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NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challenge

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Old 05-31-2012, 04:59 PM   #209
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

Me sittin here thinking we were going 2 get Something MASSIVE 2 gameplay or presentation but we get the all star weeknd which honestly I can live without ....

and last time I checked this was supposed 2 be something the HARDCORE GAMERS WOULD LOVE

Ima die-hard basketball fan and a hardcore basketball gamer but this doesnt satisfy me
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Old 05-31-2012, 04:59 PM   #210
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

Why is this simply an add-on. It should be apart of the game in the Association (online ) or My Player, not just a separate mode. Doesn't make sense to me. I had fun with ASW in Live 2005 and it was actually in their Dynasty mode.
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Old 05-31-2012, 05:02 PM   #211
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

Quote:
Originally Posted by thaone08
Money that 2k earns in a year from sales of their video games, a lot of money do not go into their game servers.

I think you're overestimating how much money this company has. While it's true they are a multimillion dollar company (presumably, maybe Take-two Interactive is underfunding their 2k label), that doesn't mean they have unlimited resources and they certainly don't get to pocket every dollar from the sale of their games. Since Take-two doesn't separate their financial statements into labels and individual product lines we only have their entire product line to go from but it can serve to demonstrate what a small percentage they get from sales.

Take-two's net revenue for 2011 was $1.136b - wow that's a lot of money right? Let's see how quickly that dwindles down.

First, let's reduce that amount by the Cost of Goods Sold (e.g. labor, material, overhead) which was $689m. We're now down to $447m in gross profit and we've only just begun to scratch the surface.

Next, we have to trim that number down to account for marketing ($176m), administrative costs ($109m), research and development ($69m), and depreciation and amortization ($15m) for a total of $370m of reduced profit.

With our remaining $77m Take-two has to pay interest on outstanding loans amounting to $13.5m. Hooray! Finally we made some money! But wait, we still have to pay $9.8m in income tax and $5.3m in liabilities from discontinued operations.

Finally, we're at $48m in net income, or 4% of net revenue! Unfortunately, the division of net income isn't readily accessible but that $48m has to be divided between both labels - 2K and Rockstar Games. That $48m then gets distributed to shareholders to fund your or your parents' retirement plans and college funds but that's another topic for another day.

The cost of bandwidth for dedicated game servers can be astronomical for a game like 2k12. By comparison, The9 (former host of China's WoW game servers) spent $73m on their game servers. Obviously NBA 2k12 would cost less but it's not as if they're spending $5k at Best Buy for a computer. Improving their servers would likely cost several million dollars.

Let's say it's $5m in net operating costs to improve their servers. That's $5m 2k has to somehow justify to Take-two and its shareholders. Do you think it would be easy or difficult for them to make the case that 10% of the entire company's net profit should be spent on servers that will not or will marginally increase sales? How many shareholders would they potentially lose by reporting a 10% loss in net profit?

At the very least this should give you an idea of what they're working with and why it's not as simple as going out and buying some new servers.
As I am not familiar with the technological aspects of creating a game, I mindlessly replaced the phrase "online codebases" with "servers". Regardless, the point of the article I linked in a previous post (http://www.hoopsgaming.com/showthrea...t-Gone-Forever) remains: 2K began making drastic changes to how the online portion of their game operates and as it was a work in progress, the altered system was not prepared to handle something as complicated as Crew.

Once more:
Quote:
The decision to change online codebases affected everything about the game's online offerings. As this would be a first run, Thomas directed the team to remove complex features that, although manageable in the old creaky architecture, couldn't be integrated with the new code in time for the game's shipping date—which, of course, is set by the NBA.

That meant "My Crew" got the axe. This year.

"We love My Crew," Thomas said. "But it's one of the more complicated features to put online. If we wanted to have a game this year, we needed to keep the feature set tight and small. When you get involved with Crews, there's a whole thing with data exchanging that gets involved."

Though Thomas cannot promise anything, he also sincerely did not rule out My Crew's return in future editions, attributing its absence in NBA 2K12 solely to the new codebase.
Regardless of my technological phrasing mistake, I feel as though the point was still quite clear to gather from all else that was previously mentioned and linked.
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Old 05-31-2012, 05:34 PM   #212
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

@Ronnie2K said on his twitter Gotten online complaints, have dev looking into them.
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Old 05-31-2012, 05:35 PM   #213
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

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Who's ready for another big #NBA2K13 tidbit? 1 hour (3:30 PT), spread news!
https://twitter.com/Ronnie2K/status/208308917497892866
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Old 05-31-2012, 05:46 PM   #214
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Old 05-31-2012, 05:52 PM   #215
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

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Old 05-31-2012, 05:55 PM   #216
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Re: NBA 2K13 Features Sprite Slam Dunk Contest, 3 Point Contest, Rising Stars Challen

we need All Star mode to be in My Player, Association, Association Online

AND SPECTATOR MODE, so i dont have to look at the main menu while i wait for a friend to finish playing
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