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Interview - Brian Brinkman

Rollntider interviews Brian Brinkman, producer of Playmaker Football!
by rollntider- rollntider@hotmail.com
09-06-02

PCfootball.net's good friend rollntider strikes again, submitting this interview with Brian Brinkman, producer of Playmaker Football. rollntider's questions are based on his experiences testing out a beta version of the game.

More info on this game can be obtained by visiting www.playmaker.com , and rollntider has promised us a full review in the near future :)

It is an interesting read, so without further adieu, here's the interview...

Q: How long has playmaker been around? 
A: Conceived and development started in Dec. 85; Broderbund agreed to publish in 86; published by Broderbund in Oct. 89; rights transferred to PlayMaker Software in 94 and published by them since then.
 

Q: I have noticed there are more Mac utilities than PC, why is that? 

A: The Mac version has been around a lot longer (since 89) and developed a stronger following.  A DOS version was made available in 91, but the Windows version wasn't available until 98.  Also, there's a lot more competition on the PC.
 

Q: Are there more utilities on the horizon for playmaker? 

A: There always seem to be developers working on new utilities.  Many of them are only available directly from the 3rd party.

Q: What are the plans for playmakers future?  

A: Currently I'm wrapping up development on a Palm version that I hope to make available in September.  Windows and Mac updates are do soon after that.  Longer term improvements will include: expanding the play diagramming and description capabilities; expanding the AI expressiveness; internet play; more league play support; support for non-NFL versions (College, CFL, Arena, etc.); better graphics; finer granularity for stats; and the list could go on and on.

Q: Another competitor of yours is coming out with 3D graphics for their game with custom logos and unis, is that in playmakers future? 

A: Sure.
 

Q: The game seems to be in depth, but on the player editor I was changing the attributes of the players like the speed adjusted by 25 points and their agility adjusted by 20 points. What is the logic behind that as opposed to increments by 1 or 5 points? 

A: For speed, especially in the earlier versions, and even now with the Palm, certain sin/cos tables are pre-calculated.  Because of their size, I had to limit the overall number of settings.  So, there are really on 7 'speeds' for a player - 5 (0, 25, 50, 75, 100) that the user can set and 2 that are adjusted internally.  That limitation will be removed in future versions.
 

Q: Can a person play head to head ? how do they connect IP a matching service? 

A: Not yet, but in the list of enhancements to come. 

Q: Can the game be a commished sim? (coaches send in plays and roster moves and the computer sims the game) 

A: That seems to be the most common way that leagues are organized.  Rosters are regulated and sometimes restrictions are placed on the types of plays you might be able to create.  But, for the most part you are free to create any kind of play set and associated game plan.  You download playbooks of your opponent from previous weeks or seasons if available and prepare your team for your upcoming meeting.  You then upload your playbook on a weekly, quarterly or seasonal basis (depending on the league) and commissioners or game-runners run the game, report on the outcome and publish stats and transcripts.
 

Q: How many weeks can you sim at a time? 

A: The game currently only supports single game sims (or multiple sims of the same opponents for game preparation). 
 

Q: Can the game output stats in html? or text? or csv? 

A: Text.
 

Q: If I had a MAC version and wanted to join a PC league, is that possible? 

A: The sims for both are supposed to run exactly the same.  So, theoretically there should be no problem.  In practice, I think there are a couple of bugs in one version or the other that make the outcomes slightly different.  So, I think you wind up with some leagues that restrict participation to one version or the other, or at least mandate that all official games get run on a particular OS (Mac or Win).  One of the efforts associated with building the Palm version was to truly get all the versions on the exact same code base so they all play exactly the same.  That way at least a bug will be the same on all of them. ;)

 

Q: Can you put your own graphic for your custom team? 
A: Right now, just for your helmet, and just on the Mac.  I'll expand that to include end zone, etc.
 

Q: Do you offer discounts for leagues that purchase many copies of the game? 

A: I have in the past, but there hasn't been too much of that. 
 

Q: Do you offer web space to league that purchase many copies? 

A: I offer web space and a set of league management tools to anyone that wants to run a league.  So do other sites.

 

Q: Does anything come with the CD version as opposed to the D/L version? (like a manual) 
A: There is no CD version now, but maybe shortly down the road once I get some new features in the game again.
 

Q: Is there a way to view league standings,  create a league and the like? I cant seem to find that. 

A: You would first have to contact me to create a league that I would host.  For other sites, I would imagine the process would be similar. 
 
Q: You say you give a league creation utilities for people that want to start a league? what are they and do they cost extra? 
A: They run from the website (leagues.playmaker.com) and don't cost anything extra. 
 
Q: What are your projection dates for some of your updates? 
A: Palm, Win, Mac: Q4'02. 

Q: Brian, So far the game looks great, better than I expected to be honest. Looking forward to hearing your responses and testing the full game. Thanks for your help in reviewing your game. Thanks

A: Thank you.

 

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