ESPN's Jon Robinson has posted an interview with Ben Bishop, Producer of Major League Baseball 2K10.
John: "MLB 2K9 was pretty much panned across the board. What did you think of the final product when it shipped and how did the failure of last year's game help shape the direction of '2K10?'"
Ben: "MLB 2K9 was certainly a challenging project for us because of the fact that we switched developers and the game came to us (Visual Concepts) a little later than we expected and it was a new code base. There was a big period of adjustment as we just tried to get our heads wrapped around what was there and what we could do in the time that we had. In a lot of ways, there were things that we just had to leave on the table and know that we had to get the game ready by a certain period of time, and we really feel that with '2K10' we were able to go back and get to all these things that were left on the table and start fresh with a code base that we were now familiar with.
When you look at it, '2K10' is a lot of what we wanted '2K9' to be, but we just weren't ready to get it there. The game has really evolved a lot this year, everything from the visuals to the gameplay mechanics to being able to add things like My Player, as that was certainly a big weakness for us last year, not being able to play through a player's career. I really think we've turned things around this year and now we can continue to move in the direction we want for the series."
Ben: "MLB 2K9 was certainly a challenging project for us because of the fact that we switched developers and the game came to us (Visual Concepts) a little later than we expected and it was a new code base. There was a big period of adjustment as we just tried to get our heads wrapped around what was there and what we could do in the time that we had. In a lot of ways, there were things that we just had to leave on the table and know that we had to get the game ready by a certain period of time, and we really feel that with '2K10' we were able to go back and get to all these things that were left on the table and start fresh with a code base that we were now familiar with.
When you look at it, '2K10' is a lot of what we wanted '2K9' to be, but we just weren't ready to get it there. The game has really evolved a lot this year, everything from the visuals to the gameplay mechanics to being able to add things like My Player, as that was certainly a big weakness for us last year, not being able to play through a player's career. I really think we've turned things around this year and now we can continue to move in the direction we want for the series."
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