Hello and thanks for the feedback.
Creating a simulation is always a balancing act. On one hand, you are simulating a real-world activity which usually requires real-world training, and people don't want to pay money to sit in a virtual classroom. There are real downsides to being "too simmy". A good example is the dead man's switch on a locomotive. Some people want that, but the vast majority would think it's incredibly tedious. We aren't trying to replace, or even replicate, the type of training a diver would undergo during real certification. On the other hand, we recognize that the simulations audience can be your strongest advocates if you keep them satisfied.
As I said, it's a balancing act. You may disagree with the decisions we made, but if our initial offering were a slavishly accurate recreation of dive training nobody would buy it. That's not to say we couldn't or won't add more "dive training" and strict realism in the future.
I would like to point out that we do track nitrogen loading. We actually include a full VPM gas absorption model. These features aren't surfaced in V1 because we made the decision not to initially support repetetive diving. Forcing the user to do a one-hour surface interval, or even a 3 minute safety stop, doesn't sound like good gameplay, and it's virtually impossible to get the bends on a single tank of gas starting with no nitrogen loading. In the future we plan on adding more technical features like real wreck penetration, cave diving, tank swapping, deep (<200 ft) dives, saturation diving, different gas mixes, oxygen toxcicity, etc., including more of the information a real diver would learn along the way.
It's all a work-in-progress.
Once again, we appreciate the feedback and are working hard to make something compelling, for sim fans as well as a wider audience.
Thanks,
Russ Glaeser
Certified diver since 2002
Development Manager
Cascade Game Foundry