11-09-2015, 07:42 AM
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#1
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Rookie
OVR: 0
Join Date: Jan 2012
Location: D.C.
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No Such Thing As " Fair Play"
I been playing 2K since the Dreamcast days. What I noticed in 2K through all these years is there is no such thing as “fair play”. Meaning every user who picks up the controller, are at a certain skill set whether it’s stick skill, basketball knowledge or knowing how to manipulate exploits in the game. The problem with 2K is, they have to make a choice on do you give the user complete control of his player (basically giving him the freedom to do whatever his mind creates i.e. the notorious “zig-zag move”) or do we install pre-determined animations that will combat unrealistic movement. Of course things like ball tangibility, physics etc.. will improve greatly as the series continue. But the biggest problem that trumps everything is how do you achieve “Fair Play” to accommodate the masses.
By adding these pre-determined animation it takes away the user freedom to control a situation. For ex. In order to stop “zig-zag” your man will get an auto-hesi animation to slow him down (not the defense slowing him down, but an animation). Which I guess is good to stop the back & forth movement of a zig-zag, but if you decide to run a P&R and switch direction you will get that same auto-hesi animation to slow you down. But why add the pre-determined animation in the first place, when does user skill come into play as a defender? So many people complained they couldn’t stop zig-zag cheese (even though there are vids to stop it, but can you as the user do it becomes the problem a la stick skills), in order to stop it, a universal animation was implemented to tone it down. But the game engine only recognizes the back & forth movement, not the context it is being used. So we all suffer.
They’re plenty of examples like this in the game from making your PG stutter step to slow him down from running in transition, to making a defender able to suck you into an animation to make you come to a complete stop (jumping for a pumpfake & your ball handler can’t even move past him till the animation plays out of him landing on you.). There’s no need to name them all or this will be a long post, but the point is that we will never have the game we want as “Sim Ballers”. Only way is to let freedom ring allowing you to break any animation & get rid of predetermined animation to stop exploits. But if that was to ever happen, what comes of it when it’s in the hands of an “exploiter” it will only lead to people saying “I can’t stop this, this is broke”. Most users just pick up & play, they’re not playing “sim ball”, so in 2K eyes the majority sees the game as being broke. But for us “sim ballers” using it the right way it can be a beautiful gaming experience.
Basketball is read & react, you will never know how a player will react to a situation spontaneously. I think the game is getting there, but the fact still remains. Do you give users full control & allow them to do anything they desire or do we add these stop gap animations so user control won’t seem overpowered.
What would you guys like to see?
Full Control – where anything is possible, but can be exploited in the wrong hands.
or
Stop Gaps – predetermined animations that will combat movement that seems exploitative.
I would like full control, cause I would rather have my players move they way i want them too even if it means playing against an opponent who can exploit it. When it's all said & done we all are not on the same skill level, so there is really no such thing as "Fair Play". I can live with that.
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