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NBA 2K14: Attribute Changes Needed

Editors Note: This is a guest post from Josh Schultze. a longtime fan of NBA 2K and member of Operation Sports. You can find Josh on Twitter @TheFakeJoshS or you can connect with Josh via his blog.

NBA 2K13, in some ways, is the most superior sports simulation on the market. But when I start up a game with the hopes of enjoying a realistic basketball simulation, I’m inevitably grounded by a few shortcomings within the game which I believe need to be addressed in the future.

And while I can paint with a much wider brush to critique this game, I’ll narrow this down to some attributes for NBA 2K which will revolutionize the series.

Spacing
 
Let’s break down Offense Awareness; it’s a purposely vague skill within NBA 2K which makes users feel like its effects are more widespread than they actually are. There seems to be very little understanding of the concept of spacing in NBA 2K13.

Despite the improvements upon the last iteration of the game, AI players still interfere with the offense and more importantly, AI players don’t gravitate toward strategically advantageous areas of the court .

Deep sharpshooters step inside the three point line for no reason, and other players similarly move outside of their range for reasons I can’t comprehend.

All of this screams that the AI players don’t comprehend spacing and location on the floor.

The solution to this is to make spacing an actual rating within the game which solves this issue. Spacing will serve as basically offensive off-the-ball court awareness, and the players with higher ratings will be more inclined to cut at the right moments and basically move into areas of the court that challenge defenders and maximize their success.  

Medium and Long Range Shots
 
Medium and long range shots are already related to attributes in the game, and I’m not suggesting they change dramatically from where they are at currently. But the boundary between these distances does not directly follow the three point line – it needs to be a specific distance from the basket.

The corner three is not just there to look cool – it’s tactically valuable because it’s essentially a long two that’s worth an extra point, and it doesn’t necessarily take a special skill set to knock them down. It helps if the shooter is great at knocking down threes, but I’ve also seen Tim Duncan and Dwight Howard make threes from the corner – shooting from the top of the arc is a completely different animal than from the corner, as one example of how shooting locations are simply different.

Interior Defense

This is not Post Defense. Interior defense isn't about guarding a big man slowly ramming the defender under the basket for an easy two - it's that extra step the defender takes to deter a driving guard from finishing the play and forcing him to pass out and reset.

It doesn't take a professor of spatial reasoning to know that it is easy to make shots close to the rim, which makes interior defenders pretty valuable. And interior defense often comes down to a couple of steps taken by the defender at just the right moment to abandon an assignment and put a body between an attacking offensive player and the basket.

Wing/Perimeter Defense

This is basically just the outside version of Interior Defense. Both of these two abilities are currently encompassed by Defense Awareness, but they require specific skills sets. And yes, NBA 2K13 gives a letter grade for Perimeter Defense, but the calculation is skewed toward athleticism, so guys like Jason Terry and Ray Allen can score in the B range, which means it’s a flawed metric to begin with.

Defensive Effort
 
Grading Kobe Bryant's perimeter defense is challenging. He's been voted one of the best defensive players in the NBA, and indeed, at times, he can be a nightmare for offensive players. But the Lakers typically match up the slower Metta World Peace against the offense's best wing player (to give Bryant some rest) and Bryant just doesn't always appear that invested in defense.

This is not just a Kobe thing, though; the phenomenon is witnessed in players who are saddled with more offensive responsibility. So as troublesome as this concept may be to some fans, defensive effort should be a measurable ability. Players with low defensive effort will play lax at times on defense when they get tired or are just carrying the load on offense. If Emotion is a player rating, this can totally be one, too.

Off-ball defense

Again, this is largely a critique of Awareness ratings. Defense Awareness may include the ability to sense off-ball cutters, but I'd prefer it chopped up into a few unambiguous categories. Off-ball defense would cover tendencies such as ball-watching tendencies, handling off-ball screens, rotations, and the awareness to realize that the offensive player has just snuck into the corner to set up a three.

NBA 2K doesn’t currently value defensive players very highly since the majority of their skill sets are made up of two attributes (On-Ball Defense and Defense Awareness) plus athleticism, so defensive specialists often wind up with poor overall ratings, and thus they ride the bench.

Wingspan

Ok, so this one is not an attribute, but I might as well throw it in here. This would require altering the player models, which could get tricky, sure. But wingspan gives players an added advantage in rebounding, blocking, and on-ball defense, since offensive attackers have to get around defenders’ arms before they can drive to the hoop.

Communication
 
It's not just a college degree anymore. This ostensibly resembles the Defensive Anchor ability, but teams need to suffer or benefit more from typical player talk on the court.

Certain players, like Andrew Bogut, talk to their teammates on defense to prevent breakdowns. These players are usually given the Defensive Anchor ability, but teams shouldn’t just benefit from great communication – they should suffer when the players don’t talk to each other. Poor communicators would lower each player's defensive ratings, whereas great communicators could improve team defensive ratings.

Ego

Manu Ginobili has been on the court about 23 minutes a game this season and has not cracked the Spurs’ starting lineup once (until the playoffs). In March, Ginobili was the first NBA to ever appear on a Reddit Ask Me Anything (AMA) and said he is “comfortable and happy with [his] role on the Spurs.” So why does he moan and complain when I try to bring him off the bench for my Association Spurs?

Even LeBron James, Mario Chalmers and Dwyane Wade sat multiple games (Wade may have an injury issue, but likely he’s being rested as a precautionary measure) and no one’s heard them whining.

Players in NBA 2K can be bigger divas than actual NBA players, and many of them start to grumble even when they sit for one meaningless game due to their long-term fatigue.

Ego doesn’t have to be an attribute – it can be designed similarly to player personalities so that an individual player might not care if he’s benched for a stretch of games, but will freak out if he’s benched for the rest of the season when his team decides to tank for a lottery pick.

 

Josh Schultze is a writer from Texas who somehow grew up a Green Bay Packers fan. He writes about sports, video games, movies and television on his blog, Most Valuable Waste of Your Time. He also enjoys posting entertaining thoughts in 140 characters or less; follow him on Twitter @TheFakeJoshS


Member Comments
# 21 Sundown @ 06/26/13 10:28 AM
These are great. I really like breaking down the vague attributes by how those of us who follow the sport actually evaluate perimeter defenders vs post defenders vs help defenders vs defensive specialists. Straightforward metrics based on effort, athleticism, wingspan, communication and iq.

I never really had a problem with players roaming away from their optimal ranges though. Then again, I play as the Warriors and everyone can pretty much shoot. Still, haven't seen my guys roam inside the line when the three is open.
 
# 22 BQ32 @ 06/26/13 12:18 PM
There are definitely some good ideas here but some would be unnecessary if 2k just fixed or greatly improved its core gameplay. On ball defense can feel great if you give enough space and use good angles but then 2k allows for unbelievable shooting percentages by overrated players such as the whole Knicks squad lol, and many times you are in great position yet the offensive player slides right by or Q's up a lame foul animation. Computer on ball d is completely ridiculous. It just reads your imputs allowing the defender to magically know whatever move you make without any guess work and can play right up on you feeling like they are attached, very cheap logic. On the flip side you can exploit it by posting up and spinning off no matter where on the court lol. And how about the paint defense. It is just garbage, you rarely can block shots and many times the game will not allow you to stop a pass from getting into the paint or bodying up the defender once it gets there which is very frustrating.
Offense equals poor spacing, overrated players/shooting/athleticism, and the passing continues to be unbelievably terrible year in and year out. The game is so slanted towards certain players that online players just spam certain players and continuously use exploits instead of playing actual basketball because often times it is more effective. And for spacing, it would be greatly improved if the players and court were to actual scale. The players are too big which I am sure they do that for graphic fidelity instead of gameplay but it drastically reduces the space to run effective offense.
I keep eagerly waiting for this game to actually be good but it never will be as long as critics and fanboys keep praising it as the greatest sports game and a great sim which it definitely is not. It looks great but that is as far as I will go.
 
# 23 Halfrikan @ 06/26/13 01:36 PM
I want an option for a serious association mode... 10 day contracts, D-League for actual devolpment, Vets taking pay cuts for money, Technical fouls. Better free agency, I want to know why he is/isnt considering my team compared to others (market/money/championship contender). I would love to have a very realistic association mode. Maybe have 2 modes arcade association (like the current one) and Hard core that includes everything like the real league.

Get rid of all these players getting upset about play time. I understand some players do but not most of them. I signed a free agent midway through the season due to injury and he gets upset due to low playing time, just a week ago he was unemployed. If a player is signed midway through the season he should know he is filling a hole not being a starter. Also if i sign you as a bench warmer dont get mad when you are a bench warmer. Even more so if you are laid back and very loyal.

Maybe make different draft classes that some are weak, some strong, love to have a little backstory on players. scouting should only be about potential, since todays age everyone knows everything else about a players physical attributes and percentages from the field in college
 
# 24 LamarrEscobar @ 06/26/13 04:00 PM
Quote:
Originally Posted by Halfrikan
I want an option for a serious association mode... 10 day contracts, D-League for actual devolpment, Vets taking pay cuts for money, Technical fouls. Better free agency, I want to know why he is/isnt considering my team compared to others (market/money/championship contender). I would love to have a very realistic association mode. Maybe have 2 modes arcade association (like the current one) and Hard core that includes everything like the real league.

Get rid of all these players getting upset about play time. I understand some players do but not most of them. I signed a free agent midway through the season due to injury and he gets upset due to low playing time, just a week ago he was unemployed. If a player is signed midway through the season he should know he is filling a hole not being a starter. Also if i sign you as a bench warmer dont get mad when you are a bench warmer. Even more so if you are laid back and very loyal.

Maybe make different draft classes that some are weak, some strong, love to have a little backstory on players. scouting should only be about potential, since todays age everyone knows everything else about a players physical attributes and percentages from the field in college
Man, they should hire you cause this is exactly what I want in an association mode. 10 day contracts are a must!
 
# 25 Phreezy P @ 06/26/13 04:14 PM
^ Ten day contracts are in the game.
 
# 26 TalenT @ 06/26/13 05:57 PM
I love it! Great article OP! I know people hate adding attributes and different ratings but I'm for anything that will improve the game. Where 2K13 took a huge step forward is in the area of differentiating players and their specific skills. Expanding on that would be great in 2K14. The little things that make players like Reggie Evans worth having on your team. Why not have an attribute that allows him to fight around box outs and grab offensive rebounds due to hustle. Same with guys like Tony Allen. Why not have an attribute that determines how much he hustles through screens to stay with shooters like he does in real life? I think it's a great idea.
 
# 27 balljonesjr @ 06/26/13 06:04 PM
Would this be to late to implement for 2k14 on the ps4?
 
# 28 Fist Of Kings @ 06/26/13 07:07 PM
I have been wanting wingspans for years. It would make finding gems in the draft so much better, like finding a PF small for his position, but he has Dhalsim arms to make up for it.
 
# 29 RocketTMac1 @ 06/26/13 07:45 PM
I agree with the Association post. Also wing span is a much needed aspect of the game that I hope we see in the next gen. That whole article plus the Association post could be what takes this series over the top. And actually it plays right into a real life Association.

Teams getting people for specific reasons and hiding their weaknesses on the court. The game would become a chess match and even more so in the playoffs. It would make the draft drastically more interesting. Do I need a scoring rookie? Or a athletic rookie with a wingspan that can become a great wing defender and a scorer in the mid range due to that wingspan. All of those things go hand in hand.
 
# 30 Sandhu246 @ 06/26/13 09:47 PM
Great ideas. Totally agree with them. Awareness should be more than just being able to pick up defenders and getting your hands up when the ball is passed. It should also be the smarts. Knowing the player can't shoot so the AI doesn't chase him out their or knowing the other teams play so you jump the passes.
 
# 31 jtswag187 @ 06/26/13 11:06 PM
also need much more roster updates
 
# 32 tril @ 06/27/13 12:57 AM
Quote:
Originally Posted by Halfrikan
I want an option for a serious association mode... 10 day contracts, D-League for actual devolpment, Vets taking pay cuts for money, Technical fouls. Better free agency, I want to know why he is/isnt considering my team compared to others (market/money/championship contender). I would love to have a very realistic association mode. Maybe have 2 modes arcade association (like the current one) and Hard core that includes everything like the real league.

Get rid of all these players getting upset about play time. I understand some players do but not most of them. I signed a free agent midway through the season due to injury and he gets upset due to low playing time, just a week ago he was unemployed. If a player is signed midway through the season he should know he is filling a hole not being a starter. Also if i sign you as a bench warmer dont get mad when you are a bench warmer. Even more so if you are laid back and very loyal.

Maybe make different draft classes that some are weak, some strong, love to have a little backstory on players. scouting should only be about potential, since todays age everyone knows everything else about a players physical attributes and percentages from the field in college
10 days are in the game.
illegal defense is a technical foul.
They could add flagrant 1/2/3 fouls. all they have to do is tie this into the hard fouls. and add the suspensions.

agree with the diverse draft classes. An uber/elite type of player shouldnt exist in every draft.

practice in association mode should include practicing certain plays for certain opponents. plays that are practiced should get a ratings boost during game play. and of course have something that counters this. maybe include practicing defensive plays to stop certain players etc.

prospects ratings should be fleshed out more. a simple grade isnt good enough. and prospects improvement should be based on a number of factors.

players attitude should not only include playing time, but should include the number of touches and shots they get per game. some players under perform or get upset because they arent getting enough shots.

improve the d-league aspect of the game. Id like to see weekly updates from d-league performances, if I dont play the games
 
# 33 LamarrEscobar @ 06/27/13 01:47 AM
Quote:
Originally Posted by airaron32
^ Ten day contracts are in the game.
True I been sleep Good lookin
 
# 34 Decoym @ 06/27/13 03:32 AM
I've always thought they should steal a page out of Live's book. I remember back in Live 09 they had separate attributes for pass lane defense, help defense, fighting over screens, etc. It really gave defensive players much more value.
 
# 35 freedom41 @ 06/27/13 10:15 AM
through the years NBA 2K promised better passing and interception but they failed every time.

PASSING IN 2K IS ONE DIMENSIONAL.

it was annoying and frustrating because it destroys the flow and enjoyment of the game, defenders are like psychics knowing where the ball is going to go.. you just hit the steal button, then thats it! we should take into consider the many aspects of passing like, different kinds of passing, speed of the ball, the awareness of the player receiving, the capability of the passer, the defender, angles etc. Players like Robert Sacre can have 10 steals a game just like CP3, all players in 2k are very active. 2K dev. always say dont play video game, play basketball. I cant feel that thing whenever I play.
 
# 36 cstatecash3 @ 06/27/13 10:40 AM
I still think that there should be a rating where if a player gets called for a foul....certain players like rasheed wallace in the past should argue with the ref and get a Tech. It gives a risk now to sign a better player who might explode and get T's and could hurt your team.
 
# 37 AweThenTick @ 06/28/13 08:05 AM
YES. I shouldn't have to turn off player roles to do the rotation I want to do. Certain players should be bothered by me not starting them and some (like Ginobili) shouldn't give two craps whether they come off the bench or not.
 
# 38 Lulubongo @ 06/30/13 07:27 AM
I think they should break down team chemistry and such even further like NBA Live did in the past. Have different categories that would affect a player's morale like playing time, contract situation, chemistry with the other players, and stuff and this will determine how satisfied they are with the team and whether they'll re-sign and things like this.
 
# 39 Goffs @ 06/30/13 12:01 PM
Quote:
Wingspan

Ok, so this one is not an attribute, but I might as well throw it in here. This would require altering the player models, which could get tricky, sure. But wingspan gives players an added advantage in rebounding, blocking, and on-ball defense, since offensive attackers have to get around defenders’ arms before they can drive to the hoop.
Quite noticeable on Duncan....


I've been asking for this for a long time now....I really wish they have separate models for arms and legs so some players will have longer body parts than others...

maybe next gen this will be resolved...
 
# 40 Bunselpower32 @ 06/30/13 02:37 PM
A big one for me will just be fixing the stupid momentum change with interior passing. Interior passing needs desperately to be fixed.
 


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