The video is titled game-like shooting drills. How is running around a chair game-like?
Now, you can argue that these shots simulate shots from locations and cuts that occur with a team’s offense. However, that does not make the shots game-like. The location of angle of a cut does not determine the game-likeness of a shot.
Why does the player curl around the chair? Why does he flare? In a game, he makes that decision based on the defense; in the drill, he decides before he begins the drill to set up the machine to pass to the correct location. Why does he shoot? In a game, he makes a decision to shoot. In the drill, he shoots because that is the drill’s sole purpose.
Shooting in a game requires reading the defense to get open and determine one’s openness for a shot; it requires reading a teammate to create a passing lane and anticipate the direction of the pass; it requires receiving a pass that may or may not be perfect; it requires reading one’s teammates to know if another player has a more open or better shot; it requires evaluating the quality of the shot based on the team’s offensive philosophy, the time, and the score. Without these requirements present in a drill, a shot is not game-like or task representative (time and score is most difficult to replicate).
Again, we practice these game-like shot running chairs and cones and receiving passes from machines, and then our shooting percentages in games are 30-40% lower than in practice, and we accept this as the way it is. Of course one shoots a lower percentage in a game with pressure, defense, more speed, decision-making, etc. If those actors reduce shooting percentages in games, why not incorporate these factors into practice?