Last Online: 9/14/09
Damon Slye
Turning and turning in the widening gyre...
I recently formed a new game company, Mad Otter Games. We have an A plus team of super-talented game developers.I co-founded Dynamix in 1984, where I designed and directed a dozen games over the next ten years. They ranged from 3D action games to modern and historic flight simulations. The Great War Planes series included Red Baron, Aces of the Pacific, Aces Over Europe, and A-10 Tank Killer. I had a great time working with all of the talented, amazing people at Dynamix.
I started creating computer games back in 1977, on a teletype of all things. In high school I wrote some games just for fun on the 8K Commodore PET, including a version of Mastermind in seven lines of Basic.
My first published game was Stellar 7, released in 1983 on the Apple II. I enjoyed the challenge of writing graphics and 3D code that was fast enough to run on a one megahertz chip, and fit in 48K. Later we were facing similar challenges on our first title for Electronic Arts, Arcticfox, for the soon-to-be-released Amiga.
In 1990 I started making historic flight simulations. Our first offering was Red Baron. We decided to make a World War I dogfighting game because biplanes have the best gameplay. Back then simulations tried to either be fun games or realistic simulations, but not both. I thought that was silly, so I designed a game that was fun and realistic.
One design goal was to achieve psychological realism rather than documental realism. What I mean is that historical accuracy in a simulation should be measured by how close the player's mental challenges and choices are to the historical pilot's, rather than on how many gauges the aircraft had, where they were located, etc. Statistics and data are best expressed in books and photographs, whereas games are first of all interactive experiences.
Recently I became enamored with C#, so for fun I wrote a Blackjack simulator that uses a playing/betting strategy purported to win money against a six-deck shoe. I wanted to test empirically if it really works, or if the books were just written by shills for Las Vegas. It turns out the system does work. I added a genetic algorithm that was able to optimize the tables and improve on the results recommended in the books. My foray back into programming was short-lived when I realized (for the second time in my career), that it's a mistake for me to try to program and be a designer and project director (though some people have done it successfully).
External links
Computer Gaming World selected Red Baron as the #4 game of all time.Here's my pick for the best game designer. Just consider one of his oft-overlooked games, Cytron Masters. In this game you command an army of various types of futuristic units in real-time, trying to capture resource zones so that you can accumulate enough energy to make more units, and eventually overrun the enemy's base. The major gameplay challenge is micro-managing all of the units in your army, simultaneously, in real-time. Does this sound like just another Real-Time Strategy game? I suppose it would be, except it was released on the Atari 800 and Apple II back in 1982 many years before anyone even knew there was such a thing as the RTS genre.
In a recent article, three Dynamix flight sims make ign.com's top-ten list of the best flight games.
Project Firestart lives again! Here is a Retro Remake. Kudos to the author Eric Hogan!
If you're interested in doing world-class scuba diving, avoid the big dive boats, and instead book through World Wide with Carl Roessler. I saw things that cannot be put into words; visual scenes more surreal and beautiful than anything in any movie. And then there was the live, cageless, shark feed...
Wikipedia references
Damon Slye on Wikipedia, Dynamix, Aces of the Pacific, Red Baron, A-10 Tank Killer, MechWarrior, Project Firestart, Abrams Battle Tank, Arcticfox, Stellar 7Turning and turning in the widening gyre...
| Game | What I Did | Difficulty of Development | Anecdote |
|---|---|---|---|
| Designer and Director | Average | This game was nice to work on after the development nightmare that was Aces of the Pacific. | |
| Director and Designer | Lived in my cube | This was the sequel to the hit Red Baron. On this project I learned the valuable lesson that adding people does not always save time. On the contrary, at some point, it actually increases the amount of time to completion. The positive for us is that this game was a huge hit, and won nearly every award in the simulation category that year. | |
| Designer and Programmer | Lived in my cube | Our first game with Electronic Arts, and the first original game released for the Amiga. We thought we had hit the big time when we got a contract for $35k. After the Amiga was not the hit everyone had expected, we switched all efforts back to the C64 and the Apple II. | |
| Director and Designer | Harder than Planned | At the time everyone was releasing hyper-realistic jet simulations. We side-stepped that battle, and instead built a game focused on ground support. The game tried to overload the player with many tasks so that he/she would have to prioritize what stuff to blow up first. This was the first 256 color game on the PC. | |
| Co-Designer | Average | We wanted to make a game with movie elements, and to try to scare the player. I think the low audio-visual bandwidth of the C64 makes it impossible to scare people (except perhaps with some message like "...now re-formating disk drive..."). The first game I ever saw that was scary was "Doom" -- that game creeped me out. | |
| Director and Designer | Not Bad | An old game with new graphics. Such an obvious idea--taking tried and true gameplay--and updating it. This game was really easy to develop--sometimes it doesn't have to be that hard. | |
| Designer, Programmer, Artist, Sounds | Lived in my cube | Stellar 7 was my first commercial game. It ran on a 1Mhz Apple with 48K. | |
| Director and Designer | Harder than Planned | This is my favorite game. | |
| Co-Designer | Average | This was Dynamix' first title as an affiliated publisher. It has story/movie elements that wrapped some mini-games (hang-glider duel, car chase, jet battle...). |


















