Thanks to all of you for sharing your insights. Some absolutely excellent thought processes and analyses on display here. To generalize, it sounds like most of you are in agreement that, in this situation, you’d play time and score and shorten the game. If an open layup opportunity presents itself, maybe we take it, but in any event, we certainly wouldn’t tolerate jump shots early in the shot clock - especially when we have an end of game setting that supposedly allows us to shorten the game in exactly this scenario.
Well, time to tell the sordid tale. My apologies in advance for the length (most of it is the CS ticket). Here’s what actually happened:
Our team got the ball with 2:07 , up 7, and in end of game slowdown mode (keep in mind that this was the end of game setting – we had been running normal tempo prior to that):
- At 1:52 (15 seconds into the possession), my PG “misses long.”
- Opponent proceeds to turn the ball over with 1:43 . We’re still up 7.
- At 1:31 (12 seconds into the possession), my SG “misses a 3 from the wing.” Opponent rebounds with 1:29 .
- Opponent scores a 2 with 1:13 . Now we’re only up 5 but with the ball.
- At 0:49 (24 seconds into the possession), my PG’s shot is blocked by Opponent’s PG (not clear from the PBP whether this was a driving layup attempt or a jump shot). Opponent rebounds with 0:47 .
The rest of the game boils down to Opponent making baskets, our team being fouled and missing FTs, and eventually giving Opponent a possession with 0:24 and our team up by 1. Of course, Opponent makes a shot with 0:04 to win the game, but I have no problem with anything that happened after the 0:49 mark.
I look at the situation from 2:07 to 0:49 as an example of a sim engine that isn’t just not working correctly, but isn’t programmed to implement basic principles of time and score in end of game situations. In addition, and perhaps most galling, the engine appeared to completely ignore my instructions to run a slowdown during that time, particularly with respect to the shots at 1:52 and 1:31 (as you’ll see later, I allow that the shot at 0:49 was the least egregious of the three, but still too early in context of time and score).
I sent in a ticket asking for an explanation of why this occurred. Here’s the transcript beginning with CS’s answer:
[Begin script]
4/8/2010 11:35 AM Customer Support
Running a slowdown doesn't guarantee that the team will run out the entire shot clock. If an open shot is available sooner the player may take it.
4/8/2010 12:22 PM muredskin00
Did you actually look at the context of the situation I'm referring to? This is the end of the game, not the middle of the first half. The whole point of using an end of game setting to slow the game down with a large late lead is to run out the clock, not to take open shots. Is the logic of the engine incapable of differentiating an end of game situation from the rest of the game? Do you feel it's OK that it freely chooses to ignore fundamental basketball principles as well as the settings I put in place for EXACTLY this situation? I want to hear a more honest and thought out response than that.
4/8/2010 12:37 PM Customer Support
Players aren't robots and the flow of the game isn't always under your control. You can't dictate exactly how everything plays out on every possession.
4/8/2010 1:37 PM muredskin00
So coaching settings and strategy are meaningless when the engine unilaterally decides to do its own thing? Do I hear you correctly?
4/8/2010 2:16 PM Customer Support
Just curious, what exactly would you expect, your team to hold the ball for 34 seconds every possession. We are striving for realism, and basketball is not a game that is that predictable.
4/8/2010 4:07 PM muredskin00
That's exactly what I would expect at the VERY END OF THE GAME when I'm ahead big and I'm employing an END OF GAME SLOWDOWN STRATEGY TO MILK THE CLOCK. Let's go back and look at the last 2:07 of that game, shall we:
2:07 - Dominican scores to cut the lead to 7. At this point, time is more important than scoring. If we hold the ball 34 seconds, there's no more than 1:33 when Dominican gets the ball back. Instead, we attempt a shot with 1:52 - we just lost the chance to take another 19 seconds off the clock. As a coach, I'd be calling timeout and screaming at the shooter at that point. After some missed FTs, Dominican gets the ball back and turns the ball over with 1:43 .
Now, if you don't think it's realistic that you'd want to hold the ball for 34 seconds when you're up 7 points with 1:43 , then I really question your basketball IQ. So instead, we shoot with 1:31 and miss (we just lost the chance to take another 22 seconds off the clock). Dominican gets the ball back with 1:29 . They score with 1:13 . Now, ponder this: up 7 late, we spent 12 seconds with the ball - and the team that was behind spent 16 seconds with the ball before scoring. That's your idea of realism?
So now we get the ball back with 1:13 , up 5. Again, time is more important than scoring. If we hold the ball 34 seconds, there are no more than 0:39 when Dominican gets the ball back. Instead, we attempt a shot with 0:49 (the least egregious of the three shots, but we just lost the chance to take another 9 seconds off the clock). And I'm sorry, but if you don't think it's realistic that you'd want to hold the ball for 34 seconds when you're up 5 points with 1:13 , then I don't know what to tell you.
So at the end of the game, Dominican gets 24 seconds to get off a winning shot which, of course, they do with 4 seconds . If we hold the ball IN THAT SITUATION, as an intelligent clock manager would, a max of 50 additional seconds would have come off the clock and they don't have that opportunity.
So that's exactly what I would expect - intelligent clock management in an END OF GAME SITUATION. I never suggested that every possession of the game should be run that way. Obviously, you do recognize that end of game situations are treated differently than the rest of the game - otherwise you wouldn't have put into engine the logic to foul when up 3 with time running out.
Now, please tell me what is unrealistic about my analysis and my expectation.
4/8/2010 7:21 PM Customer Support
Thanks for the feedback, we'll take it under advisement as we work on a new version of the SimEngine.
[End script]
I grant that, even if executed perfectly, exactly 34 seconds wouldn’t run off the clock in each possession in that situation, which is why I used the “max of 50 seconds” term, but it wouldn’t be significantly less. Now, here's what really set me off: 1) even after being clearly informed that what was at issue was an end of game situation, CS obviously didn’t even bother to look at context before blurting out a cut and paste reply, 2) they actually suggest that, despite giving you a method to control the play at the end of the game, a coach really can’t be expected to have that control because “players aren’t robots,” and 3) they’re “striving for realism” but apparently know very little about fundamental concepts of basketball like managing time and score. Every one of you that responded said the correct answer was to shorten the game, but obviously CS and their “strive for realism” campaign is viewing some kind of alternate reality – and apparently feel they owe me no explanation for their point of view.
Then, when hit with a point by point breakdown of why their position makes no sense, they run away and hide without having so much as the decency to say “You’re right – this is something we need to look into” or “We disagree and here’s why.” And no, I don’t take “we’ll take it under advisement” as an acknowledgment of anything other than their own cowardice.
So here’s the larger point – we all know the current engine is a train wreck. But to everyone who has been holding out hope that the new engine release will fix the problems – even incrementally - if this is an example of the type of basketball IQ the current developers of this game have, why should you have faith that the new engine will ever give you a better experience than the engine currently in place?