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Monday Tip-Off: Indie Basketball Game Ideas

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We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with some suggestions for indie developers who may be interested in making a basketball game.

Even as someone who grew up with video games, I never really dreamed of working in the industry. Way back in 2008, I did receive an offer to join the NBA Live team, an opportunity that I ultimately turned down for personal reasons. Of course, given what was on the horizon with NBA Elite 11, there’s a very good chance that I’d have been back in Australia and running the NLSC again within a couple of years anyway! In any case, even though I remain passionate about video games, creating one isn’t my calling. It’s a fanciful thought, but it is indeed a fantasy more than a dream.

If nothing else, I simply don’t have the skills and knowhow to create a game, and I somehow doubt that a major studio will randomly offer me creative control over a project of my choosing! When it comes to video games, I’m a consumer, critic, and content creator, and that’s absolutely fine by me. With that being said, I still have some ideas about games that I’d like to see, in particular basketball titles. Obviously that includes new NBA Live, NBA Jam, and NBA Street releases, but the indie scene also has a ton of potential. To that end, I’d like to throw out a few ideas! If you’re an indie developer who is considering creating a basketball video game, may I suggest…

A Throwback to 16-Bit Era Sim Games

I’m a huge fan of Basketball Classics from Namo Gamo. We’ve had Josh and Dave on the NLSC Podcast several times, and I’m thrilled and humbled to have been a very small part of their journey with my feedback and promotion. It’s also really cool that I’m an unlockable character along with the rest of NLSC THRILLHO! Since the first time I played an early access version of Basketball Classics, I’ve said that it’s better than the games it’s paying homage to. It’s a beautiful tribute to the 8-bit era, but also has modern design sensibilities and depth that make it accessible to a contemporary audience. To this day, it’s easily my favourite indie basketball game that I’ve played.

With that in mind, I feel like the next step is to capture the excitement and gameplay of the 16-bit era basketball games! I’m obviously not the only person to have this idea. Indeed, this suggestion is inspired by a comment on our Facebook page. One of our followers responded to a video of NBA Live 95 for Super Nintendo, expressing their desire to see a new game in that style. In my view, a throwback to the 16-bit era with modern rosters (and maybe some Legends) would be fantastic, but that’s probably not likely in an indie basketball game. It’d probably have to do what Basketball Classics did, featuring legally-distinct stand-ins and roster editing so that we can do the rest.

I’d certainly buy that game, though! An indie basketball game inspired by the 16-bit era NBA Live titles, with an isometric camera angle, heads that are generic enough to be re-used for different players while still allowing them to be recognisable, roster and name editing, sandbox options for season play, some modern mechanics, and external modding capabilities on PC, that plays a fun, up-tempo style of basketball? I’d be all over that! As far as modern mechanics are concerned, shot timing, quick on-the-fly playcalling, a dribble move button, and a manual alley-oop control are some of the must-haves. The key is to have a good balance of old school and modern gameplay.

Once again, since NBA branding is probably unfeasible, the default teams should be amusing parodies. I’d recommend taking inspiration from Super Dunk Shot, though for legal reasons, a bit more distinction may be required these days! The 16-bit era NBA Live titles also had some iconic soundtracks by Traz Damji. Any tribute to that era would need to capture that sound, with main menu tracks that get you pumped up to play, and pause menu music that almost makes you want to stop the action just to listen to it! The 8-bit era paved the way, but the genre really took off during the 16-bit days. Again, I feel it’s the next step for indie basketball games to re-create that style.

A True Successor to NBA Jam

Now, this could also be done as a throwback to the 16-bit era, as old school aesthetics would complement the aim of replicating NBA Jam’s gameplay. However, I do think there’s room for a more modern or ambitious art style here. The main point is to create an on-court experience that truly is a successor to classic NBA Jam. In my view, we have actually had that thanks to NBA Jam 2010 and NBA Jam: On Fire Edition. I stand by the opinion that EA Sports did a fantastic job of resurrecting the series with those releases. It doesn’t look like they’re in a rush to make a new NBA Jam though, so that’s where an indie basketball game could potentially carry on the series’ legacy.

While other developers have sought to create the next NBA Jam, none of them have really got it right. The NBA Playgrounds games are too slow on the court, too focused on loot box mechanics and grinding to level up players, and have a different vibe as they also took cues from NBA Street. The arcade-exclusive NBA Superstars has its moments from what Dee has seen and shown us, but it’s unpolished to say the least. PBA Basketball Slam: Arcade Edition is rough. It improved a little after a patch (with Dee providing some valuable feedback), but it has since been abandoned. They all fall short of NBA Jam because they ignored the key ingredients that made it so awesome.

Any indie basketball game that seeks to be a true successor to NBA Jam – and perhaps even get the NBA license – needs to pay attention to the blueprint. That means 2-on-2 gameplay that’s fast and free-flowing between baskets. If there’s a power-up such as being On Fire, it must be straightforward, but not too easy to obtain or stop. Squads must be balanced, and players should have around eight to ten attributes to represent their skills. While effectiveness needs to vary, lower ratings shouldn’t be completely useless. If there’s commentary, it should be excitable and mostly positive rather than snarky as in NBA Playgrounds. Frankly, see if you can get Tim Kitzrow on board!

There’s value in trying to add your own twists, as NBA Playgrounds did with the Lottery Pick system. At the same time, you don’t want to try to reinvent the wheel to the point of getting in the way of a winning formula. Above all, arcade basketball games in the style of NBA Jam need to offer a different on-court experience to sim titles, while still resembling basketball. They need to appeal to hardcore hoop heads, but also be accessible to more casual basketball fans and gamers. They can be a bit silly, but they still ultimately need to be about competitive basketball. Bottom line, they need to be as tight and enjoyable as a game that holds up over thirty years later!

Non-Basketball Basketball Games

Let’s think outside the box here! While I generally prefer my virtual basketball to be a representation of the sport – whether it’s a realistic sim, an over-the-top arcade title, or a hybrid of the two – I’m still intrigued by the idea of mixing hoops with other genres. An idea that springs immediately to mind is a platformer with a basketball motif. I realise that a game like Michael Jordan: Chaos in the Windy City sold itself on MJ’s popularity rather than the quality of its gameplay or level design, but it’s a concept that could be done better. Indeed, take a famous player out of the equation, and an indie platform game based around basketball would need to be much higher quality!

RPGs are another genre that could potentially be basketball-themed, whether it’s a key part of the gameplay or more of a background motif. “The Life” in Sony’s NBA series could be an interesting template to follow here, with an overarching narrative that’s connected by mini-games rather than full basketball gameplay. It’d be very different to MyCAREER in NBA 2K, but that’s kind of the point! Alternatively, much like the aforementioned platformer idea, it could be a more straightforward RPG featuring basketball as both a theme and recurring gameplay mechanic. In short, they’d have to find a way to appeal to both fans of basketball and RPGs for the concept to work.

As someone who really enjoyed the trivia challenge in Complete NBA Basketball – the digital NBA encyclopedia from Microsoft – and the You Don’t Know Jack series, I’d be interested in an indie basketball trivia game. I’m guessing you wouldn’t even need to collaborate with the NBA on licensing unless you wanted to use logos and photos as part of the presentation. That wouldn’t be necessary, but it would admittedly spice things up. Even without it though, a trivia game that celebrates the history of the NBA and basketball, and puts your knowledge as a hardcore fan to the test, could be fun. Throw in a couple of mini-games on the side, and I think there’d be interest in it.

Getting back to RPGs, a digital version of a tabletop game is another idea for an indie basketball title. I’m picturing an updated version of NBA Jam Session; a board game that I received as a Christmas present in the 90s, and still have today. If you were to make a video game out of it, it’d probably end up being a cross between a board game, a basketball manager, and the card collecting aspects of MyTEAM. To that end, it’s probably another idea that would work better with the NBA license. Still, if it’s fun, affordable, and appealing to basketball fans, it’d be viable. Granted, these niche ideas won’t be as popular or profitable as NBA 2K, but there’s still an audience for them.

Partnering with another League

I’m guessing that the NBA license isn’t unobtainable for smaller developers, seeing as how titles other than NBA 2K or NBA Live have popped up here and there over the past decade. Take-Two are obviously paying a lot for the license, but NBA 2K is also a highly profitable series, so it’s possible that the fee is proportionate. Nevertheless, it’s probably not that cheap or easy for most indie developers to partner with the NBA, not to mention it means following their rules and competing with NBA 2K on some level. The alternative here would be to consider partnering with another league. Not only would it potentially be more affordable, but it’d also make for a fresh experience.

EuroLeague would probably be a popular choice here, though as I understand it, that isn’t a particularly cheap license to obtain either. Therefore, an indie developer might be wise to set their sights lower, and partner with a minor league in the United States, or another pro league from overseas. I’ll obviously suggest the Australian NBL here! There’s a precedent for games based on the Philippine Basketball Association, which certainly has a dedicated following. I’m not suggesting that money won’t be an issue, but having real branding and real players is a strong selling point, and a smaller league is probably a more realistic option for an indie developer’s basketball game.

Furthermore, the novelty of an indie game being based on another league might make up for some of the inevitable janky moments if it’s a developer’s first basketball title. Obviously it can’t feel generations out of date unless it’s a deliberate throwback, and even then, retro-style games need to incorporate some modern design sensibilities. Still, the excitement that comes with being a brand new property could smooth over some of the rough edges. The BIG3 league may be an option for a well-established indie developer. While they might prefer to partner with EA Sports or Take-Two, an indie BIG3 game could give the league and a developer a chance to grow together.

That’s not to say that I don’t want to see any indie basketball games with the NBA license. If the opportunity arises and it’s financially viable, it’d be too good to pass up. Once again though, I’m assuming it’d be a long shot for most indie developers. And so, if they don’t want to try their luck with a game featuring fictional players and teams, a partnership with a smaller league or organisation could be an alternative. Would the Team Flight Brothers be interested in being the faces of a game primarily based around dunk contests and a pick-up game tournament? I can’t say, but if you’re an indie developer looking to make a basketball game, maybe reach out to them!

We Need More Basketball Games, Indie or Otherwise

Dee and I have often stressed the importance of competition and alternatives when it comes to basketball games. We grew up in a time when there were several titles on the market, from multiple NBA and college basketball games to releases based on cartoons and other properties. In hindsight, that wasn’t sustainable, and it’s no surprise that one brand came to dominate the space. While I’d prefer to see several Triple-A studios and indie developers throwing their hat into the ring with basketball games, I realise it’s not likely. On some level you’re going to be competing with NBA 2K, and that’s a daunting prospect. Not having the NBA license would make it a tough sell.

Nevertheless, I’d love to see more basketball games, from indie titles to major Triple-A releases. The latter ironically feels less likely because of the direct competition with NBA 2K, but there’s so much that indie developers could do with a basketball game to fill a niche in the market. Retro-style simulation and arcade titles, licensed games for other leagues, RPGs, platformers, trivia games, titles based around basketball mini-games or events such as the dunk contest…the list goes on and on. As long as they’re well-made with attention to detail and a love for the sport, and aren’t just an asset flip or shovelware, I want to see them! 2K mustn’t be the exclusive home of basketball.

This isn’t me “hating” on NBA 2K. While I’ve had my quibbles with the ninth gen releases, I’ve enjoyed many games in the series and eagerly play them to this day. The scene certainly wouldn’t be any better if EA Sports had obtained an exclusive license as they did with the NFL, and while 2K effectively having a monopoly over the genre isn’t ideal, at least the superior game “won”. Basketball gaming would be better with more options though, and while I wish we had Triple-A alternatives to NBA 2K, I’d like to see some appealing indie releases as well. As a fan of other genres of video games, I’m also open to basketball playing a key role in their gameplay experiences.

The indie gaming scene has done an excellent job of filling niches that the Triple-A studios overlook, as well as focusing on enjoyment rather than designing games around recurrent revenue mechanics. Indie developers have foregone cutting-edge graphics in favour of fun gameplay that harkens back to all-time classics, while still adding a modern twist. They’ve done that for a variety of genres, and as Josh and Dave of Namo Gamo demonstrated with Basketball Classics, it can be done with hoops as well. The 8-bit era has been covered, but the 16-bit and early 3D eras are ripe for some remakes. I know I’m not the only one who’s eager for games like that.

And so, if there are any indie developers out there who would be interested in these ideas for a basketball game, by all means go for it! I can’t offer assistance beyond suggestions, testing, and a platform to promote titles to my fellow basketball gamers, but I’m definitely keen to do that. Again, it’s been wonderful to see people be inspired by the games they grew up with, and bringing those old school design principles to the modern day with some new twists and enhancements. I’d absolutely love to see more indie developers do that for basketball, beginning with a 16-bit style game. The virtual hardwood needs variety and choices, so please: more indie basketball titles!

The post Monday Tip-Off: Indie Basketball Game Ideas appeared first on NLSC.

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