NBA 2K games have always felt like a heartfelt tribute to basketball.
For over ten years, NBA 2K has not just captured basketball culture but shaped it. No other sports game, not even Madden, has offered such an immersive and rewarding experience. That’s why, besides my NBA 2K25 review, I want to talk about the pay-to-win economy that sadly taints this otherwise fantastic game.
If you’re not familiar with NBA 2K, you might not know about its issues. But if you do play, you might have gotten used to it. Unlike other sports games that focus on team-centric modes or fantasy-card collecting, Visual Concepts has built MyCareer mode and The City into an unmatched duo in sports gaming.
Players create their character like in an RPG, choosing a build that affects their performance. They can follow a story, join an NBA team, and play through seasons. The best part is jumping into The City, a social hub with events, pick-up games, and even go-kart races.
The City and MyCareer offer the deepest experience in sports gaming, but there’s a catch. Players often spend extra money to make their custom characters competitive. Starting with a 60 overall (OVR) rating, they need Virtual Currency (VC) to improve. It’s rare to see low-rated players, even on launch day, because most spend money to get ahead.
It feels like everyone is spending money to upgrade their players, and the social pressure from the game’s design makes this problem seem never-ending. On launch day, I watched players arrive in The City, trying to spot anyone with a low OVR. It was rare, and when I did see one, they were often standing still, possibly buying VC to upgrade.
Fans sometimes feel like they have no choice but to spend money to keep up. A player who doesn’t invest in VC starts at 60 OVR and must slowly improve, risking being left out by friends who have already spent money. Playing only the base game can make things harder for everyone. Imagine being the only 60 OVR player in a game where everyone else is 80+ OVR.
For this year’s review, I tried not spending any of the 100,000 VC (worth about $30) that came with my review copy. Playing as a 60 OVR player was not fun. I frustrated my teammates in PvP because I couldn’t keep up with better players. In modes where OVR ratings are visible, some players backed out of matchmaking to avoid playing with me.
In other modes, my player’s low rating was still a problem. It felt like being picked last for gym class because I didn’t spend extra money. Even in solo career games, it felt like playing on a losing team. I lasted less than 48 hours before using my VC to improve my player just to enjoy the game.
The slow climb from 60 OVR could be fun if everyone had to do it. But as soon as the servers go live, many players buy huge amounts of in-game currency. It’s amazing that the $100 version of the game, the All-Star Edition, comes with enough VC to reach around 80 OVR, yet many still spend more to reach 85 or 90 OVR right away. NBA 2K seems to be the first sports game where spending $100+ is almost necessary to enjoy the best mode.
Last year, I talked about how sports games get away with this while other games can’t. Most wouldn’t try, and when they do, players usually push back. Making a game of this quality is expensive, so I’m okay with cosmetic DLC. I’ve spent money on Fortnite, Sea of Thieves, and even NBA 2K for cool outfits. But when in-game currency affects gameplay, a line is crossed.
I believe these economic issues aren’t Visual Concepts’ choice but likely a publisher mandate. The team clearly loves basketball, and I look forward to seeing what new things they add each year. This year’s game is fantastic, and you should read my full NBA 2K25 review to see how great it is. It’s just a shame that most players face a costly annual hurdle to enjoy it.