BuzzerBeater, fantasy football and Ultimate Team: the three games behind Swish & Dunk

Every new game is a little like a recipe: you take what you loved in the games that came before and cook it into something of your own. Swish & Dunk has three main ingredients. From BuzzerBeater, the old browser basketball manager, it takes depth: tactics, training and fictional players to develop over time. From fantasy football apps, the kind Italians know as Fantacalcio, it takes an interface so simple you can set a lineup in a few seconds on your phone. From FIFA Ultimate Team it takes the thrill of collecting cards and opening packs, but leaves the credit card out. Here is what each of them is and what Swish & Dunk borrowed.

The recipe in short

GameWhat it isWhat Swish & Dunk takesWhat it leaves behind
BuzzerBeaterBrowser basketball manager, online since 2006Tactics, training, fictional players, persistent worldThe slow pace and the desktop-era interface
Fantasy football appsFantasy leagues built on real players' performancesSimple, mobile-first UXDependence on real-world results
FIFA Ultimate TeamThe card-collecting mode of EA's football gamesCards, packs, saving currency for packsPacks bought with real money

BuzzerBeater: the depth of the old-school managers

BuzzerBeater is a free basketball manager played in the browser, online since 2006 and still active today, with teams from more than a hundred countries. It belongs to the great family of asynchronous online managers of the 2000s, the same family as Charazay, and it has kept the typical features of those games:

It is a wonderful game for anyone with patience, but it shows its age: the interface was born for the office monitor, newcomers need time to understand it and the reward for every choice arrives weeks later. We covered it in our list of the best basketball manager games.

What Swish & Dunk took from it

What it changed: one game a day instead of a few a week, a 22-game regular season, numeric ratings (around fifty per player, described in the skills guide) and a match engine whose rules are explained openly.

Fantasy football apps: the simplicity

Fantasy football is the game in which you pick real players and score points based on what they do in real matches. In Italy it has its own name and an almost religious following: Fantacalcio, born at the turn of the 1990s from an idea of journalist Riccardo Albini. A group of friends forms a league, each one builds a squad of Serie A players at an auction with a budget of credits, and every week picks the eleven who take the field. Each player's score is the grade given by the sports papers plus bonuses (+3 for a goal, +1 for an assist) and minuses (cards, own goals); the points are then turned into goals and the league is played head to head. In the English-speaking world the closest equivalent is Fantasy Premier League; in Germany it is Comunio or Kickbase, in Spain Biwenger.

For years it was played with pen, paper and newspapers. Then came the apps, and they changed everything: grades update by themselves, the lineup is set by dragging a player onto the pitch, standings and calculations are automatic, and the whole thing fits on a phone during a coffee break. Millions of people play every week without ever opening a rulebook.

What Swish & Dunk took from it

What it left behind: the dependence on real football. In Swish & Dunk the games are simulated by its own engine, possession by possession, so the result depends on your choices, not on a striker's form on the other side of the world.

FIFA Ultimate Team: the thrill of the pack

Ultimate Team is the mode that turned EA's football games into a card game. Launched in 2009 as an add-on to FIFA 09, it is today called EA Sports FC Ultimate Team. You build a team out of player cards, bronze, silver and gold with special editions, and you get new players by opening packs or buying them on the transfer market. Packs are paid for with coins earned by playing, or with points bought with real money.

The magic is in the moment you open a pack: the animation, the flag, the position and finally the card. The problem is in the second currency. Being able to buy packs with a credit card means that whoever spends the most builds the strongest team, and Ultimate Team has become one of the symbols of the loot box debate: in 2018 Belgium ruled that paid loot boxes are gambling, and EA stopped selling points there.

What Swish & Dunk took from it

What it left behind: the money. In Swish & Dunk neither tokens nor packs can be bought, there is no premium currency, no subscription and no ads. The odds of every tier are shown before opening (all the numbers are in the guide to cards and pack odds), and the only way to get more packs is to win more games. Two managers who put in the same effort have the same chances.

How the three ingredients work together

Take a normal day in Swish & Dunk. At 7 in the morning the training session runs and your 19-year-old gains a point in perimeter defense: that is BuzzerBeater. Over breakfast you open the app, check the next opponent and set lineup and tactics in a few taps: that is fantasy football. In the evening the game is played, you win, you collect 3 tokens and add them to the ones you are saving for a Gold pack: that is Ultimate Team.

The three pieces hold each other up. Depth gives meaning to the cards: a card is not just a number, it is a player who fits your system or not. The simple interface makes depth bearable even on a phone. And the packs give a small, regular reward to a game that still asks for patience, as we explained in our anatomy of a modern basketball manager game.

What Swish & Dunk is not

To see where this recipe fits in the history of the genre, read how manager games have changed over the last 20 years.

Frequently asked questions

Which games inspired Swish & Dunk?

Three of them. BuzzerBeater, the classic browser basketball manager, for the depth of tactics and training and for its fictional players. Fantasy football apps, such as Italy's Fantacalcio, for a simple interface built for the phone. FIFA Ultimate Team, now EA Sports FC Ultimate Team, for collectible cards and pack opening.

Is Swish & Dunk a BuzzerBeater clone?

No. It shares the persistent world, the long-term club building, the training and the tactical depth, but it plays one game a day instead of a few a week, has an interface designed for the phone, shows numeric ratings and adds collectible cards, packs and tokens.

Why are the players in Swish & Dunk fictional?

Because fictional players make every card unique and spread talent across the whole world. In a game with licensed real players there are only a few dozen true stars and everybody wants them; in Swish & Dunk every league has good and very good players to discover, develop and trade.

Is Swish & Dunk a fantasy basketball game?

No. In fantasy sports your score depends on what real athletes do on real courts. Swish & Dunk has its own match engine that simulates every game possession by possession: it borrowed the simplicity of fantasy apps, not their rules.

Can you buy packs like in Ultimate Team?

No. In Ultimate Team packs can also be bought with points paid for with real money. In Swish & Dunk packs are opened only with tokens earned by playing, and tokens cannot be bought, so there is no pay-to-win.

Want the full tour of the game, from the arena to the draft? Start with our article on Swish & Dunk, the new free basketball manager, and then the economy guide to run your club's finances.

Depth, simplicity and packs, without paying a cent: take over a club for free and play your first game tomorrow.

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