In 2000, the
U.S. Army's Science & Technology community was curious to learn if commercial gaming platforms could be leveraged for training. Recognizing that a high percentage of incoming recruits had grown up using entertainment software products, there was interest in determining whether software game techniques and technology could complement and enhance established training methods.
Having established a U.S. Army
University Affiliated Research Center (the
Institute for Creative Technologies – ICT) in 1999 for the purpose of advancing virtual simulation technology, work began in May 2000 on a project entitled
C4 under ICT Creative Director
James Korris with industry partners Sony Imageworks and their teammate, Pandemic Studios, represented by co-founders
Josh Resnick and Andrew Goldman.
At the time, there was a great deal of interest in leveraging the stability, low cost and computational/rendering power of the new generation of game consoles, chiefly Sony's
PlayStation 2 and Microsoft's
Xbox, for training applications. Legal restrictions on the PlayStation (using the platform for a military purpose) combined with the default Xbox configuration "persistence" (i.e. missions recorded on the embedded hard drive for after-action review) led to the final selection of the Xbox platform for development.
A commercial release of the game was required for Xbox platform access. The team, however, quickly concluded that a viable entertainment title might differ from a valid training tool. The exaggerated physics of entertainment software titles, it was believed, could produce a negative training effect in the Soldier audience. Accordingly, the team developed two versions of the game. The Army version was accessible through a static unlock code; the entertainment version played normally.