With NBA training camps set to start this week, the time seemed right to sit down and ask a few questions of the development team behind NBA 2K8. The game is on track to ship soon, so the developers are winding down just as NBA players are gearing up. Fans of the series are also gearing up, but in a different way: flexing their thumbs in preparation for the sim-like game and its new slam dunk competition. For those rabid and casual fans alike, this Q&A is for you.
Can you provide a quick overview of what you wanted to do this year to improve on past years’ outings?
Rob Jones, Gameplay Project Manager at 2K Sports: We felt we had done a really good job in the gameplay department in NBA 2K7, but we saw that we really needed to push our graphics more…and beef up our external features in such a way that we could answer the call of people who had been asking for things like our new slam dunk contest, Association mode and franchise features. It was pretty much getting back to the focus of making the game … better by adding areas that we felt were lacking.
What sorts of things have you included to draw newcomers into the franchise?
Rob Jones: Obviously the addition of the Slam Dunk competition was one of the big ones. It’s almost like a party game feature in terms of how it draws people in who might not otherwise be interested in playing. We’re really strong in simulation basketball, so this was one feature that will help bring in the casual gamer. … This is actually something we’d been wanting to implement for a few years now.
What feature are you the most proud of in NBA 2K8?
Mike Wang, Lead Gameplay Designer at 2K Sports: We’re always looking at things to add to make our game more like real life. Personally, my favorite thing this year is the AI. We’ve made great strides this year to make the game feel not like you’re playing against a mindless robot, but against a real NBA team. They know how to play defense, how to help on defense, and all these little things that make the AI really feel alive this year.
Have you worked on the animations at all since NBA 2K7?
Mike Wang: Animations are one of my passions, and 2K7 was all about the introduction of signature style. But that was the feature’s first year, it was the baby. Last year it really focused primarily on jump shots. This year we’ve expanded that with dribble moves, post moves, dunks, free throws, just more content that really differentiates players from one another. In terms of animations, we are going for “OP,” or “Organically Perfect.” It looks a lot better this year.
What are the biggest differences between the Xbox 360 and PlayStation 3 versions this year?
Erick Boenisch, Lead Features Designer at 2K Sports: Last year we had plenty of differences because of the new PlayStation 3 hardware, but this year, I’m proud to say it’s pretty much 99 to 100 percent identical. There’s full Sixaxis support this time around, but other than that, they’re basically identical.
What do you think about the DualShock 3? Will you supports its rumble feature in NBA 2K9?
Rob Jones: We currently support vibration on Xbox 360, and as a developer, it’s always nice to see things that provide an enhanced experience for the user. As far as having to include rumble next year, we’ll have to wait and see.
Can players save replays of their favorite plays?
Erick Boenisch: Sure, that’s something we’ve supported for years now. Similar to NFL 2K5, we have an option where when the game is done, you can view text descriptions of all the plays that happened in the game, press A, and the play comes up on the screen. You can then watch and save the play at that time rather than have to save it right after the play happens.
How’d you guys come up with the “Lock-On D” feature?
Erick Boenisch: Games for years have made it hard to be an on-ball defender, because one wrong move and you’re lost. So the Lock-On D feature lets you pull the trigger so the AI will help you stay in front of the ballhandler. This helps balance out the game, but it also makes it more fun on defense, because you don’t feel like you have to switch off to a defender under the basket all the time to play effective “D.”
Did you make any changes to the post game?
Rob Jones: One of the main things in previous years was that the post game always felt cumbersome to me. Passing in, backing down, then finally getting a move … it never felt very fluid. One of the things we wanted to do [this year] was make multiple ways to get to the basket. Guys like Shaq are going to muscle their way down, but guys like ‘Melo are going to catch the ball and slash inside. So we wanted to give you more options in terms of shots but also in terms of how to get to the basket. I never used to go to the post; it was always a guard game for me. But now if I have a premier guy down there, I want to go to him for sure.
What’s the maximum number of players NBA 2K8 will support online?
Erick Boenisch: As far as online, we support a full five-on-five on the PS3, and four-on-four on the 360. This is due to system limitations and not being able to have more than four players on a single Xbox 360 console.
Greg Oden’s out for the year as he recovers from microfracture surgery. Will he playable as an unlockable character, just for fun?
Erick Boenisch: I think users who purchase the game are definitely going to want to play with him, and I want to drill home the point that we’re making this game so people can have fun. Elton Brand is in a similar situation, where he’s out for most or all of the season. But casual gamers and fans are going to want to play with these guys, and we don’t want to ruin the experience for them. So when you go into the Association mode, you can either put these guys on [injured reserve list] or put them on the roster. It’s your choice.
Thanks to the team at 2K Sports for taking the time to chat with DailyGame. And for all of us NBA fans in Portland, thanks for making sure we’ll be able to see Greg Oden on the court this year, even if it’s just in digital form.