2K Sports has just posted another NBA 2K11 Developer Insight. This one focusing on making a smarter game, written by Mike Wang and Jerson Sapida.
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"Now let’s talk about AI. Authenticity and Signature Style have always been strong points of 2K basketball. For NBA 2K11, we really wanted to take that to new heights both on the player level, as well as the team level. When I came back to the team last year and saw how much work the guys had done with the player tendencies, in partnership with 82games, I was really impressed. The thing I was most impressed by is how well all of the new tendencies had been integrated into the code. You can really see how each player rating and tendency is translated into how a real basketball player “thinks” out there on the floor. When I first played NBA 2K10, the difference between the superstars and the not-so-superstars immediately came through. But as I took the game to the lab, and really dissected each player and team, it really gave me an appreciation for just how much work had been done in that regard. Kobe loved his dribble pull up, Melo attacked like Melo on the perimeter as well as in the post, and J.R. Smith launched any shot from anywhere and everywhere without hesitation."
I would have some questions about it if I hadn't read the IGN preview which is praising 2k11. Also, 2k10 Insights were all true if you read carefully, just not as true as we'd like .
With all these tendencies that 2K added this year, i think they forgot one thing: Emotion tendency!! To take the game to a more super realistic level, they should have emotion tendency so players like Kobe would be seen raising his hand and wanting the ball to go to him when the Lakers are in trouble. And also how each player are likely to argue with the refs. These type of reaction is going to add more realism to the game rather than random reaction or emotional outbursts that they already have which is not represent the player at all.
LOL at the 2K10 defensive insight throwback. Could you send me a direct link to that? I knew there was stuff like that from year's pas that they didn't deliver on. It'd be nice to have a direct reference to it.
With all these tendencies that 2K added this year, i think they forgot one thing: Emotion tendency!! To take the game to a more super realistic level, they should have emotion tendency so players like Kobe would be seen raising his hand and wanting the ball to go to him when the Lakers are in trouble. And also how each player are likely to argue with the refs. These type of reaction is going to add more realism to the game rather than random reaction or emotional outbursts that they already have which is not represent the player at all.
There is already an emotion tendency in 2k10 I believe.
I know this isn't Q&A but it would be great if you can clarify one thing(if not here on a future insight); Do Game Styles replace difficulty levels? Are there no longer rookie through HOF difficulty levels? Are Game Styles more like slider presets or do they work in conjunction with sliders?
I know this isn't Q&A but it would be great if you can clarify one thing(if not here on a future insight); Do Game Styles replace difficulty levels? Are there no longer rookie through HOF difficulty levels? Are Game Styles more like slider presets or do they work in conjunction with sliders?
It's stated in the second paragraph...
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Before we get into that, I wanted to reveal a new option that we’ve added for this year’s game that I am sure will excite you throughly. We have a huge team here and we all have a different perspective for how a basketball sim should be played/tuned, much like our ever-growing consumer base. One way we attempted to satisfy all parties was to introduce a new option called Game Style. Changing this option will significantly change the way you experience NBA 2K11. So when you get your hands on the game this October, play around with the different settings, as well as the difficulty level setting, to see what best fits your style of game and experience level. Here’s a quick rundown of what we were shooting for with the different settings:
LOL at the 2K10 defensive insight throwback. Could you send me a direct link to that? I knew there was stuff like that from year's pas that they didn't deliver on. It'd be nice to have a direct reference to it.
With smarter player rotation and help defense, you will no longer feel like ‘babysitting’ your CPU teammates on defense to get them in the correct position on the court
CPU defense is still not where it should be.
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Defensive Rotations are new in NBA 2K10. Last year, our Help Defense system relied on assessing the best defender to help based on distance from ball and closeness to basket. However, it failed to truly represent the fact that rotations in basketball are part of an underlying strategy by the coaches to cater to their defensive strengths. In NBA 2K10, we spent a ton of time trying to balance these rotations correctly based on defensive awareness and ball position.
The rotation of the defense usually creates an opening that the offense will have. Think of it as pulling a short blanket to cover your body. As you pull it one way, another extremity will be exposed. The game is to expose the least important extremity, and hope that the offense doesn’t realize where that extremity is.
The new fun element on defense now is a security that help comes in a timely fashion, but if the offensive player recognizes where the rotation leaves the open man, you will need to recover as quickly to him as possible, and that isn’t always feasible.
Rotations also factor in the double team logic, now. What that means to the user is that the rest of the team will rotate to cover in case of a double team. Again, all of this because playing team defense is a preset strategy and not just an awareness check. In doing all this, we created a new dynamic in playing team offense and defense and added a dimension to our game that was previously lacking.
I didn't really notice this. Rotations/help defense/help-the-helper were either too late or didn't show up at all.
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In previous versions of the game, fans complained that the defenders were too casual on the floor, almost looking like they are not paying attention to what’s going on around them. In 2K10, players will now appear more intense off the ball, especially when their match-up is only one pass away from the ball handler. You will see players position themselves to defend a pass, stick their arms out in the passing lane, reach out and feel their man when looking at the ball, and many other little nuances that makes defender more active and gives the game that realistic feel.
I also didn't see any aggresive off-ball defense. Never putting a hand on their man especially within 15 feet.
Lurking Visual Concepts folks aka LVCF: Can we finally have a CPU opponent that scouts our VIPs and comes up with game plans to utilize strategic double teams and their own stoppers?
I didn't really notice this. Rotations/help defense/help-the-helper were either too late or didn't show up at all.
I also didn't see any aggresive off-ball defense. Never putting a hand on their man especially within 15 feet.
The help defense was a lot better than 2k9's. Unfortunately 2k9 had close to 0 help defense. You could improve it by leaps and bounds and it would still suck.
I'm so excited reading this. I love the part about the players taking better angles. That was a huge problem in 2k10. Players exactly like the explained....missile...
I'm so excited reading this. I love the part about the players taking better angles. That was a huge problem in 2k10. Players exactly like the explained....missile...
i hope this jostling animation they added isnt just limited to playing the guy with the ball....i want contact animations for the guys without the ball as well....solves that mario running feel when running into someone...
i still remember what beluba said in one of his NBA LIVE 10 vids about how the players have a more organic feel to them when they make contact with each other and it shows to....i hope they implemented that in 2k11...