Interview
January 24, 2006
S.C.S. Dangerous Waters' Jamie Carlson
by
Guest Interviewer Thorsten
"OneShot" Bergmann
OneShot: Jamie, first up I want
to thank you for taking the time to do this interview. For
our readers who may not know you as well as the rest of us,
could you tell us about yourself and your role at Sonalysts
Combat Simulations and with Dangerous Waters?
Jamie: I've been at Sonalysts
for almost 9 years now and have been involved in the development
of Jane's Fleet Command, Sub Command, and S.C.S. Dangerous
Waters. 688(i) Hunter/Killer had been released a week before
I started in 1997 but I spent quite a bit of time playing/testing
it before the team eventually figured out what they were "going
to do with me".
My current role at S.C.S. is that
of Game Producer / Designer. That position has proven to be
quite the "jack of all trades" here, but I enjoy
it and I especially enjoy the opportunity to learn new things
and just the general "day-to-day" process of bringing
a game to market.

OneShot: We've had a series of
developer roundtable discussions here at SimHQ whose central
concept was the future of the simulation genre and ways in
which we could draw players into the space. What is your opinion
on "where we go from here"?
Jamie: I really enjoyed those
editorial pieces and I do agree with many of the opinions
presented by the developers/publishers that participated (and
disagreed with some as well). In general, I feel the key to
making a solid, and successful sim (success is relative to
expenditure, of course) is to know your audience.
In other words, if you know as the
developer that you are going to release a sim which has a
fairly narrow scope and one which intends to simulate a platform
or style of combat with the utmost detail, then you should
obviously focus on the fidelity of the simulation, the immersive
style of that platform(s), and be sure to be true to your
core audience. Also, with a simulation that intricate you
should be realistic (i.e. practical) with your expectations
of return on investment and try to maintain the most reasonable
cost of development as possible just in case that the
game does not succeed financially.
On the other side of the spectrum,
in a more "mass market" release I feel that the
primary concern for a developer is the concept of scalability.
If you choose to make a simulation which employs a more broad
approach (the dreaded word "survey sim" is often
misused in this instance, but we'll go with that just for
argument's sake) then the key to that game's success is to
provide the highest level of fidelity as possible while allowing
new players to turn off features or even be assisted via A.I.
assistants. These survey sims can still be highly accurate
and true to their subject matter, but I think the new simulation
player wants to be able to be competent and successful within
the game more quickly than in the past. As developers we have
to do a better job of teaching the new players how to play
and how to achieve that success.

A good example of this concept in
our games is the Autocrew. Some players just cannot wrap their
heads around "Target Motion Analysis" in our games,
and so there is a computer controlled crewman that will work
out the target solution for you (the player). The player can
watch him as he "stacks the dots" and slowly hones
in on a valid solution for the player to fire upon. Sometimes
he's wrong, and often it takes a little longer for him to
come to the true target solution than it would for an experienced
player to do so, but the new player appreciates the opportunity
to learn at a slower pace and eventually the player is able
to turn off all the Autocrew assistants and man the stations
on his own.
That ability to learn at varying speeds
and acquire the knowledge necessary to play any simulation
proficiently is part of the allure of our genre. Our core
audience is generally very educated and they are undoubtedly
a highly inquisitive bunch who just loves to learn new things.
However, we need to broaden the scope of our games to allow
those new players who appreciate the technology, the tactics,
and the strategies of warfare (present and past) but may need
the rewards for their efforts a little sooner than a core
simulation player would expect that return for his hard work.
Scalability helps, but an escalating difficulty progression
and the employment of teaching techniques which describe the
general play mechanics are a far more effective approach.
This is an area that we certainly
could stand to improve upon in our games as well, no doubt.
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