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【加子游戏快讯】《NBA 2K10》防守篇(24/9)
Defensive Gameplay
By: DaCurse | Wednesday September 23 2009
What’s up fans,
This is Jerson Sapida, along with Rob Jones. We’re here today to talk about defensive changes you will see in NBA 2K10 -- everything from gameplay AI, the blocking system (with new blocking animations), new Shut Down D, and much more. Defense is much more fun and intuitive now, because you are in complete control of the actual outcome and actions of your player. With smarter player rotation and help defense, you will no longer feel like ‘babysitting’ your CPU teammates on defense to get them in the correct position on the court. The defensive AI has made some huge advances. With that, let’s talk about Defense.
Shut Down D
In recent years, one of the underlying features in our game has been Lock-On Defense. The idea was originally spawned from a user’s failure to always know how to defend the ball handler, and it gave a player an assist in staying with a dribbler as he moved around the court. It also allowed the defender to shade a player to a particular direction, albeit sometimes with dubious results.
With Shut Down D, we aimed at doing two things. The first and foremost goal was to allow the defender to be more physical with the ball handler than ever before. So, when holding the LT on XBOX 360 or L2 on PlayStation 3, you will see your defender crowd a stationary ball handler and apply pressure in a way that we’ve not allowed before. The trigger also gives the defender a greater ability to change a dribbler’s drive direction. So, as an example, a great on-ball defender like Derek Fisher will be able to push a driving dribbler more to the sideline when employing the Shut Down D mechanic. You will notice the outer ring of your player indicator turn Red when Shut Down D is activated.
The counterbalance to this is that changes of direction to players who are too aggressive are more likely to throw the defender out of position. However, if you know your matchup and you can anticipate where the dribbler is trying to drive, using Shut Down D can help you maintain the ball handler on the perimeter, instead of getting past you for an easy drive to the basket. It isn’t a silver bullet, as no defender can really impede progress of a good ballhandler for very long, but being able to delay penetration can be the difference between allowing an easy score or a hard jumper at the end of the shot clock. The key is to read and react to your opponent’s every move. Using the Left Stick (while Shut Down D is active), apply pressure to the ballhandler by cutting him off and cutting off the angle he wants to attack. This might take some time to perfect when you first pick up NBA 2K10, so stick with it. But like everything else, once you have learned the system through practice, you can easily shut down a predictable opponent.
Defensive Rotations
Defensive Rotations are new in NBA 2K10. Last year, our Help Defense system relied on assessing the best defender to help based on distance from ball and closeness to basket. However, it failed to truly represent the fact that rotations in basketball are part of an underlying strategy by the coaches to cater to their defensive strengths. In NBA 2K10, we spent a ton of time trying to balance these rotations correctly based on defensive awareness and ball position.
The rotation of the defense usually creates an opening that the offense will have. Think of it as pulling a short blanket to cover your body. As you pull it one way, another extremity will be exposed. The game is to expose the least important extremity, and hope that the offense doesn’t realize where that extremity is.
The new fun element on defense now is a security that help comes in a timely fashion, but if the offensive player recognizes where the rotation leaves the open man, you will need to recover as quickly to him as possible, and that isn’t always feasible.
Rotations also factor in the double team logic, now. What that means to the user is that the rest of the team will rotate to cover in case of a double team. Again, all of this because playing team defense is a preset strategy and not just an awareness check.
In doing all this, we created a new dynamic in playing team offense and defense and added a dimension to our game that was previously lacking.
Double Teams
Double teams also received a complete re-write from last year. The mechanic itself has improved in order to give the user a more interactive approach. As you remember in 2K9, once the double team was initiated, it seemed like a full feature movie played out until a particular resolution was achieved. This year, we re-worked the mechanic to have completely independent and controllable actors within the double team animations, so that each controlled player can request a particular action independently of what the other player is doing. Last year, this was just a timing issue; but now, a steal attempt happens when you request it and not just when the code decides to resolve to one. All in all, the game now provides a much better experience in terms of response to being in a double team. As an offensive player, you can counter by dribbling out, splitting, passing and shooting. Some of these resolutions were available before, but never with the involvement we’ve added to it this year. Double teams can also be canceled, so you can fake the call and then send the defender back to his man by just hitting the DT button again (LB on Xbox 360, L1 on PS3).
Two-Player Blocks
In previous versions of the game, the user would be in perfect position to block a shot, but would sometimes get a block animation that picked the incorrect blocking hand, or worse, would take them further from the shooter. There’s nothing more frustrating than playing great defense and not being rewarded for it. With your defender in front of or close to the shooter, you would expect some contact to play out. In 2K10 we’ve ensured that this happens when a block is timed correctly. New animations were added that cover all possible blocking angles. 2K10’s two-player block system allows us to perfectly blend from any shooting animation; whether it is a jump shot, under basket layup/dunk, or running layup. I also wanted to point out that these are not canned block animations. We do not determine ahead of time that a shooter will be blocked or not even before reading in the defender’s position and controller input. Everything is done on the fly where we will blend to the block animations if the requirements are met to warrant such a block.
We have improved the timing window for blocking shots. Just like in real life, blocking is all about guessing when the shooter will go up with the rock. The idea is to time the Block button with the shot attempt. From when the shot is initiated, you have a small window up until close to the actual shot release from which to press Block. If timed correctly, along with a formula for the player’s Block rating and height differential between shooter and defender, you will likely get a two-player block animation.
Once you have mastered the timing and get to know your opponent’s habits on shooting, you can really dominate defensively. With this new system, it also allows you to run down an opponent on a fastbreak and get one of those highlight blocks from behind that can get the crowd off their seats. One memorable game-ending sequence we had in the office was a fastbreak block from behind by Lebron with seconds left in the 4th quarter.
Defending Under Basket Shots
In last year’s game, it was very easy to get in the paint and get that high percentage shot close to the basket. This was an exploit because of the following: defensive logic with passes to the paint was lacking, poor block selection, and the absence of contact shots.
Let’s start with the pass defense. Part of the problem last year was that it was too easy to thread the needle with passes to teammates in the paint. Defenders were either not reacting at all or too late to attempt to swat the ball away, leading to an easy penetration and bucket. Passes like these should be very risky since the receiver is usually in heavy traffic. Defenders are now smarter in tipping or stealing this type of pass.
When defending shots from underneath or close to the basket, there was a lack of physicality or shot contention in last year’s game. It even felt like defenders were not affecting the shots at all. Shooters will jump for an under basket layup, ghosting through defenders. To address this issue, you will now see more physical contact shots. In 2K10, if there’s a defender nearby, you will most certainly get bodied up and draw contact underneath the basket. This in turn, has a lower shot % than a regular uncontested shot. Overall, shot percentages underneath the basket have been tuned when defenders are around to contest.
As I have touched upon earlier, with the two-player block system, you will also see more of these underneath the basket when the defender times their block correctly, allowing them to have more presence in the paint. The combination of these three changes will enhance your overall ability to be a presence in the paint.
Defensive Movements
Defensive movement has been completely updated for 2k10. We brought players of different sizes into our mo-cap studio and captured their movements. Our goal has always been about feel and realism, and part of that is really capturing the style of movement of varying player sizes. Another reason is that these unique movement models give the game a more realistic look. We don’t want the game to have that robotic feel where all 5 players move in the same manner. Guards usually tend to get lower when guarding their match-ups, while the bigs are more upright. On top of each model, they also have different versions of stances, which really give each player a sense of individuality. You will not see synchronized defensive movements in a 2K basketball game.
Defensive sliding was a problem in last year’s game in part because of Lock-On D and issues with the movement model itself. We have added new steps and turns into the model that improves upon the movement so that players actually plant and turn before jetting off in another direction.
We also wanted the game to realistically represent players of different sizes and speed when it comes to running and sprinting. A big player like Yao will not move as quickly or as fast as a guard. Tuning an animation based on the player’s Speed rating is one way of achieving this, but this alone is not enough. We can slow down or speed up the same animation, but it will not feel right seeing it play for big and small guys. If you compare their runs, big men generally take longer and slower strides, while smaller players perform shorter but quicker strides. That was really a challenge in years past because of the tremendous variety of athletic ability in the big men of the NBA. We have given many big men their own styles, more conducive to their skill set and tendencies. Specific players we targeted were Yao (may his career be resurrected next year), Nene , Pau Gasol, Shaq, and many others. The idea was to ensure that big men performed like big men and not like athletic forwards. In that, we made a huge step forward. The game uses varying kinds of run and sprint animations that accurately reflect players of all sizes. You will really see and feel the difference.
In previous versions of the game, fans complained that the defenders were too casual on the floor, almost looking like they are not paying attention to what’s going on around them. In 2K10, players will now appear more intense off the ball, especially when their match-up is only one pass away from the ball handler. You will see players position themselves to defend a pass, stick their arms out in the passing lane, reach out and feel their man when looking at the ball, and many other little nuances that makes defender more active and gives the game that realistic feel.
Final Notes
There are many more improvements to defense than what is mentioned here. Turbo, for instance is intricately tied to playing physical defense and double team. For those of you who have already downloaded and played the NBA 2K10: Draft Combine game, you already know about the new Turbo system and how it heavily changes the way you play the game, both offensively and defensively. This will be touched upon in another upcoming Insight which will delve into how we’ve integrated the Turbo system into the game. But until then, thanks for reading, we look forward to your feedback.
- Rob Jones and Jerson Sapida
Gameplay Produce
今天我们将向大家介绍2K10的防守改革——包括AI的改革,盖帽系统(新的盖帽动作),新的压迫防守系统等等。防守将会比原来更有乐趣,也更直观,因为球员的防守动作将会完全取决于玩家的操作。随着聪明的AI会不断的尝试轮转换位和协防,你不会再觉得你的队友“像保姆”一样的关爱对方的球员。防守的AI在我们的努力下有了极大的进步。好了,让我们来详细的了解一下吧
Shut Down D
过去两年,NBA 2K的最大特性就是锁定防守。有不少玩家反映他们发现自己不知道如何防守对方持球队员,于是就诞生了锁定防守,他帮助玩家控制的防守队员能始终粘着对方的持球队员,并且允许玩家自己微调防守的站位距离,尽管某些方面还不够完善。
围绕着锁定防守,我们定了2个目标。其中首要的就是让玩家控制的防守队员能够更多的和持球者有身体接触。所以,当玩家按着LT/L2的时候,你将会看到防守队员不断的用身体压迫持球者,并且可以迫使对方改变运球的方向,这是过去没有的。比如,一个像Derek Fisher这样好的持球防守队员将比其他球员更容易把对手逼迫到边界。你将会注意到你的外线球员脚底的圈变红色,代表着紧逼防守已经激活。
当然,为了保证攻守的平衡,如果一个球员的侵略性增强,那么他就会更容易在防守中失位。然后,如果你能预判到你的目标的进攻线路,用紧逼防守可以帮助你压迫他在外线,而不像过去那样轻易就会被突破到篮下。别高兴的太早。不是所有的防守者都能完全压制住一个好的控球球员,只是能延缓对方的突破,玩家还是得更多的靠自己操作来迫使对方强行出手,如果没有好好防守,再好的防守队员也只能给对方轻松得分的机会,关键是要会预判,解读出对方的每一次带球。使用左摇杆(当紧逼防守哦激活的时候),来手动的,更好的压迫对手,切断对方的进攻路线。所以可能你要花一段时间来适应2K10的紧逼防守。但是一旦你熟练了,你就可以轻松的防守对方的虾兵蟹将了。
轮转换位防守
轮转换位在NBA 2K系列是第一次出现。去年,我们的协防系统主要体现在当对方处于篮下有利位置的时候帮助玩家调动一名防守队员进行协防。然后他表现的不是太真实,无法体现出真实篮球的防守战术。在NBA 2K10中,我们花了大把的时间来平衡AI轮转换位的意识和位置感。过去,轮转换位往往会给对手创造进攻的空档。当你对一名球员包夹了,另一端就会有人出现空档,于是玩家只能希望的对方被包夹的球员没有看到那里出现了空档
2K10新的防守要素是协防队员在包夹的时候不会马上跑位,但是当对方发现有空档并且要传球的时候,AI会快速的回补以免造成空档
轮转换位现在符合包夹的逻辑了。这意味着玩家需要提前调整防守的战术——等你发现对方的意图的时候再来换位已经太迟了。为了让轮转防守更真实,我们建立了新的生动的攻守意识,大量的AI代码添加到游戏中来。
双人包夹
双人包夹系统我们也推倒重做,使玩家和AI有更多的互动。记得在2K9中,当包夹触发以后,玩家就什么都不能做了——得等到包夹的结束,要嘛争球要嘛对方把球传出去。今年,我们重新编写的代码,使玩家能自己决定包夹的动作。去年,包夹只是时间的问题,而现在,玩家可以尝试在包夹中断掉对方的球。作为进攻方,你可以采取包括运球脱离包夹,硬突,传球和射门等措施。可能有的东西去年就有了,但是今年我们给予玩家的参与感是过去绝对没有的。包夹现在可以被取消掉,所以你可以假装呼叫包夹,然后迅速让防守队员归位(按两下LB /L1建)
双人封盖(其实应该是盖帽下攻守双方的互动)
过去,玩家在盖帽的时候位置一般都是正确的,但是有时候出现出错手的错误动作,甚至更糟糕的是,手直接就穿过投篮的球员。对于玩家来说,最沮丧的莫过于很认真的防守却没有得到回报。当你的防守队员面对逼近篮下的进攻队员,你必须判断对方要做什么。在2K10中,我们保证这些仅仅会发生在盖帽时间正确的情况下。这次我们加入了大量新的盖帽动作。2K10的双人盖帽系统允许我们默契的封锁对方的投篮,无论对方用的是跳投,篮下上篮/扣篮还是三步上篮/扣篮。
2K10中,我们提升了盖帽时机的重要性。在现实中,盖帽其实就是猜测对方什么时候起跳,所以我们的想法就是,只要你按封盖键的实际对了,就能至少干扰到对方的投篮。当对方开始投篮动作,你的球员会有稍微的重心提高的表现,当你按下封盖键,就不会有那么大的硬直,如果时机把握好,系统会结合投手和盖帽球员的各种数值和身高决定是否盖的到。
当你掌握了盖帽的时机并且能了解你的对手的投篮偏好,你就可以做出完全压制对手的投篮。利用这个新的系统,玩家可以在对方快攻的时候从后面直接来个精彩封盖,让整个替补席乃至全场观众都HIGH起来(像香浓布朗那个foul blocking)记得我们在试玩的时候最让人难以忘怀的一个镜头是,LBJ在第四节最后一秒在背后直接按掉对方的快攻上篮!
篮下防守
在2K9中,篮下得分非常容易,命中率也非常的高。这主要是因为,不积极的干扰外线往内线的传球,错误的盖帽选择和消极的干扰投篮。
让我们从防守传球开始。去年关键的一个问题是外线往内线喂球太过容易。防守队员阻断传球不是失败就是时机不对。到了2K10,防守队员将比过去更聪明——他们会积极的把球拍掉或者干脆拿下来球
去年,对于篮下的进攻,防守方缺乏身体的压迫或者干扰投篮不够积极。就像防守队员不关心对方的投篮。进攻方能从容的在篮下投篮,或者干脆像鬼一样穿透对方的身体进行投篮。为了解决这个问题,你将会在2K10中看到更多的身体接触。现在,防守队员会更多的尝试身体压迫,干扰对手投篮。效果很明显,篮下的命中率有一定的下降。(当然,如果你没有正确的干扰对方的投篮那么命中率还是挺高的)
结合上面的双人互动盖帽系统,篮下的进攻与防守平衡性将会大大的提高
防守动作风格
2K10的防守动作风格将会得到全面的升级。我们捕捉了大量球员的动作风格。我们一如既往的希望玩家能感觉到2K10的真实,其中主要一点就是让玩家发现我们做到了让不同球员的动作符合他们现实中的特性。我们不希望上场的10名球员动作都像机器人那样毫无特色。后卫在防守的时候通常放低重心,而大个子则会提高中心。即使没有防守任务的情况下,他们的站姿也符合真实情况,让玩家一眼就能辨认出来。你不会在NBA 2K10中看到有两名球员同时做一个一模一样的动作出来
造成去年防守滑步(就是我们诟病的溜冰现象)问题的主要原因就是锁定防守和跑动的建模问题。我们已经添加了新的脚步和转身动作,使球员的每个脚步和转身看起来都比过去扎实多了
同样的,我们也希望能为玩家描绘出每名球员动作特征,比如不同的身材下不同的加速动作。一个像姚这样的大个子将不会跑的比后卫来得快。通过速度值来区分跑步的动作是个办法,但是这个办法还不够。我们可以提升或者下降同样动作的速率,但是看起来并不真实。如果你对比一下大个子和小个子的跑步动作,大个子往往都是迈着大步子,速率比较慢,而小个子则相反。过去的一年内我们为此做出很大的努力,因为在NBA中大个子很多,而且动作也不尽相同。我们做出了很多新的跑步动作,使这些大个子的风格更加突出。一些特定的球员有自己特有的动作,并且符合他们的场上倾向和风格,比如姚明(如果他下赛季有机会上场的话),内内,加索尔,奥尼尔等等。
2K10以前,很多玩家抱怨好像场上的防守队员对于球没有太大的欲望,好像这不是他们需要关心的。在2K10中,球员将会表现出对球更强烈的欲望,特别是他们如果发现自己的对位是对方PG将要传球的目标,那么你会看到你控制的球员将会调整身位阻断传球路线,举起手干扰对方等其他的小细节。
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