They key for me is making the gameplay less of a chore, with more variety and emphasis on strategy and decision making, and a bigger variety of animations to separate the look of players' motion to give us a sense of their individuality. 2K has done an amazing job of this with their animation packages, and I would go as far as to say that this should be a standard.
The gameplay feels like a chore because of some of the long transition animations, and like The 24th Letter showed, the AI needs to read our minds a bit in a situation like that and lead the receiver so a transition animation can allow the receiver to catch the pass while stepping towards the rim. There are times where they do something like this in 16, for instance when you are passing to a streaking player you can queue up a shot on the run and it will kick in pretty quickly.
It also feels like a chore as the animations just don't kick in quick enough for my taste. With freestyle dribbling back, I would really like to see the best ballhandlers with quick response times. I would go as far as changing the system up to tapping a direction to force a quicker dribble, while holding a direction for a slower setup dribble. From there, the sprint button could modify those to be more aggressive attack dribbles.
The one thing I don't like about the movement in Live 16 is that the players seem to not want to run hard until they are already jogging. If I hold sprint down, he needs to plant and push to get to speed, not take a walking step into a slight jog until he is at full stride. I am glad that once you are at full momentum, that it is more difficult to turn your player and come to a full stop as well, so I would like to keep momentum, but these players need to look like they care because they represent professional athletic ability of their real life counterparts. This would help defensively as well. Lateral movement could be improved and we could end up with some great footage of defenders locking down dribblers, or getting their ankles broke as they fall or get turned around.
While I want some responsive performance and a variety of animations, I don't want the game to be a button mashing contest. There needs to be a deeper strategy, and I believe this could be the key to the issues people have had with difficulty changes over the years if implemented well. I don't think ratings and probabilities should be boosted just to make the game harder. I think they should have a really ramped up AI that is incredibly challenging, but can make mistakes, poor decisions, and have "their game" be taken away from them with a good strategy by the user, yet still have the ability to adapt to that strategy through coaching options. Lower difficulties would have more unforced errors like bad shot selection, bad passes, weaker coaching adaptation to users strategies, failed help defense at times, failed box outs, bad fouls, etc. So, yes, I am saying, that in order to improve the strategy and difficulty, they have to program in mistakes.
Imagine they have the announcers talk about these things during the game to help the user a bit and create a better immersion within the game. They have former coaches that are doing commentary, they should bring them in and talk strategy to help apply it to their synergy ai.
The deeper they go with their on-court gameplay, the better each mode will be.
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