/14 11:17 PM
Quote:
Originally Posted by Goffs
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
Word, gameplay tweaks definitely happen. Something felt different... it actually felt better the last game I played. This is on PC btw... could be different.
 
# 42 bls @ 10/31/14 12:25 AM
Quote:
Originally Posted by coached17
Misinformation...?

It's an opinion. If you disagree with it, tell me why instead of just calling me a liar.

Do you play the game online? Because someone who plays it online and someone who only plays it offline will have different opinions.

If you are playing the CPU or another human who agrees to play the game the way it was designed to be played...you're probably okay and the game will play pretty sim. It's a decent experience.

Then go hop online and play a game. After a turbo-abusing, zig-zagging mouth breather goes 16-for-19 with Blake Griffin against you...you'll have a different opinion. I know I do...

I'm not just here to complain. I recognize some of the issues may be "user error". Understanding that, I went ahead and put some of the suggestions from this interview to use in a few games.

Mike Wang is correct. If you use less turbo and intense D on defense, you can see some improvements. But they are minor. There is still a major issue with responsiveness on defense. Just try to contest a shot with the stick manually or try to block a shot manually.

After the player you control either does NOTHING...or does something 2 seconds after the fact, you'll see the issue.

The increased control on offense, especially with the turbo button, makes this even more of a factor. Offensive players are at a huge advantage.
Totally agree with you man. I think they made this game to be pick up and play for online. Way too easy to do whatever you want with whomever you want. Its far from realistic or Sim to me when it comes to online play.

The momentum system is a killer. I can almost guarantee this momentum system was not in 2k11. They had things so right in that game.
 
# 43 Aling Pining @ 10/31/14 02:50 AM
"" 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. ""

This is pretty good but poorly implemented online. Unresponsive and lack of controls for user controlled defender makes this features pretty much useless.

Everybody knows Playing on ball D on quick ranked is broken. And I'm quite surprised it wasn't mentioned on the interview.
 
# 44 Goffs @ 10/31/14 03:40 AM
Quote:
Originally Posted by eko718
Word, gameplay tweaks definitely happen. Something felt different... it actually felt better the last game I played. This is on PC btw... could be different.
Whatever it is I find SS/Sim more tolerable and less cheesy....again I played only one game...need to test some more...

EDIT: I'm on the PC as well btw....controlling the defensive player feels less slippery to me and I have defensive assistance back to 0 (default)

Seeing less shots going in when contested...I dunno...I got fooled before by this lol

I'm going to try the PS4 version later to compare how moving around feels defensively...

EDIT 2: CPU offensive rebounds feels toned down....still seeing straight put backs instead of kick outs but less offensive rebound from CPU

Variety of shot from CPU as well...instead of drive and shoot the chippy shot...tendencies at work?
 
# 45 Streaky McFloorburn @ 10/31/14 04:40 AM
It might be nice to have some more clarification on shot fatigue. If a bench player who averages 3 FGA is playing extended minutes in a blowout or is filling in for an injured starter, I hope they won't start missing everything after they've taken 5-6 shots. Is it based on actual numbers or per 36/48? Can a player increase their shot stamina over time if their role changes?
 
# 46 bls @ 10/31/14 03:01 PM
Quote:
Originally Posted by TheRealHST
In 2k11 I can recall easily using the hop step to score at will in the paint. Also dunks and oops were easy. Also the thr fadeaway 3 point cheese was in full effect so no it wasn't better at all.
Your entitled to your opportunity opinion. I disagree though. Only problems I had in that game were lead passing and spin dunks. The thing is not everyone could do them.

And stars were also stoppable in that game. You couldn't just run around and shoot with them and hit ridiculous shots with them. Turbo and zig zag shots did not exist for me to have to deal with.

The game has digressed IMO after 2k11. Things have gotten so much easier in the game offensively including 3 point shots. Just my opinion though.

Sent from my SPH-L900 using Tapatalk 2
 
# 47 darknmild @ 10/31/14 03:30 PM
Quote:
Originally Posted by burter
The reason the AI acts dumb on defense is because the movement of your myplayer is unrealistic so your teammates have to cover your guy because of this. I hardly ever use turbo to begin with, especially on defense for all the 2k games I have played, yet this year it's like the turbo button is auto locked on. I never seen guys move soooo stupid playing D. And holding down the left trigger (xbox controller) makes it worse. From what I can tell just using the joy stick without any thing else pressed works best. Using anything else and your guy just slips and slides all over the court on defense(still does with just the joystick if you do not just tap the joystick, tap, tap, FREAKING TAP). It's a joke to me.

With Madden I'm upset but I understand they just never have done a good job so I never expect anything different, but with 2k bball I'm pi**ed out of my mind because it was close to perfect all these years, than they decided to do this crap. Not to mention I can't even use custom rosters in my offline career mode(unless I'm doing something wrong).
What he said I agree 💯 percent
 
# 48 taterskin @ 10/31/14 03:31 PM
Quote:
Originally Posted by WISports
Those aren't hesitation moves. That's just input lag. Ziiiiiing.
It was mentioned by Beluba I think in this thread...... but there was a reference to playing wired or wireless. I was experiencing some input lag playing MC.... I bought a 10 ft cable and now play wired.....and I can tell you that at least for me..... there is a very BIG difference.
 
# 49 mrchiggs @ 10/31/14 05:16 PM
"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."

This anwswer is actually quite false. I play SS Sim. 12 minute quarters. I also have the Coach call plays automatically. I get in position and still my play miss wide open shots that the CPU never misses. Also, on Defense, the cpu will run off screens and end up completely wide open and i'll be face guarding my man in perfect position. I am rarely where i'm not supposed to be.

Dwight howard missing layups!? CPU getting 15 offensive rebounds when its convenient!? CPU Layups falling 100% of the time even when contested? All because you trying to compensate for average players!? Nah that answer is bogus. Why would you make a game where you have to be in perfect position for it to run smooth. At the same time still having the player sliding all over the court!? One flick of the stick and im flying past my man...

There are obvious handicaps in this game. Stop playing. lol
 
# 50 burter @ 10/31/14 05:23 PM
Hey Mr. Wang, answer this for me. I posted this over on Nba-live forums under "the game is scripted" thread, but I figured I would post it here also. Btw I'm actually able to lock in sliders in MC because this is on PC and still bs stuff like this happens. Sim/allstar

Playing Mycareer and I just turned off the game. I'm pi**ed. I decided to count how many shots the cpu makes with less than 3 seconds on the shot clock. I keep seeing it in each game so I decide to count on this game. Playing the spurs and kid you not they made 8 out of 10 before I turned the game off. They made 7 of them with at least one 1 hand in their face. They made 3 with 2 hands and 1 with 3 hands. Ginobi made a 3 pointer about 6 feet behind the line. You know how I know? It did the animation as if you where shooting it from half court line.

I turned it off at half time. What is the point in playing defense if the cpu is just going to do this clock cheese all game? It's not my fault they do not program the game smart enough to run plays to get guys open. So the only way to keep the game close or get the cpu a win is with this cheese.....
 
# 51 bumpyface @ 10/31/14 06:00 PM
Quote:
Originally Posted by bxfinest15
BezO there's still too many animations tied with dribbling to me so it's hard to do some of those things. I think certain departments from 2K and Live should come together because they both have areas in which one outshines the other
Preach! Preach! Preach!
 
# 52 bumpyface @ 10/31/14 06:21 PM
Quote:
Originally Posted by bls
Your entitled to your opportunity opinion. I disagree though. Only problems I had in that game were lead passing and spin dunks. The thing is not everyone could do them.

And stars were also stoppable in that game. You couldn't just run around and shoot with them and hit ridiculous shots with them. Turbo and zig zag shots did not exist for me to have to deal with.

The game has digressed IMO after 2k11. Things have gotten so much easier in the game offensively including 3 point shots. Just my opinion though.

Sent from my SPH-L900 using Tapatalk 2
This what I keep screaming. I'm not trying to minimize anybody's opinion either. We should be able to express how we feel about the game because after all, it's the 2k forum. But seriously, 2k11 was the greatest 2k IMO hands down. I like that Mike said he tried to make the dribbling like 2k. Please continue to look back at 2k11 and incorporate it more into the future installments. Someone posted a video of 2k9 I think and the smoothness and responsiveness. I mean, you can look at the video and tell the difference. My question is, why in 2014 are we having issues with movement and control, when it was done right 5 years ago? I want 2k to succeed. I want to compete online. After a dozen games online I said %^&# it. I couldn't deal with the lag. Hey Mike, bring them lobbies back. If Madden has lobbies, I know ya'll can do it.
 
# 53 Mckinley Cash @ 10/31/14 07:49 PM
So my teammates miss layup after layup and shoot 20% from the field because I'm not in the right spot on the floor? Gotcha.
 
# 54 ForeverVersatile @ 11/01/14 03:04 AM
@Beluba Can you guys please tone down the Alley Oops and Dunk On's. I'm jumping in the way of the receiver and trying to bat the ball away, but none of that works.

Iggy shouldn't catch 4 alley oops in a row just because he is a good dunker. Neither should John Wall be knocking down players twice his size and dunking on them. You guys need to tweek the take off zone so players can have enough time to property contest dunks. If you guys put in auto dunks on's where are the auto block animations for good shot blockers?

I noticed that for some reason when the game decides to give the other player momentum that your defensive settings are thrown out the window. Instead of playing tight they'll play off and not double on drives or catches.

Shot makes and misses are still a problem as well as shot quality. Fadeaway 3's and learners are like turnaround jumpers used to be for previous years, they go in with anyone far too often.

What's up with the post game?? Almost any post shot i do is a red release no matter how early or late i release it. I'm just not making any hooks with good post players like Dwight, even with mismatches. I should be able to do drop step Dunks on smaller players but instead i get a contact animation unless i pump fake.
 
# 55 SPRINGS03 @ 11/02/14 08:12 AM
I always thought the sub par to terrible teammate ai in my career in 2k was simply due to them "nerfing" your teammates to force you to step up and be a superstar(especially now with the forced storyline that tells you that's how you have to play), considering the opposing team's ai is never THAT stupid.
 
# 56 MilesTeg @ 11/02/14 09:29 AM
Quote:
Originally Posted by TheRealHST
There's nothing to disagree about. Its documented. It happened. Look it up
That's not the point though.
NBA2K11 was built on solid foundations, and had a few problems.
NBA2K15 is built on some really shoddy foundations. The game does a lot of things right, the presentation is excellent, rebounding improved a ton, etc, but when you get movement wrong nothing else matters.
It's just too big of an issue, and while the game has a lot of qualities, I don't think it's unfair to call it a bad game just for that.
 
# 57 eko718 @ 11/02/14 09:33 AM
Quote:
Originally Posted by Goffs
Whatever it is I find SS/Sim more tolerable and less cheesy....again I played only one game...need to test some more...

EDIT: I'm on the PC as well btw....controlling the defensive player feels less slippery to me and I have defensive assistance back to 0 (default)

Seeing less shots going in when contested...I dunno...I got fooled before by this lol

I'm going to try the PS4 version later to compare how moving around feels defensively...

EDIT 2: CPU offensive rebounds feels toned down....still seeing straight put backs instead of kick outs but less offensive rebound from CPU

Variety of shot from CPU as well...instead of drive and shoot the chippy shot...tendencies at work?
Oh, ok. I play with sliders in addition to Superstar/Sim though... so I am good with contested shots and etc. The differences I was noticing pertained to the feel, and things that slider adjustments can't fix such as the players at times feeling heavy and other times the feel very fast and almost out of control, or guys just falling down when you brush by them.

Rebounding is hit and miss though. What I noticed is that the built in delay that the user has after shooting before being able to pursue an offensive board, does not seem to exist for the computer. They need to implement a "second jump" rating, as this actually is a thing and some players are better at it than others. Could be a step in having more consistent and fair outcomes with rebounding and shot blocking without artificial user delays that don't apply to the CPU.
 
# 58 RyanFitzmagic @ 11/02/14 11:36 AM
Can we still ask questions for Mike?
 
# 59 bls @ 11/02/14 06:54 PM
Quote:
Originally Posted by TheRealHST
There's nothing to disagree about. Its documented. It happened. Look it up
No need to, 2k11 is still the best 2k basketball game to date IMO

Sent from my SPH-L900 using Tapatalk 2
 
# 60 Beluba @ 11/05/14 09:05 PM
Quote:
Originally Posted by Mckinley Cash
So my teammates miss layup after layup and shoot 20% from the field because I'm not in the right spot on the floor? Gotcha.

No. I was specifically talking about AI behaviors. There's nothing in place to handicap the BEHAVIORS of your teammates. Shot %s is a completely different subject. There are absolutely handicaps in place to make your teammates shoot at a lower % than the opposing AI players when you raise the difficulty level. Pro and All-Star they're more or less equal but the divide grows when you go up to Superstar and HoF. That's also being refined in the patch
 


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