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  • Aug 31, 08 | 8:55 pm : Official SWOS World Championships

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  • Dec 25, 07 | 8:53 pm : Happy SWOSmas!!

  • Dec 19, 07 | 9:22 pm : XBox SWOS release day shambles...

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  • Nov 27, 07 | 9:53 pm : First SWOS XBLA Tournament Announced

  • Nov 27, 07 | 9:44 pm : Official SWOS Release Date - 19th December

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  • Oct 15, 07 | 7:58 pm : UK SWOS Tournaments

  • Sensible Software
    Sensible Soccer 2006
    Sensible World Of Soccer
    Sensible Soccer 98
    Sex n Drugs n Rock n Roll
    Cannon Fodder
     
     
     
    Sun Mar 01, 1998

    Paragon Online - Down the Indian with Jon Hare


    Jon speaks about titles he had in the pipeline at the time, and other interesting things.

    Hardware manufacturers and arses,
    clueless games designing sheep, bad acid trips, sex, drugs and rock
    'n' roll -- it all came out when we started splitting poppadoms
    with Jon Hare, the relatively acceptable public face of Sensible
    Software (Sensible Soccer, Cannon Fodder) and the man who gave game
    journos the opportunity to talk about Sensi in print.


    Name: Jon Hare

    Job: Partner/director Sensible Software Ltd.

    Fave Curry: Lamb Patia

    Fave Game: Scrabble



    [PO -- Paragon Online. JH -- Jon Hare]


    PO: What makes a good game?

    JH: A good game needs several things:



    a. A well thought out totally watertight universe in which to operate.

    b. A well defined and logical set of rules.

    c. A brilliant control system.

    d. Just the right balance between what the computer automatically
    does for you and what you have to do for yourself.

    e. High 'easy to play, hard to master' factor.

    f. Non linearity and hidden depth to keep you coming back for more
    -- so even when you've "finished" it once, you can still
    try it again another way.

    g. To suck you into the extent that your psychology is altered so
    that you think you really were within the game. Therefore you automatically
    start to ignore the keyboard or the mouse or the joypad or the screen
    or the fancy graphics, because they just are, you don't question
    them anymore, they have become part of you and your world. (Yes
    kids this really is possible without virtual reality and no it does
    not warp your brayne (sic)).



    PO: Who thinks up Sensible's games? How do you decide which ideas
    to begin work on?


    JH: Basic game ides have always been an amalgamation of ideas from
    myself and my partner Chris Yates dreamt up on the spin and then
    honed over a week or so.



    Once we have got the basic idea sorted out, it is generally me who
    gets down to the nitty gritty of the finer details of how the thing
    will work in terms of writing up the initial "game spec."
    This is if you like, my specialised area, the boring bit about the
    infrastructure underpinning the whole game as well as many, many
    specific details, but I love it. Then as the game is written, the
    game spec is basically used as a guide, but always programmers and
    artists working on the game will build different things in to the
    game, or leave bits of the Game Spec out because they are crap,
    or because we are running out if time. The control system can never
    be written down initially, it is something the programmer has to
    evolve under our guidance.



    We are working on three ideas at the moment. Another football game,
    Sex 'n' Drugs 'n' Rock 'n' Roll on the PC and a PlayStation number
    called Have A Nice Day. The source of inspiration for the football
    game is obvious, SnDnRnR is based on a game which we initially intended
    to design on the Spectrum about nine years ago called Drugged Out
    Hippy about a guy on the dole who has to support his seven different
    drug habits by drug dealing and constantly swinging between overdose
    and cold turkey. We always wanted to do it but we knew that first
    we had to modify the idea slightly and wait for a more adventurous
    market to evolve. And here we are. Have A Nice Day is inspired by
    a game design called Office Chair Massacre that is in itself about
    five or six years old and was thought up originally with the Amstrad
    CPC in mind. We are working on these ideas because they are the
    ones that we felt could be best adapted to the machines that we
    are now writing for.



    PO: Is developing for the new machines any more fun than the
    ones you used to?


    JH: The PC is a machine we have been avoiding for nearly 10 years
    now. I am beginning to realise why. The amount of manpower it now
    takes to provide the graphics for a game is frightening. In general
    the new machines are much harder work, but at least the money's
    better.



    PO: Now you've got staff and everything, how much actual work
    do you still do?


    JH: I was a graphics artist/designer for the first seven years and
    now I am a sort of designer/director/manager. I would say that about
    two thirds of my time is still spent on game design either thinking/typing
    it up directing artists/programmers.



    PO: Why do so many games copy someone else's hit formula? Are
    companies lazy, thick or what?


    JH: It's mainly because most of the people buying games into retail
    haven't got a clue about what a good game is so there are three
    main ways to get them to take it:



    a. A really fancy intro with glossy graphics, requiring no interaction
    whatsoever.

    b. A game that looks remarkably similar to something that they have
    sold before and therefore they do not really need to play it in
    order to judge it.

    c. a game incorporating both of the above features.



    Therefore publishers are no longer prepared to take the risk on
    titles that look too original or unusual for fear that they may
    not cut the mustard with those who choose which games go into the
    shops. Also, a lot of so called creative people in this industry
    are utterly clueless sheep.



    PO: Do you think the PlayStation can change this?

    JH: There will be a handful of original titles out on the PlayStation
    (Which will all probably look fairly familiar anyway) and then everyone
    else will rip them off until all the punters become disillusioned
    and then they will buy a new machine and so the cycle will repeat
    itself.



    PO: Ok, moving on, video games were once famously labelled the
    new rock and roll, what happened?


    JH: Perhaps the reference was financial. What happened? Rock 'n'
    Roll is full of personalities for people to worship, love, hate,
    relate to and aspire to, computer games are full of sprites.



    PO: Didn't you want to be a rock star at one point? what happened?

    JH: Before Chris and I set up Sensible were playing in a band together.
    I still write songs, it is my passion, in fact I just finished one
    off this morning and this time I'm really convinced that this is
    going to be the one, how sad. What happened? I never really learnt
    my lesson.



    PO: So what was the most Rock 'n' Roll thing you ever did?

    JH: The most rock 'n' roll thing I ever did was drop Acid at Stonehenge,
    it was a nightmare by the way.



    PO: And now you're working on Sex 'n' Drugs 'n' Rock 'n' Roll
    the game, tell us a little about it.


    JH: It's an 18+ adventure game about a singer who wants to become
    the greatest rock star that ever lived and it is probably a bit
    naughty.



    PO: Do you want to be famous?

    JH: I would like to be famous in a Dennis Potter sought of way



    PO: Are you more sensible now you've got kids?

    JH: I'm wiser now I have kids and I like being wise.



    PO: Sony is trying to make the PlayStation cool, and bring the
    twenty-somethings back
    into video games. Is the video games
    industry cool yet?

    JH: machines are boring, in my eyes machines cannot possibly be
    cool. The video games industry is being forced up its own arse by
    the hardware manufacturers. When the hardware market is more compatible
    and more settled, then the focus can return to software and the
    personalities behind and the quirks within the software and then
    the software can become cool.



    PO: Even the PlayStation?

    JH: The PlayStation is just another machine that will die out within
    the next four years.



    PO: Ouch. Moving swiftly on, on the coolness of computers front,
    do you own up to being a computer games designer at parties?


    JH: I'm very happy to tell people that I am a computer game designer/manager
    at parties or whatever, because it is certainly a lot cooler than
    being a junior accounts clerk for a double glazing firm and anyway
    it's what I am.



    PO: How's the footy team doing?

    JH: Norwich are doing crap. Sensible FC's last two results have
    been lost 6-0, lost 6-2 (we were 2-0 up after five minutes as well)



    PO: Any chance of a revamped PlayStation version of Sensible
    World of Soccer or Cannon Fodder?


    JH: SWOS PlayStation is looking like happening. Cannon Fodder PlayStation,
    make us an offer.



    PO: Just how big was that advance from Warner?

    JH: Big enough to buy me a majority shareholding of Manchester United
    FC. I've told Ferguson to sell Cantona, Giggs and Pallister to Norwich
    for a fiver each or he's sacked



    PO: How many Porsches/Ferraris etc. do you own between you?

    JH: Jools was on his fourth Porsche of the year when he left us
    recently to set up on his own. I've seen Porsches, Lotuses, Ferraris,
    F1 Mclarens etc. in our car park till I'm bored sick of them. But
    they do nothing for me, I just fly into work every morning on the
    back of my Dad's chopper.



    PO: Crunch Time. List the following in order of importance --
    cash, cars, football, video games, sex.


    JH: Sex, football, cash, video games, cars



    PO: Stranded on a Desert Island time, only this one's got its
    own car testing circuit. Pick the most desirable combination to
    have of car, partner, video game and games machine


    JH: my wife, a car with a roomy back seat, who cares about video
    games.

     

    Posted by: Philly M on Mar 01, 98 | 11:28 pm>


     

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