Interview by BLIC Executive producer and Planetcricket forum member johnj.
Rest of interview (from ign.com)
IGN: How easy is it to translate the complex moves of cricket into a video game?
John Jennings: You're right in that cricket's a sport with incredible subtleties. But a lot of people just want to pick a pad up and slog the ball around the field. They don't want an overblown control system that requires the ambidextrous - and cramp-inducing - simultaneous use of both analogue sticks, D-pad and face buttons. But neither do they want dumbed-down 'press X to hit the ball with bat' gameplay. So the answer is to give a wide range of actions, but make things context-sensitive. We think we've achieved this pretty well in the game.
For example, the batting controls are grouped into defensive, offensive and lofted strokes. There's a huge variety of different types of these moves (front-foot, back-foot, square cut, pull shot etc), but the one that's used is determined by the timing of your action and position of the ball. For the hardened fan there's endless subtley in the bowling that you don't really need to know about unless you want to. The age of the ball can affect reverse swing. Aiming the ball into the cracks on a crumbling wicket can add subtlety to your bowling too. It's not essential to know everything but there's plenty in the game to master if you plan to play it for a while.
Rest of interview (from ign.com)