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Archived: Interview: Ben Brinkman - Producer MLB 2K7

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Interview: Ben Brinkman - Producer MLB 2K7
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I had the good fortune to be invited to a conference call interview with Ben Brinkman of Kush Games, who is the Producer for MLB 2K7 from 2K Sports. The interview lasted approximately an hour, and Ben covered around 40 pre-submitted questions from the audience regarding the upcoming release of Major League Baseball 2K7. The interview was moderated by Chase, the Media Relations Director for 2K Sports PR firm. I have shortened the interview to questions that are relevant to the Xbox 360. All questions and answers are paraphrased unless direct quotes used:

MOD = Chase asking the question
BB = Ben Brinkman paraphrased answer

To get the interview started, Ben was asked to provide a brief overview of MLB 2K7.

MOD - Can you provide us a brief overview of the game and some of the updates?
BB - We wanted to fix the problems that plagued the game in the past. One way was to capture 2,600 or so new animations. This helped us focus on the visual side of things (harness more of what hardware can do, especially on the 360 as this is the second title for the platform). The Menu system was streamlined and simplified, allowing user to do more in a shorter period.


MOD - How has the experience been in developing for the next-gen consoles. Were there technological enhancements due to new platform?
BB - Felt they were able to get a better grasp on power of the Xbox 360. There were innovations on the visual side, especially with improved lighting techniques and physics. Should expect to see more beautiful and realistic scenes. Because there is more memory, that means less compression and the animations move more like they were captured.


MOD - As the only baseball game on the Xbox 360, do you feel pressure to satisfy the rabid fan base?
BB - The pressure is mostly internal on us to make the best baseball game possible.


MOD - How much have visuals on Xbox 360 improved?
BB - It is like night and day, and not really fair to compare. Last year's game (MLB 2K6) wasn't up to par. Something we focused on was trying to make players look as realistic and authentic as possible. Player scaling, as well as the umpires, ball boy coaches, etc.. We worked with cloth and body shapes and sizes. That way we could make David Ortiz LOOK like David Ortiz (unique body type). Player accessories were also added to make player look real life. Batting gloves in hip pockets and players who where their cap under their batting helmet are a couple of examples.


MOD - How long until you get started on making MLB 2K8?
BB - Once a project ends, we like to take some time to reflect on what we have accomplished. However, we are already working on MLB 2K8.


MOD - Authenticity was a main focus, what has been done?
BB - We tried to make the game play more realistic by adding as many nuances (the sport has many) as possible. Some of these are the cat and mouse and strategy, which counts are better to hit and run, bunting strategy, what what type of pitch is best at that point in the count. The animations were more general last year, so we tried to make animations fit the player scenario. The running strides to get to an outfield fly vs. an infield hit, the throws (more velocity from outfield) were captured as specific as they could as they differ from outfield to infield. Also tried to capture more realistic animation for things such as drag bunts. These should produce a better game of baseball.


MOD - In past interviews, it has been stated that you were taking the series back to basics. What areas needed the most work and what was done?
BB - Every few years you need to go back to the drawing board, as games get long in the tooth. We decided to script out any features that didn't add any value to game, and focus on what did add value. One example is the AI and its hitting prowess. Also tried to keep in mind the philosophy what makes a baseball game a baseball game. These are not going to be a one-year strategy.


MOD - What is most difficult element of Baseball to replicate in a game?
BB - All the little things of baseball. Trying to take into account everything. What would happen in 7th inning scenario? In my opinion, Baseball is the hardest game to develop for...


MOD - As for presentation, what was the primary focus?
BB - Make a hi-definition game that looked hi-def. Take advantage of technology in the next-gen consoles by creating an HD experience with close-ups, detail within replays and different angles showing off the dirt and grass.


MOD - How many hours of motion capture and voice work do you do to emulate a real game?
BB - There were 2,600 or so new moves that we did over the course of four weeks (20 days) to make it look look realistic. Then we put them on skeleton to make sure they work in the game. As for voice, it varies, but we add upon previous years. This year we spent two weeks with John Miller and Joe Morgan (voices of Sunday Night baseball and MLB 2K series).


MOD - Can you discuss the Signature Style?
BB - A quick overview on Signature Style. It is making guys not only look, but move like their real-life counter part. Examples would be how Ichiro and Thome point the bat at the pitcher. Another is the distinct windup certain pitchers have. C.C. Sabathia is a favorite, because by the time he throws the ball, his arm is about to hit you in the head. He starts real slow and then is like a locomotive during the release. Another example would be A-rod and how he claps his hands.....We just tried to get as many idiosyncrasies you don't notice in the game until you see them and say "oh yeah"...


MOD - How often do you plan on offering roster update, and will they be on all platforms?
BB - We will offer updates for all the platforms. As of now, there are four updates we plan. One will be today (2/26), one before the season starts (after teams go North from Spring Training), one in May (when there is a lot of player movement) and another in June at the trade deadline.


MOD - Can you provide details for online play?
BB - It will be the typical 2K online sports package. Including head-to-head, perspective from both pitcher and batter were added, tournaments, leagues and a fun way to play with your buddies. Graphics are exactly the same whether online or in single player mode.


MOD - Will MLB 2K7 contain historical classic teams on the Xbox 360 version?
BB - Yes


MOD - Can you talk about adjustments made to fielding, base running and the ball physics?
BB - Spent a lot of time on base running, trying to make the AI as flawless as possible so it will take a chance on a triple or double instead of just going back. As for fielding, the new motion capture allows for all new throws, which are more realistic. It will take longer to get a throw from the outfield vs. a throw from the infield. The "rocket arm" issue was also addressed, so a players will accurately reflect their real-life skills. The ball physics have also been updated, so it will not "float" any longer unless that is the type of hit that was made.


MOD - Can you discuss use of the analog sticks, including the right one?
BB - We introduced the swing stick last season, and have now refined it. This makes for more realistic hit results and allows for the ability to hit with different hitters, who will get a boost when hitter style is met (pull hitter catching and inside fastball). As for the right analog stick, it seemed like a natural extension, providing more control that make natural motions. Any time there is innovation, you think of new and interesting ways to use it.


I would like to thank Chase and Ben for taking time out of their busy day for this interview. For additional screenshots, vist the MLB 2K7 gamepage.

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Re: Ben Brinkman - Producer MLB 2K7
Burnt Waffle
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Cannot wait to get my hands on this game and give it a whirl. The graphics and attention to detail might make this the best sports game on the market for the Xbox 360.
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