I think it depends what we mean by "best playing basketball game to date". Are we referring strictly to the on-court product? If so, it sounds like 2K14 could have most definitely made a case for being one of the best playing basketball games to date. I've heard folks complain about issues with gameplay, but nothing completely out of the ordinary. It seems a very common complaint this year has actually been, "The on-court gameplay is nice but off the court...."
And I think therein may lie the problem. While many wondered if 2K14 may be the best playing on-court basketball game to date, I do not believe the majority of gamers were feeling the same about the off-the-court aspects. I believe there's some off-court shortcomings that could have been chalked up as "Not included due to time issues regarding console crossover". This could be things like:
1. Create-a-Player
2. Create-a-Team
3. Various possible 2KShare Issues
On the other side, there were many other aspects of the game that'd been altered and changed that seemed to have more to do with a drifting in focus or direction. These would be things that were fully implemented by 2K14 or were already previously removed/changed this year or earlier (2K13). These would include:
1. Removal of D-League
2. Removal of Summer League
3. Removal of Training Camp
4. Change of MyPlayer salary from American dollars to fictional Virtual Currency
5. Change of Association to mode where fictional General Manager (aka a splitting image of your MyPlayer) is forced to run a franchise.
6. Implementation of tier-based levels in MyGM, removing one's previously simulation-based ability to run an organization as they see fit. Instead, gamers were then forced to earn golden coins that could be exchanged for various mundane managing abilities (ranging from the ability to adjust a team rotation to the ability to negotiate with free agents).
7. Adjusting NBA Dunk Contest from direct control-feedback response to a system that "everyone can pick up and play" where gamers follow random Guitar Hero patterns that have nearly zero correlation to what dunk a given player is performing.
8. The removal of manual roster saves
9. The limiting of potential save slots for every mode
10. Forcing an always-online directive in order for gamers to be able to fully explore modes that should not actually require being online.
11. Limiting gamers to one team control in Association, thus preventing gamers from achieving a career that best mirrors how realistic they feel it should be in comparison to real life.
As a whole, even if one chose to dispute a claim here or there (for instance, one may suggest that the "offline" versions of MyGM and MyPlayer were just as good as what one was provided for being "online" in 2K14), can it be seen how some folks may interpret many of these implementations as large scale direction changes that fall in sharp contrast to simulation/realism-based maneuvers for which 2K would previously agree to partake?
I believe it would depend upon which modes one enjoys and chooses to play. I think the phrase "has taken over the game" can be disputed. But it's quite clear that, for people who enjoyed the real-life simulation aspects of certain modes, virtual currency is probably taking over a lot more than they ever wanted or imagined.
For instance, to re-hash what was mentioned earlier, it looked as if gamers had no choice but to partake in virtual currency if they simply wanted to run a franchise. Well, check that, the choice was "Run one season with none of the enjoyment that comes with planning for the long term - drafting prospects, rebuilding poor teams, attempting to create a dynasty (aka Season Mode) - or try to do all of that while we make you use a fake GM who has to pay for standard abilities using gold coins."
Further, for others, MyPlayer was originally a way of injecting a small touch of fantasy into a realistic environment. I would clearly never be able to play in the NBA but in 2K10, the MyPlayer Mode felt realistic enough that I could suspend belief and pretend that recent college grad VDusen04 was finally getting his shot, if he could just make it through training camp and handle the rigors of playing for the Bakersfield Jam.
Now, in the four years since initial implementation, 2K has seemed to remove more and more realism with each passing iteration of their MyPlayer Mode. Realistic portions have been removed outright (Rookie Combine, Summer League, D-League, Training Camp, the ability to be drafted in the 2nd round), rookie contracts have been replaced by Virtual Currency (golden coins popping up once more), linear storylines have been created (
every player is now a cornball who is rising from the street courts directly to the NBA), players become stars nearly instantaneously (whether they want to or not), and fun and (what should be) affordable amenities (say, an armband) now cost an unusually high amount of, you guessed it, virtual currency.
All that said, it seems possible to avoid Virtual Currency if one, say, just sticks to Quick Games or Season Mode. Otherwise, do you truly believe there has not been a tangible shift of direction for NBA 2K off the court in recent years? I'd love to sit and say, "Oh man, all I care about is the on-court product" but I have to admit, even with great gameplay, Quick Games can get repetitive for me over time. That's where the off-court modes and simulation have always come in. When they shift, the overall feel of the game shifts (for me).