An Interview with Paul Grace: VP and Executive Producer for 688(I) and Janes Com - Page 1/1
Created on 2005-01-08
Title: An Interview with Paul Grace: VP and Executive Producer for 688(I) and Janes Com By: Author Unknown Date: June 6th, 1997 1156 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Somewhere around 1987 688 Attack Sub surfaced in demo
form in boxes of Sony 3.5" diskettes. There was no internet
at that time, so we couldn't very well download the thing,
could we? Besides, modems were clipping along at an awesome
1200 bps or so, if you happened to own such exotic
equipment....
But the sim was fun. It was a small step for a man, and a
new beginning for Paul Grace and EA.
Not so very long after, Electronic Arts released a much
more advanced simulation: Sea Wolf. Not only had the level
of challenge and complexity increased, this sim was also
connectable! Many of us had our first experience with head
to head model play on this sim, and it was--literally-- a
blast! With decoy ability and substantial stealth
characteristics, trying to locate and knock off another
nuclear submarine could be quite entertaining!
Here we are in 1997, about ten years since Paul Grace first
foray in this arena, and he and Janes Combat Simulations
are breaking new ground. In a simulation so realistic that
the Pentagon already asked for some detail to be left OUT
of the help files, the Los Angeles class submarine is about
to make simulation history once again, achieving new
depths! Lets scope it out, shall we?
CSim: You have quite a history with undersea sims. How did
you become interested in this area?
Paul: Nuclear subs have always been the most secret of the
large military projects, probably mostly because the
*could* be kept secret, so I was always interested in
reading about their capabilities. They are also used in a
very different manner from other weapons, and that was
interesting. I always thought they represented the best
multiplayer type of combat, because they emphasize stealth
and strategy over fast trigger fingers. The original 688
was my first modem game (and EA's second), and I thought
that was important to carry through in the subsequent
products.
CSim: When did you begin thinking seriously about a sim
like 688(I)?
Paul: When I met Sonalysts. After we shipped Seawolf,
Sonalysts approached me because they were putting together
a broadcast TV program, and wanted a game to go with it. As
they identified their core skills, I just began shaking I
was so enthusiastic. We arranged to visit their offices and
saw their Navy simulators, their sound stages, their
talent--everything was perfect from my perspective. I knew
at that point we could make the most realistic simulation
the market has ever seen, about something that has never
been done nearly as authentically.
Csim: What were some of your initial design goals for
688(I)?
Paul: First, to make a game that every submariner would say
"Wow. That's not quite everything, but if it were, I'd have
to shoot you." We also had to make it playable by real
people, people that don't want to invest a month of study
to have a good time. We needed "crewmen" to which a player
could offload tasks. At it's simplest settings it is about
as difficult as the original 688.
Csim: How has Jane's contributed to the making of this new
simulation?
Paul: As always, Jane's has been extremely helpful, turning
over access to their vast unpublished library of data and
brought in their connections. They review the game for
accuracy as well. We passed.
Csim: How many other companies contribute to the
development of a sim of this scope?
Paul: 688(I) was created by Sonalysts, EA, and Jane's
primarily. The high resolution digital map of the world and
it's oceans was provided by the US Government, and the 3D
rendering package is Renderware v. 2. Manufacturers, the
Navy and a few others helped on photo reference.
Csim: The involvement with the Pentagon must have been
interesting. Were you involved directly in those meetings
and what were they like?
Paul: I was not. Sonalysts has very close ties with the
Navy, as well as active projects. They submitted the game
for Naval approval. The Navy wanted to pull out some
information, which we did.
Csim: How much of the sim was altered by military
necessities?
Paul: A complete read of the on-line Submarine overview is
a little lighter. The Navy probably didn't want everyone to
know just exactly how every piece of operations fits
together. Theoretically it could jeopardize Submarines in
battle.
Csim: 688(I) is a WIN95 product only. Why is this?
Paul: DOS is dead. Please don't send Email. :-) And no, I'm
not hustling on that Mac version either ;->
Csim: It strikes me that there is something completely
different about 688(I). It feels like we have crossed the
line into new territory in realism. What is that
difference, and will it be reflected in future Jane's
products?
Paul: I agree, 688 is establishing new territory. The
difference is realism. 688 is a game, primarily designed
and written by engineers that primarily design and write
training aids for the Navy. Everything you learn about 688
will point you to something new you didn't know before--The
chain-link physics model for the towed array will point out
the accuracy of the advance and transfer of the submarine's
motion physics model. The broadband sonar will show you why
Sound Profiles are important. When that 15Khz terminal
guidance pinging *stops* you have to wonder--Is it facing
away, or am I screwed? You'll learn to hate helicopters,
let me tell you.
This ultra-realism will be reflected in future Jane's
products, but not in all of them. There are many styles of
simulations that I like, and I'm hardly the only decision
maker. We hope our games will cover a broad range of user
tastes, from ATF, through Longbow 2, through 688(I). I hope
Jane's stands not for difficulty, but for quality, and
everything that means.
Csim: There appears to be an enormous amount going on in
the processing background while running 688(I). Just how
complex is the AI?
Paul: I honestly don't know. The AI is one of Sonalysts
areas of special expertise, they developed it for the
purpose of training, and tracking the progress of trainees.
The AI is awfully good, if you don't believe it, play
Against All Odds. (My favorite mission) I still haven't
beaten it, but I get SO close every time.
Csim: How does the AI built into 688(I) compare to the AI
in an actual military simulation?
Paul: It's the *same code*. As I recall Sonalysts had to
remove some tactics that the Navy doesn't want everyone to
know about, but it is the same code, done by the same
engineer.
Csim: The mission builder does allow great flexibility. How
much randomness is built in to the AI?
Paul: Among other settings, there is a setting to allow
platforms to start in a user-defined box, at a random
position inside that box. The AI is not scripted however,
so missions do not behave the same from play to play, even
IF the starting points were identical.
Csim: 688(I) has no dynamic campaign, which is a
disappointment for many simmers. Can you say what led to
this decision and if there is a dynamic campaign in the
works for the future?
Paul: I feel the multiplayer and the mission editor fill
that void. I personally think dynamic campaigns are never
as well tuned mission by mission, I prefer the fine art of
game balance. 688 probably won't have a dynamic campaign
outside of on-line. I think we will have persistent
campaigns on-line though.
Csim: In a previous conversation you mentioned future
interfacing with "inter-operable naval sims." Can you tell
us more about this?
Paul: Sonalysts will be making additional Naval sims that
make sense in the context of 688(I), and you will be able
to play on other platforms against players on 688(I)s.
Csim: What will be the first sim to interface with 688(I)
and is it already underway? When might we see it?
Paul: No details, but think about what you'd like to see
teamed up with, or fighting against, a 688(I)..
Csim: How will you deal with changing technology through
the design process? It strikes me that hardware will have
evolved greatly by the time the next sim in the module hits
the streets.
Paul: I spend a lot of time thinking about that. I don't
spend a lot of time talking about it. :-)
Csim: In the naval surface simulator will you allow more
than one person to man one ship, as say a sonar officer or
weapons officer?
Paul: Really? EVERYONE asks for this, and I CAN'T believe
that it's fun. We thought about it for 688(I) and the
discussion went like this--"Okay, you can play on my ship,
but *I* get to be captain. When I tell you to load that
Mk48 in tube 3, you'd better damn load a Mk48 in 3!" I
understand the realism, and the teamwork, but I feel it
makes a game into a job.
Technically it's not very hard, I just don't think it's
fun. Seawolf had that feature, and no one used it, except
to jump over to someone else's boat and flush the tubes.
Boy *that* was no fun.
Csim: Can you say how some of the new technologies might
impact this series? WIN97 dual monitor support, Force
Feedback, VR headsets?
Paul: Headsets don't have the low cost/high resolution we
require. Force feedback seems pretty cool, but not in a sub
game. Dual monitors are pretty cool, but I'm never thrilled
by tons more pixels to move.
Csim: Will there eventually be a cross over in this series
to interface with Jane's flight sims?
Paul: I hope so. That IS technically hard. We're heading
that way where it makes sense. (It is too hard relative to
the benefit in some cases.)