No matter how great graphics, modes and features a video game
has, it will be emptiness if it is without great gameplay. On last Thursday,
Mike Wang, the gameplay producer for NBA 2K, unleashed a dev diary of NBA
2K18.
As we have mentioned in the
previous article, Brian Mazique had an opportunity to play some
of the new game in early August, after reading through Wang’s blog,
he meshed the concepts in the diary with his own hands-on experience with the
game.
In order to break down the
new information from Wang and to add some perspectives, Brian Mazique captured a variety of quotes and
references and used them as jump-off points, hoping to shed some light on the
game’s crucial aspect.
New Movement Engine
Movement has been a positive and negative for the NBA 2K.
Compared with any other sports video game, NBA 2K’s animations flow more smoothly,
but sometimes, it almost appears as though your players are on auto-pilot as
they are held captive by a canned animation. In this year, movement is no
longer driven by animations, the stick input and a player’s attributes are the
sole components that drive how your character moves around the court.
This enable fans to control
exactly how quickly a given player can accelerate, decelerate, cut, and turn,
as well as his speeds for different states (walking, running, shuffling,
sprinting, etc.) simply based on his attributes. The new motion engine takes
this data and dynamically finds and stitches together the animations it needs,
in real time, to animate the character. There will be nothing to be canned or
pre-determined, everything is done on the fly.
During the 8 hours with NBA
2K18, Brian found that the controls for NBA
2K18 were as intuitive
and less one-command-animation driven as they've ever been in the previous
editions. He felt more in control of his player with the ball than ever before.
The new game allows gamers
to create a faster or slower-paced experience, fans can customize acceleration
and speed of the ball handler and off-ball players. Some moments like "the
gamer felt out of control or his player was doing something he didn’t ask for,"
is going to be eliminated.
Shooting
In last year’s game, shot
aiming was introduced, and shot timing decides makes and misses in a great
extent. But the side effects were that it became difficult for us to balance
the “stick skill gap” between new users and pro gamers, as well as across the
various archetypes. In many ways, it led to de-valuing player attributes,
defensive impact, and all of the other factors that go into shot success. In NBA
2K18, shot aiming was removed, and there will be a new shot meter
with feedback that shows your release timing and the coverage of your shot
(Smothered, Heavily Contested, Lightly Contested, Open, Wide Open). Click for more: https://www.mmogah.com/news/nba-2k/dev-diary-new-gameplay-tweaks-and-features-in-nba-2k18
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