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Tag Archives: Green Releases

Wayback Wednesday: The History of Jumpshots in Video Games

Kevin Durant shoots over Nicolas Batum (NBA 2K14)

This is Wayback Wednesday, your midweek blast from the past! In this feature, we dig into the archives, look back at the history of basketball gaming, and indulge in some nostalgia. Check in every Wednesday for retrospectives and other features on older versions of NBA Live, NBA 2K, and old school basketball video games in general. You’ll also find old NLSC editorials re-published with added commentary, and other flashback content. This week, I’m taking a look back at the history of jumpshots in basketball video games.

Jumpshots are a basic staple of basketball, and one of the most common ways of scoring; especially in the modern era. With that in mind, it’s strange that they used to be one of the weaker aspects of the mechanics in basketball video games. In the early days of basketball gaming, jumpshots were nowhere near as reliable as they should have been. I even remember a strategy guide for NBA Live 96 basically advising against taking jumpshots and in particular long two-pointers, citing that they had all of the difficulty and risk of three-pointers, without the added reward of an extra point.

Thinking back on it now, that advice actually predicted the rise of analytics, as well as disdain for shooting from midrange. Of course, while opting for shots right at the rim or from beyond the arc and eschewing the midrange is all about efficiency in the modern NBA, in old school basketball video games, it was about effectiveness. Until the mechanics were properly developed, taking a jumpshot – even a wide open ten footer along the baseline – was unrealistically risky on the virtual hardwood. You can call this piece The History of Jumpshots in Video Games (Or, Why Shot Meters Are Important). Let’s take a look back…way back…

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Monday Tip-Off: Green Releases in NBA 2K

Green Releases in NBA 2K17

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Start your week here at the NLSC with a feature that’s dedicated to opinions, commentary, and other fun stuff related to NBA Live, NBA 2K, and other basketball video games. This week, I’m tipping things off with a few thoughts on the future of green releases in NBA 2K.

A few weeks back, NBA 2K Gameplay Director Mike Wang made a candid statement about the future of green releases. Beluba’s goal is to wean basketball gamers off the concept of green releases being guaranteed baskets, in order to strive for more realism and competitive balance. We’ve seen NBA 2K17 take a few steps in that direction, with several tuning updates focused on shooting mechanics being pushed through since the game’s release. Generally speaking, those updates have sought to reduce the number of green releases by making them more difficult to achieve, tweak the percentages of near-perfect releases, or re-balance the shooting in some other way.

Results have been mixed, and a lot of gamers have expressed frustration with the constant changes to shooting in NBA 2K17. On top of some tweaks seemingly being either too effective or largely ineffective, there’s been a concern that changes that are made in order to enhance the online experience are negatively affecting single player gameplay. Beyond that, opinion is divided as to whether green releases should be guaranteed baskets – assuming the attempts aren’t blocked, of course – or whether they should simply have the best odds of being made, according to a player’s ratings and attributes. I have to admit, at times I’m a little torn myself.

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