Microtransactions. Grind. Kevin Durant to the Knicks on July 1st. Refs in the Rockets v. Warriors series…Lot’s of conversations are happening right now as the NBA Playoffs begins their second round.
What I want to focus on is THE GRIND and how it relates to NBA 2K Playgrounds 2. While Mortal Kombat 11 has brought this conversation back to the forefront, the idea of full price games being riddled free-to-play microtransactions and a gameplay grind that is balanced in a way to make you want to spend is far too common.
Recently, I purchased NBA 2K Playgrounds 2 for nine dollars on PC. NBA Playgrounds 1 and 2 have a terrible system of unlocking players where it’s all loot boxes. There is no way to unlock players you want without finding said players in a pack. For better or worse, the first NBA Playgrounds had 0 microtransaction, you had to earn packs through gameplay. You’d level up and get packs. I beat every tournament in that game and did most of the challenges and played a few matches on-line and never unlocked Patrick Ewing. I use him as an example, because he is who I always want in these games, but the larger issue is that there were teams that I had only 2 players for. I would earn a pack and get duplicate players! It was insane, but there was no way to pay for packs with real money and no auction house. It was noble on one hand, but also paced terribly on the other.
In NBA 2K Playgrounds 2 they have a similar grind. Players have to be found in packs, it’s random unless you win a championship with a team and then you earn a special player. BUT in the sequel you can pay 10 dollars and unlock everyone. I paid that for the PC version of the game. I have everyone. It is amazing, the roster is huge and an NBA nerd’s dream come true. Everybody from Joe Johnson to Drazen Petrovich and of course Patrick Ewing was available. Having the full roster in this game is amazing because I never came close to it on the original game. In addition to having access to a full roster, NBA Playgrounds 2 plays really well especially when compared to the first one. I would argue that the single player gameplay loop is better with the season mode and playoffs. Even with all these positives, I couldn’t help but wonder what it would have felt like to play the season + playoff loop in Playgrounds 2 to unlock players… would I make currency at a rate to buy packs quickly? Is it rewarding? Did I cheat myself out of a fun gameplay loop of unlocking players? To test this, I bought the Switch port and decided not to spend any money on cards. You can earn baller bucks or something to buy packs and every game you play adds currency. I only used in game currency to unlock players.
When you turn on Playgrounds 2 new you are able to open 3 packs that will net you 12 players in the game. Those are the only players you have. I went to start a season to play through (they have 15 game season and then a playoff to see if you can win a title and unlock a special player)and realized that I could only pick teams that I had players for. I had no Knicks players so I could not choose them. I chose the Suns because I opened a Steve Nash legendary card and a Cedric Ceballos. Nash was the best player I had at the time but this team was unbalanced to say the least. Playgrounds 2 provides a decent challenge on normal mode, but it’s hard when your players and roster aren’t very good. As the Suns, I played the Spurs in a regular season game and they had David Robinson and Manu Ginobli. That’s a hard game to win. Nash is a 6’3 PG and Ceballos is a 6’7 SF. I can’t stop The Admiral and they can block everything I put up. In my attempt to get Steve Nash to the finals, something D’antoni couldn’t do, I really struggled. I lost 2-1 in the finals to the Bucks.
I played through a few seasons and playoff runs and opened packs every 2 games. Even after opening probably 20 packs there were teams in the NBA that I had 0 players for. I still can’t pick the Knicks for season play because I don’t have any Knicks players unlocked. If you only have 1 player from a team you’re just stuck, can’t use them until you open a second. This is a sports game where people have favorite teams, not being able to pick them after hours of gameplay sucks. Not having access to Ewing is one thing, not having access to the Knicks is a much larger issue. The side effect of this that can be seen as a positive is that it forces you to use players and teams you may not have normally chosen. I used the Celtics for a season because I opened an epic Larry Bird. Bird is my best player by far so I used the Celtics. I also opened a Dennis Johnson card. There is something to be said for a game forcing you to see the roster and use different people. The game does a great job of making players feel different. My thought is the game doesn’t need these kind of hooks to add replayablilty. The game feels great and is fun, beyond that every player levels up the more you use them and beat their specific player challenges. You might unlock Patrick Ewing, but to get the best Ewing you need to play as him in lots of games. That’s a fun hook. I want the best Knicks with Ewing and Starks, I have to lead them to a title. There are 4 difficulty levels for the single player content with no shortage of reasons to play. Gating off teams from the beginning is tough. I don’t remember Playgrounds 1 having that issue but I might be wrong.
Opening packs on the switch version is a thrilling experiences because the potential is there to gain access to entire teams. It’s also cripplingly disappointing because you may not unlock anything new that you want. On the PC version where I unlocked everything, the thrill is more seeing all of these legends and teams I have access to and picking who I want to try and who I want to level up. The mystique of the card packs and gaining currency is gone. I guess at this point in my life where time is limited for gaming, I would rather have options and control my experience.
The grind notwithstanding, NBA 2K Playgrounds 2’s gameplay ascends the pantheons of arcade basketball games. The first Playgrounds was very stiff and rebounding and rim-feel was rigid and off. The newest Playgrounds game feels buttery smooth. The ability to use a player’s crossover into a jumpshot or dunk feels amazing (much better than the first game). Defense feels more natural too. You can attempt steals more and blocks feel more organic now. The first game limited steals with the turbo meter and the second allows more steal attempts. It feels like a small thing but defense in NBA Jam-like games is reduced to pushing or steals and Playgrounds penalizes pushing very harshly. Being able to attempt steals more makes defense feel much better. The player models look better in the new game and courts are awesome. Teams have home courts now and they look amazing. The fans in the stands are all well animated. The commentary is fun. They use Youtubers CashNasty and Troydan and a few others you can choose for commentary and that’s a fun touch.
NBA 2K Playgrounds 2 is a perfect example of microtransactions getting in the way of something special. Not being able to access teams without hours of gameplay is a pacing problem and seems like a direct way to push players towards spending money. If you have friends you want to play with, you want to have every team unlocked. NBA Jam TE expanded the roster after you beat all 27 teams. It feels great, it’s a fun reward for playing the game and it can be done in less than 5 or 6 hours. It’s not random, you do the task and everyone unlocks. The randomness of the packs is a problem. I want the Knicks. I can buy 50 packs and may never get all or any of the Knicks players. This paradigm of gaming where the initial 30 or 60 dollars isn’t enough to unlock content is problematic. If you’re going to force people to pay money, let us pay for what we want and not be forced into loot boxes and random packs all the time. That said, I really enjoy NBA Playgrounds 2. A flawed gem. Peace.