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Interview: S.C.S. Dangerous Waters' Jamie
Carlson
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OneShot: Do you have any development
"stories" while making any of your four games which
you could share with our readers?
Jamie: Well, the story of how
we got into the business may interest some who don't know
us very well.
Sonalysts is a pretty sizable company
(about 400 employees) which is pretty uncommon among game
developers. But we were best known for our work with the U.S.
Navy in simulation and training, so getting into the game
industry was initially quite difficult (the common dilemma
of getting that "first game out" so that your company
can finally break into the gaming space and be taken seriously).
Early in 1995, we were set on trying
to break into the commercial software development world. Most
of our efforts were concentrated on the commercial training/corporate
marketing CD-ROM arena. One of our sales/marketing staff basically
just made a "cold call" to Paul Grace at Electronic
Arts and arranged to meet with Paul at upcoming E3 in LA.
At the time, Paul was the VP in charge of EA's Jane's Combat
Simulation division. Although we had no commercial gaming
experience, Paul found Sonalysts interesting because of our
many years of supporting the U.S. Navy as a defense contractor.
Luckily for us, Paul had been thinking about updating the
sub games they had done a few years earlier 688 Attack
Sub and Seawolf.
Where the story gets interesting is
that we're not sure Paul's interest in Sonalysts would have
gone anywhere, if we hadn't arranged for Paul and some of
his folks to go out on a 688 Class sub for a day. Paul was
eager to go on the sub ride, so he had to come visit us. That
first meeting occurred in March of 1995, we signed a contract
to develop a script for a submarine simulation game in July
of that year, and went into full development on what became
"688(I) Hunter/Killer" in the October time frame.
Initially, we told EA how we were going to improve and update
688 Attack Sub, but Paul told us to"
start new and
make the most realistic submarine game ever." He later
amended his statement to add the phrase"
that's
fun to play." The game came out in June of 1997 and received
a great response from the sim community and the gaming media.
All things told, it was a tremendous success for us and launched
what is now the Sonalysts Combat Simulations brand.

OneShot: Would you agree that
one of the cornerstones of Sonalysts Combat Simulations (S.C.S.)
success, in addition to producing first class software, has
been that S.C.S., most visibly through yourself, have held
close contact with the community before and well after the
various titles have been released?
Jamie: The development team
enjoys that interaction with the community and we will always
do our best to address their concerns without sacrificing
the integrity of the game or prohibiting both the new players
and seasoned veterans from enjoying their time with the simulation.
I think that this "two-way street" approach has
contributed to our success because we try to be honest with
the community and to let them participate in the development
process.
I wish we were able to have a closer
relationship with the community because their thoughts and
insight into the simulation genre, the applicable military
technologies, and the strategies/tactics used in battle is
truly impressive. There are many active and retired Navy personnel
(U.S. and foreign) that provide a wealth of knowledge; I have
a tremendous amount of respect for these individuals especially,
as does the community.
Initially, when simulations were very
popular, the simulation enthusiasts were very demanding (and
they still are today) but they were also not terribly constructive
in their inputs. This in turn would turn away some potential
customers who were thinking of buying our games and even those
all important customers who getting involved with simulations
for the first time (everyone has to start somewhere!). As
the PC gaming market has shifted and our genre has diminished
a bit, we see that fewer developers are making simulations.
In turn I think the community has started to become a little
more "introspective" and has realized that their
best chance of success is to contribute directly to the success
of their favorite products via their promotion of the
genre, their constructive modification of the games, and their
participation in user support forums.
I really think our community has come
around full circle in their participation and support of naval
simulation products. The community is invaluable to us because
they know our products "inside and out" and have
found issues in the games that were so hidden and complex
that we likely would have never found them. I will concede
that our games can be a little too complex in some areas,
but much of this is due to the fact that we tend to simulate
naval platforms and their respective systems to a very high-fidelity.
This lends itself to some pretty extensive testing requirements
from our testers and the community. Again, this is why we
have tremendous respect for members of our naval sim community
because without their assistance the S.C.S. products would
not be nearly as successful as they have been. With "S.C.S.
Dangerous Waters" specifically, our game design was very
unproven and risky, yet with their help and guidance Dangerous
Waters was very well-received by the gaming community.
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