|
Interview: S.C.S. Dangerous Waters' Jamie
Carlson
Back
To Page 3
OneShot: Just like with Sub Command,
the Community has been pretty fast to embrace Dangerous Waters
as a Mod Object, most notable are the various Sound Mods which
take the existing immersion of Dangerous Waters even one step
further and of course the well known Mod made by LuftWolf
and Amizaur which has significantly added to the gameplay
of Dangerous Waters. How close does S.C.S. work together with
those modders, and what can you say about all those efforts?
Jamie: I wish we could take
some credit for those efforts, but that was predominately
the work of the modders themselves. We assisted to some degree
on the development of "some" of the tools but that
participation was pretty minimal (i.e. answering emails and
making some small changes in subsequent patches).
Again, I am astounded by the level
of mods that have been made for our games (as well as the
tools that the modders created for them). I hope that the
modders enjoy working on their projects as much we (and the
rest of the community) enjoy playing them.
OneShot: Thanks to the hard work
from members of the community (and surely some help from S.C.S.),
the community now has the choice of two database editors for
the game's USNI Database (models, weapons, and so on). For
the sake of all the gifted modders out there, what is the
stance of S.C.S. on the community adding further non-playable
platforms to the game and also making fitting entries to the
USNI Reference?
Jamie: We do not object to
the addition of non-playable platforms to our simulation.
We just ask that the modders are clear in denoting that the
information in our in-game USNI reference was not necessarily
gathered from USNI when appropriate. If the information was
taken from some other source, that modification must be noted
in the reference entry (to satisfy our obligation to USNI
and our license to utilize their data, whose entries should
not be modified).
We encourage the modding community
to integrate new non-playable platforms into Dangerous Waters,
and we also appreciate the level of effort required to do
so. As I mentioned above, the addition of entire navies was
done for past games and the models, textures, weapons, and
sensors were very well done and quite compelling.

OneShot: And of course the distribution
of the modded files or programs to make the desired changes,
if the actual files are too big to distribute or can't be
distributed because of other reasons (all free of charge of
course)?
Jamie: Well, we certainly wouldn't
condone anyone charging for mods to any of our games. I don't
think that it is in the spirit of our modding community since
the efforts are usually collaborative and many people are
often responsible for contributing to the success of any mod.
I think that's what you were asking
OneShot: Actually it wasn't about
charging for the mods (because I don't think in the DW community
something like this would happen), but more about the fact
of actually distributing certain game files with the mods.
Like for example the usnidata.grp and usnidata.ndx for mods
who do a significant change to them. So basically those files
which are changed when the USNI Database gets modded, or new
(non-playable) models are added, stuff like that. No DLLs,
or things like that, because we are not allowed to mod them
anyway.
Jamie: Ah, I understand. As
long as it clearly denoted in the mod (i.e. "readme"
file) that the changes to the content are unofficial and in
the case of the USNI mention that the data was gathered from
a source other than the USNI reference material (as I mentioned
above). We recognize that the mods are a benefit both to the
players (they get to play DW in a new and fun way) and to
Sonalysts (brings some attention to the game and could boost
sales), so we will do everything in our power to assist those
who wish to mod the game.

OneShot: In other words, there
are a lot of open questions for most people on the issue of
the Do's and Don't Do's of modding of Dangerous Waters. Could
you settle this issue once and for all by laying down the
word? Even if not in this interview then maybe by publishing
a small guide to the community where all the bases are covered?
Jamie: Our basic business
model is a very unique one, so I can see where there is some
room for confusion. Sonalysts Inc. is predominately a defense
contractor, but we also have very talented artists, musicians,
designers, and programmers on staff who help develop projects
outside of the military. When we were presented the chance
by EA to work on our first game 688(i) Hunter/Killer in 1996
we had no idea the number of opportunities in the U.S. and
foreign navies which would present themselves because of that
game and the other titles which followed it (in the form of
modifications and the new development of our core game technologies).
Because of this synergy between commercial
and government work, we have to be very careful what level
of "reverse engineering" we allow in our games.
Our government customers invest a significant amount of money
in the addition of new controllable platforms and the integration
of classified data into our NavalSimEngine. It's a very beneficial
business arrangement for our government customers because
they are able to leverage the development costs of our commercial
versions. Simultaneously, the gaming consumer is able to have
access to a simulation that may never have been released were
in not for the potential future earnings of the non-commercial
modifications. It's a win-win situation for both parties,
we think.
In short, we can't allow modders to
create new drivable platforms because our business model depends
on us being able to charge for them, either for commercial
customers or government contracts.
OneShot: In other words
everything in the game is OK to mod, short of playing around
with the DLLs (and similar files) and adding playable platforms?
Jamie: That's correct!
Go
To Page 5
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|