To me, driving a play means to be the main factor of the line. It means being able to not only hold your own on the ice, but to be able to elevate the play of others. So on the statline this means that when the player is on the ice, the chances and points would be higher compared to if the player was not on the ice. Think wins above replacement, or in this case, expected points above replacement, but it's not only points but things such as hits and shot blocks and other general things like knowing when to pinch and knowing when to stay back which might not show up on the scoresheet. Now this may favour playmakers as play drivers, but honestly that is typically the case because they pass to other players on their team, this getting them involved and uplifting them compared to a shooter whose shot doesn't necessarily involve as many skaters or forecheckers who need others to help retrieve the puck.
Option 1: For me, the first thing you need to do to drive a play is to be the one in possession of the puck, because everyone on the ice reacts to what the puck carrier is doing or what you anticipate him to do. Driving a play is what you do when you have the puck on your stick, what decision you make, do you pass the puck, whom you pass the puck to or do you decide to keep control of the puck and skate with it and give you teammates the abilities to reposition themselves to offer you better passing options. What makes a good playmaker is the ability to make good decisions when you have possession of the puck, you need to make the best choice between passing to one of your teammates, keep possession of the puck and skate with it or take a shoot on goal that could generate a good scoring chance for yourself or one of your teammates on the rebound.
Driving a play can be defined in a lot of ways. Most people see that driving a play involves reading the play offensively, setting up a play in the offensive zone, or even saucering the perfect pass to a teammate to score a goal with the perfect play. However, there are many more ways to drive a play on the ice. Sometimes, something as simple as the proper backcheck or body check can change the course of a play or create a new opportunity for your team. The Sand Diego Tidal especially have used defense for a good offense this season. They have the second best penalty kill percentage in the league, using their ability to drive the play defensively upon their opponents during the penalty kill and using the momentum to return to even strength and go back onto the offensive. Driving the play defensively is an important part of the game just as much as driving an offensively minded play. And Captain Obvious is the man for the job.
In my humble opinion, any player who can carry the tempo or create the tempo with strong play or even just change the tempo all together once the step onto the ice should be considered a play driver. I think that a play driver and a playmaker are 2 different player types. A play driver is a player who can take the flow of the game and switch it up entirely on a consistent bases. While I see a playmaker more of a player who can make things happen in the offensive zone but lacks the edge and defensive abilities of a previously mentions play driver. I dont feel like any position matters when it comes to being a driver, anyone on the ice can drive a team. Whether its a tender with a series of big stops, a defensemen who can rush the puck out, make that first critical pass or lay an opponent out with a huge hit. Or of course a forward with any one of their abilities.
Some people may not consider the ability to drive a play from anywhere ob the ice, but a dominant goalie performance can certainly achieve such a goal. When your goaltender is hot or standing on their head to keep a team alive in a game it can infuse the rest of the roster with the energy they need to overcome their current opposition. The need to perform to reward a key member of the team is can act as a rallying cry on the bench and get some legs and pucks moving in the right direction. Add on to that the goalies ability to make crisp passes or direct rebounds to the right locations on the ice and you have a player that can truly drive play despite not often leaving their crease. It is truly the meaning of leading from the back and being the rock that the team needs to hold on, reset, and reform into something to contend with.
1. Playmaking is a huge part of hockey, and while the passers (myself included) get most of the credit, they also recognize the role of the less obvious playmakers: Forecheckers, backcheckers, the shot blocking defensemen, and that scrappy centre who never gives up can all be classified as playmakers in certain situations. Of course, following that logic would lead to considered the goal scorer the ultimate playmaker, since all the others are useless with results. We have to draw the line at who finished the play, compared to who made the play possible. With that definition, it is clear why the skilled passers get most of the credit, since passing is the most common way of creating a play. Other roles are very important, and they certainly deserve some credit, but I think that the passers have earned their recognition. In conclusion, everyone is a playmaker in their own way, some take the spotlight, others are content to labor in the background.
In a Super Zamboni Cart game, I get the feeling that Ju-gong would be in a Zamboni that has excellent maneuverability in exchange for not being among the fastest options. Better at quick and precise movements rather than speed down the straights. Obviously the decal would be something heavily based on Montreal, using the team colors and logos – all the Zambonis should match their teams cities in a game like this! For a powerup, I think something that negates nearby powers would be neat. Just like a good goalie prevents goals and fun from the opposition, anyone nearby this Zamboni doesn’t get to use their unique power as it gets shut down. Fitting with the theme of cities, the course should be quite literally around the streets of Montreal, or something based on it that is more stylized. For Ju-gong specifically, it would be a nice feature to add a winding section through a Korea-town like district – a place that brings a bit of his home nation into the game, along with some track where Zamboni’s with high maneuverability will do better.
In Simulation Hockey League Zamboni SUper kart game I would have some cool power ups and a sweet ride. I would drive a cart called the monarchmobile where I would cruise around in gopld and purple doing cool stuff. I'd be dancing and doing some fun things to say the last and everyone would want to play as me. Not as Gabe Johnson or Aleks' player in stinky Hamilton. I would have power ups as well. i would have the super tommy mcjohnson mobile powerup which would make me go super fast and have a like trebuchet on my cart or something so it'd be like royalty or whatever. Then I'd say woah baby here comes tommy mobile and I'd start taking evberything over. If I did a different mobile like for a bike I'd have the Minnesota Mokasa Motorcycle and it'd shoot a tron thing out the back that is purple and gold. Pretty sick stuff in the new video game for yours truly.
To drive a play you have to be a center. The reason why is because in high level hockey it is like a car, where the steering wheel is used by the person driving. And when the person is driving, they generally sit on the left side of the car unless they're European. So normally someone would think, "Oh wouldn't this mean that they're a winger?" They would be wrong to use that analogy. If anything, they would be more likely to be the right defenseman because you have two seats in front and three in back, and if you flip it, it's like hockey. So how do we get the center as the one who drives the play? It is the fact that they're generally in the center for the breakout, so they start the offensive push. And starting a push is what someone does when they push the gas pedal to drive a car.
I think a good playmaker is someone who can view passing lanes and get the puck to his teammates in a way that most people won't be able to. Having a good chemistry with his linesmates is also very important because you need to know what they will do so you won't have to take the time to think about your next play.
The players who are doing some forecheck and not really playmakers since they don't make plays with the puck. Yes their play is more than important, but by definition they can't be one. They type is more of a Power Forward where they use their physique to get the puck and give it to a playmaker so they can make something happen.
For my player, I can't say he's really a playmaker, but I will try to make him one, I'm just at the beginning of my career.
Chuck Stewart is pumped to hear that he has been selected as a character in a new video game. He’s not a huge video game person but enjoys them. More importantly, he loves engaging with fans and doing neat things like this. The Zamboni that Chuck rides in would be orange and black with the Carolina Kraken logo on it. This is all Chuck has known thus far in his S(MJ)HL career and he is proud to be a part of such a great organization so it only make sense to include it in his Zamboni theme. Chuck’s zamboni power up would cause a kraken to come out from the front of the Zamboni and grab another player. If the player is in front of Chuck, this would slow down the other player and slingshot Chuck ahead. A user who gets attacked would see the tentacles of the Kraken invade their screen for a second or two before the attack occurs.