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Interview: S.C.S. Dangerous Waters' Jamie
Carlson
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OneShot:
Jamie, could you please elaborate on some on the difficulty
of developing a simulation that is as realistic as S.C.S.
Dangerous Waters (real within the boundaries of S.C.S. clearance
as Government contractor) while at the same time keeping the
game (simulation) fun and engaging to the player?
Along this
line, what do you think about the calls from the community
demanding more and more realism? What is you point of view
on the level of realism Dangerous Waters should have?
Jamie: This is probably the
most difficult factor of all in creating the types of games
that we are known for. We attempt to model the platforms and
systems in all of our games to the highest fidelity that our
unclassified source materials allow. But there's always the
need to balance the game experience and make a scalable "learning
curve" for new players as well.
In Dangerous Waters it was especially
difficult because as an anti-submarine warfare simulation
there is that distinct struggle between the submarines and
the platforms that are tasked to destroy them. If we make
the subs too quiet, then the ASW platforms will never find
them until the subs' weapons have been launched (which is
usually too late). Conversely, if we increase the power/sensitivity
of the sensors on the ASW platforms then we are leaving the
realm of what is "realistic" and we know how the
community reacts to that. Many in the community would contend
that Dangerous Waters is still somewhat unbalanced in multiplayer
so this is an issue that we are continually struggling with.
As Warren Spector once said... "Anytime
reality gets in the way of fun, fun wins." Well, unfortunately
in our line of business it's just not that simple. We have
to try and strike the correct balance of what is fun and what
feels realistic to our audience. Because in many ways the
realism *is* what is fun to our audience.
There have been some great mods to
the sensors and weapon performance that have truly transformed
the way that the game plays. Having the choice to install
these types of mods and to customize the way the game is balanced
is a wonderful option for the player community to have.

OneShot:
From the time the game was released people with some knowledge
about their own nations navy commented on the lack of updated
information in the USNI (United States Naval Institute) Database
and that certain platforms were missing. Prompting them to
ask why the USNI Database used in the game was so "outdated"
(for lack of a better word).
Will there
be an official update from S.C.S. for the Dangerous Waters USNI
database with up-to-date information on the major Navies of
the world? And of course when?
Jamie: It was simply a decision
of where to apply the budget and resources that we had available
to us for this development. We elected to innovate in the
modeling of the controllable platforms and to concentrate
on features like "multistation" multiplayer, quick
mission mode, and to improve on my favorite feature in the
game the mission editor.
For every platform added to the game
there needs to be a corresponding 3D model and textures, 2D
image, and USNI data that need to be added. But more importantly
the sensors and weapons which that platform carries need to
be accounted for (if not added) so that they can be modeled
in our NavalSimEngine. There have been some truly impressive
mods for our past games which added additional platforms and
entire navies and we hope that the same will be true for Dangerous
Waters.
It also should be noted that USNI's
data is certainly more extensive than that which is in our
in-game browser, so we certainly recognize that there is room
for improvement in that regard. There is nothing we would
like more than to release additional navies and to update
the Orders of Battle for various navies, but we need that
to be a feasible possibility.
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