NBA games: realistic or quick-paced?

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  • neovsmatrix
    MVP
    • Jul 2002
    • 2878

    #61
    Re: NBA games: realistic or quick-paced?

    However, the speed slider DOES factor into it as well. Slow does not mean sim, and my point was that there isn't that much wrong with reducing minutes. I was a big proponent of playing 12 minute quarters, but now I realize that if the game's played that way, the players themselves have to be drastically slowed down to accomodate that. For instance, I find NBA 2k3 to be very sluggish, and even though it takes 12 minutes to get realistic stats, it's more of a forced approach to make it that way. Of course, that's with default speed settings, and if you change the speed slider, you'll probably get players to be faster, and thus you'll need fewer minutes to get realistic results.

    In ID 2003, you could slow it down to the minimum as well and it might take 11-12 minutes to get realistic stats then. The problem would be that the game progresses too slowly as well.

    I don't think any game has figured out what the reason is for players and teams getting the stats they do in 12 minute quarter games.

    You can possibly compensate for this however, by reducing the stamina of each player (would take a long time of course) to be proportionate to how many minutes a game you actually play.

    Truth is, substitution patterns vary from game to game anyway. Some games a superstar will play the entire game, maybe because a coach is worried about losing the lead or thinks the team still has a chance to win and doesn't want to ruin it by taking the player out. Stuff like that. I can't think of a way that would properly represent this, and it would have to be more or less arbitrary.

    I don't think the effect of fatigue is properly implemented in any game as of now, etiher. I hate the fatigue animation that plagues ID 2003. I think a better way to represent a player being fatigued is showing him with his hands on his knees when he's resting on the court, not moving much on the court, not getting out on the break, turning the ball over, starting to miss more, having a flatter arc, etc. Not all of these symptoms at once, of course, but the player should progressively play poorly on D and save himself for the offensive end, etc. It would be less obvious that a player's fatigued, but it would also be a lot better to do it this way so more strategy comes into play.

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