# How to Optimize Training Design? A Narrative Review of Load Modulators in Basketball Drills
## 3 Discussion of the Present Evidence
### Format: Number of Players  
A multitude of studies have compared the demands of various exercises during training, considering the number of participating players. These studies have revealed significant differences depending on the type of exercise chosen.  
In general, it has been observed that players tend to spend more time engaging in low- or moderate-intensity activities as the number of opponents increases [31]. Some drills are designed without opposition or with passive opposition, particularly in repetitive tasks, to simplify decision-making, reduce uncertainty, and focus attention primarily on technical execution [46]. These situations may include drills with a clear technical focus. On the other hand, active opposition entails high contextual variability and increased uncertainty in interpersonal interaction during the task, as observed in SSGs and full-court SSGs [39; 46; 47].  
In the various studies analyzed, it is consistently observed that in SSGs with fewer players, intensities, measured as a percentage of maximum HR [23; 43], peak HR [24; 48], and mean HR [49], increase. Similarly, blood lactate concentrations [24] follow the same trend: lower player numbers are associated with higher lactate concentrations.  
In the study conducted by [PERSON] et al. (2012) [49], comparisons were made between full-court 5v5 and half-court 3v3, revealing that the differences in average HR during exercises (2 sets of 8 min for both cases) were not significant. However, in the investigation by [PERSON] et al. (2016) [31], physical demands of training were juxtaposed with those of friendly competition, indicating that the intensity, measured by mean heart rate and peak HR reached, was higher during competitive matches (158-198 bpm, respectively) than in 5v5 full-sided games (152 bpm and 182 bpm, respectively); 4v4 SSGs (143 bpm and 174 bpm, respectively); 3v3 (145 bpm and 179 bpm, respectively); and 2v2 (139 bpm and 177 bpm, respectively). However, within the same study, it was observed that the number of high-intensity actions during SSG situations was greater, both in half-court scenarios (46 movements per minute) and full-court scenarios (53 movements per minute), compared to friendly match situations (33 movements per minute). Similar findings were reported in the research conducted by [PERSON] et al. (2010) [40], where comparisons were drawn among drills, SSGs, and full-sided games with friendly competition, indicating that peak HR, percentage of maximum HR, and VO\({}_{2}\) Max were higher during matches than in other training activities. While the peak HR values were comparable between full-sided games (5v5) and competitive matches, a longer duration of higher percentage of maximum HR was noted during competitive play.  
It seems that 3v3, when played in full court, is a good option to achieve high work intensity, especially biomechanically, due to the high frequency of movements involved [31], partly because of the large playing area and the low number of players [24; 44]. Regarding 2v2 scenarios, findings vary across studies. While some authors [43] observed a greater intensity in accelerations compared to other full-court SSG options, others [31; 44] found no significant differences in this aspect. However, distinctions were noted when comparing with the same number of players (2v2) in a half-court setting.  
Overall, it has been noted that SSGs involving fewer players tend to exhibit higher intensity levels compared to 5v5 setups [25], except when contrasted with friendly matches [31]. Discrepancies in findings across studies may arise from variability in the conditions of SSGs, SGs, and BDs, particularly in drills design [28; 31]. Even when studies compare situations with a standard number of players, other training components will impact these tasks. Therefore, when evaluating task load, it is crucial to consider not only the number of players involved but also other factors such as available space, rotations, or pauses [44].