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The Friday Five: 5 Gameplay Improvements NBA Live 20 Needs

The Friday Five

Welcome to this week’s edition of The Friday Five! The Friday Five is a feature that I post every Friday in which I give my thoughts on a topic that’s related to NBA Live, NBA 2K, and other basketball video games, as well as the real NBA, and other areas of interest to our community. The feature is presented as either a list of five items, or in the form of a Top 5 countdown. This week’s Five is a list of five improvements that NBA Live 20 needs to demonstrate in terms of its gameplay.

If NBA Live 20 is to be the big release many of us are hoping it will be, it will need to improve upon an area that’s been a perennial weakness since the series returned back in 2013: its modes. The different modes of play are what give basketball games their longevity, and this year’s release from EA Sports must add long overdue features and depth to Franchise, Ultimate Team, and online modes. Deeper customisation is also a must. Of course, while these are all vital areas of NBA Live that require attention, it’s crucial that above all, the gameplay experience continues to improve.

NBA Live’s gameplay has gone through some interesting ups and downs during this generation. NBA Live 14 felt very stiff on the sticks, with animations that looked very “last gen”. Since then, improvements have been made to the fluidity, the depth of the controls, and certain animations. Most NBA Live gamers would agree that there is still plenty of room for improvement, and I’m unquestionably in that camp. What are the most important changes and improvements that need to be made to gameplay in NBA Live 20? We compiled some great ideas in the Wishlist that we sent in to EA, but this week, I’d like to discuss five key areas where Live’s gameplay must improve.

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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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