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Jon Hare/Sensible Soccer interview

Jon Hare/ Sensible Soccer interview

With Sensible Soccer back in the charts it seemed only right to have a chat with creator Jon Hare who was heavily involved in the 2006 remake.

What do you think today's games industry could learn from the era when you started?
Publishers who took a chance on young talent - like Ocean - are sorely missed. They were run by entrepneurs and were ready to take a gamble. There weren't shareholders sitting on top of directors sitting on top of middle managers, all having to justify their hefty salaries. It was just let's give it a go and see if we can make a success of this. Publishers weren't faceless corporations back then. Today's publishers lack the ambition to try something new and are scared of taking a gamble.

Can you explain the thinking behind the remake of Sensi?
Our company sold the rights to Codemasters about seven years ago. Initially I was working on a new Cannon Fodder game which never saw the light of day. I did a large amount of design work on it. But basically I've been waiting for Sensible Soccer for 7 years.

What was your involvement in the remake?
My role was creative director of the game. I worked with a junior designer at Codemasters and also David Darling. We spent a lot of time looking at the old Sensible Soccer and analysing how we could make the new one emulate the older games. I was involved in the competition and unlocking structure and all the other things that help make the larger product. Don't get me wrong, there was a lot that I wanted that we couldn't get in. I was also dealing with the legal side and other areas.

Nowadays a lot of games designers come from QA and don't get the exposure to the wider areas in the business. There is a huge dearth of games design companies because they haven't been given enough respect or power. The best companies are now starting to use a creative director and producer who can manage the project effectively. It's been an interesting experience working on this first one and the main aim has been to get Sensible Soccer back out there. When we do the second one we will add in what people want. I know what people want. They want handheld, online, SWOS style management with all the teams in the world. So do I. But we can't do all this in one hit. We have to do it bit by bit. It will probably take two or three iterations before we get everything we want. Whether this happens or whether I'm involved with it, I can't control, but hopefully the sales and feedback will make it happen.

Assuming Sensi is your pride and joy which other of your games are you most proud of and why?
In terms of respect from the industry and creating something that lots of people enjoyed then yes, Sensible Soccer is the game. Sensible Soccer is an iconic game and it is my legacy. But at heart I'm an artist so games like Wizkid, Wizball and Mega-lo-mania are ones I'm very proud of. These are what I call the out there games. In the last ten years these kind of out-there games have stopped being made. I'm waiting and hoping that these kinds of games will be made again.

What are the possibilities of a "Retro Sensible" compilation release? SWOS, Cannon Fodder + Mega Lo Mania altogether on 1 disc?
The recent compilation "toy" that bundled some games was fantastic. I thought those guys did a great job. But as for getting these on mainstream games formats - it's all up to Codemasters. I hope they realise the potential that these titles have.

I'd also I'd like to see the C64 stuff given a re-release. Some of the stuff we did on the Commodore - Wizball, Micropose Soccer - were groundbreaking products that have been lost in time. Can we please have a DS version of Cannon Fodder? The answer to any "can we have" question is ask Codemasters I would like to know why, with the lone exception of Sensible Soccer, he made games that were so difficult and virtually uncompleteable? I'm thinking the final level Mega-Lo-Mania, the skidoo levels of Cannon Fodder (I still cringe at the memory), the second half of Cannon Fodder 2, and the great bane of my childhood, Parallax, which despite my love for it was blighted by an insane level of difficulty.
We never set out to intentionally make difficult games. We always tried to judge the learning curve and add new features. The last 5 or 10% of a game you would always have to be pretty good, but that is fairly standard. Last level of Mega-lo-mania? It's easy, annoyingly easy. Cannon Fodder, to be fair, did get quite difficult. And as for Cannon Fodder 2, that was the one game I was hands off with. In hindsight I should have been more hands-on as it did get out of hand with difficulty. Parallax was our first game and we learning how to make them. It was bloody difficult to make and we still learning.

Have Codemasters given you a clear indication of how many units have to be sold to get a decent development budget to give this latest incarnation the full swos career treatment and how are sales going?
Codemasters haven't given us any clear indication of how many units we need to sell. It will be reviewed in a couple of months to see how it does. If Codies make the decision to go for it they will go for it. It looks like the signs are good though.

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