Longbow 2: Notice the lighting effects. Click for 60 K
image.
"Suspension of disbelief" is a hot phrase in PC
simulations. Some key elements of suspension of disbelief
are communications and interaction with other elements,
object modelling and graphics detail, realism in weapons,
systems and physics, and the campaign structure. Most
developers have moved in the direction of a dynamic
structure to give the illusion of a real time environment.
One example of this structure is the WARGEN engine which
Digital Image Design developed for EF2000 and TactCom.
WARGEN oversaw every element of the virtual battlefield,
with two levels of AI: WARGEN and SMARTPILOTS.
In the virtual battlefield, stuff is happening all over the
place, and it is NEVER predictable or repeatable. This
feeling of dynamism, of randomness in a larger community of
interaction moving toward a specific goal, has become the
great diamond in the sky for sim developers.
Csim: Janes Combat Sims managed to really keep the lid on
this new project, I think they've done better than some
real world intelligence services! Can you give our readers
some history...How did the Origin Skunkworks come to pass?
When you came to Origin was Longbow already in your mind?
Andy: When I came to Origin four years ago, I was looking
to rediscover the excitement that I had experienced during
the earlier days of my career in the business. I found that
magical feeling once again at Origin. But it wasn't all
that easy to build a new group and a whole new product
line, especially in a company not known for doing realistic
flight sims. The Origin Skunkworks really got going in
1994, when we started work on a project called Chopper
Assault. It was to be a more action oriented product, that
would appeal to the masses, running on both PC and 3DO
platforms. Early inspiration drew a lot on my experience
building the original Gunship. As 3DO fizzled, we
redirected our efforts squarely at the PC market, and
changed the focus of the game to a pure sim. This was more
to my liking and that of the whole group that had rallied
around the effort. The rest, as they say, is history...
Csim: How did you come to decide to do the definitive
Longbow simulation, and what were some of the challenges
you faced?
Andy: We always try to simulate the highest tech of current
operational or near-operational aircraft. These are the
birds that the public is infatuated with, since they are in
the news, and they have the sexiest new equipment. We will
only do an aircraft where we can get the real manuals on,
though, so that we can be sure of the authenticity of the
simulation. With Longbow, we got a little lucky (I prefer
to think of it as skillful negotiation :-), in scoring a
set of design docs during the prototype stages of the
actual aircraft's development. Our game development
schedule mirrored that of the real thing, so we updated our
design as we went along. Just prior to release, real
Longbows were flying and we received assistance from "those
that know" in doing final tweaking. Flash Point Korea was a
result of even more new developmental information.
The challenges we faced were more of a team-building and
technology development nature. As I said before, Origin had
no history in writing realistic sims, so we had to build
the team from scratch. That is not easy in this business
and I am very proud of what this group has become. We also
had no body of code or experience (other than my own) to
build on. Again, building these things from scratch takes
much time and is difficult to predict or manage. In the
end, though, we did good :-)
Csim: How has the Janes connection impacted the development
of Longbow and Longbow 2?
Andy: Janes has contributed on many levels. For sure,
having access to the absolute latest info on capabilities
of various equipment has been indispensable. We've also
used their analysts to work with us on scenario
plausibility and sequencing. Finally, they have been great
with contacts throughout the defense industry.
Csim: On the first release of Longbow it was pretty much a
canned approach, but it moved into a semi-dynamic system
with Flash Point and gained a very immersive feeling. What
prompted you to make the switch for LB 2?
Andy: We became enamored with the US Army's program titled
Force 21, wherein they are developing the equipment and
tactics necessary to win on the digital battlefield of
tomorrow. The Longbow is the centerpiece of this new
technology effort in which all information is shared
electronically between combat helicopters of all types,
ground forces, and the command center. This became our
paradigm for the ultimate multi-player experience, the
force-on-force wargame campaign set at NTC. Teams of
players work together over the course of many missions to
beat the opposing team. They fly in either position of a
variety of helicopters (Longbow gunships, Kiowa Warrior
scouts, and Blackhawk troop transports), working together
to find and destroy the enemy, and then defend against the
enemy doing the same to them. Overall campaign strategy is
just as important as in-mission tactics. Its the ultimate
electronic battlefield.
Csim: How challenging is the AI going into the campaign
system for LB2 and what has this meant for the development
team? In what ways will the dynamic campaign differ from
the semi-dynamic one of the first Longbow?
Andy: The fundamental real-time AI is not much different
than the original game. Much of the groundwork needed was
happening in Flash Point Korea, but people just had no
knowledge of it unless they looked real hard. Outside the
mission though, we used to have only resource management
and a persistent world for objects and this is where the
work for LB2 has come. In-between missions, a whole scheme
for evaluating mission results, building up target lists,
building appropriate missions, doing resupply, and moving
the forces had to be built. Also, coming up with good ways
to present this to the player and allow for appropriate
levels of control that are additive without being
overwhelming.
Csim: Detailed treatment is the hallmark of AH64D Longbow.
Will the new platforms in LB2 be given the same in depth
treatment given to the AH64D? Will the flight models and
avionics have the same degree of realism?
Andy: Yes, each new helicopter type will have a realistic
flight model, full avionics suite, and two cockpit
positions. In the Blackhawk, the second position is a door
gunner, where you can set the bird into a hover and blast
away at enemy ground forces. It allows you to satisfy those
"DOOM" instincts. :-) Very cool.
Longbow 2 at night...
Csim: Will there be voice communications with other pilots
in Longbow 2?
Andy: Real voice? No. In order to properly synchronize all
the activity in the world on all machines, Longbow 2 uses a
huge amount of network bandwidth. There just is nothing
left for voice. Text chat will be available at all times,
though. And in the flight engine, there will be multiple
channels on the "radio" for directing your messages to the
desired recipients.
Csim: What about trees? Have you made enough progress in
this area to be able to say what we will see in this
department?
Andy: We did new ones that were better and faster than
before. But we also made huge advances in the actual
terrain. So, the trees are still lagging behind the rest of
the terrain in image quality. We have some more ideas and
we'll try to catch the trees up before release, but no
promises as to whether trees will make it into the release
version...
Csim: What will become of the original Longbow ? Will there
still be multiplayer support? Will there be a mission disk
or add on beyond Flash Point?
Andy: We never promised multi-player for the original game,
contrary to newsgroup rumor. We said we were working on
multi-player for the Longbow line. As you can now see,
that's a big part of Longbow 2.
Additional missions or add-ons? Not from us, but we might
release the file formats, if there's enough interest. Our
old tools are not very easy to use, though.
Csim: Will Longbow 2 and F15E share the same graphics
engine?
Andy: No, each has it own engine, because each does
different things. The F15 has a much larger combat radius
than does the Longbow, so we have to be able to support a
huge world (2.5 million sq. miles!).
Conversely, the Longbow has a smaller battlefield scope,
but it must be able to fly very low and interact well with
rugged terrain. That implies a different terrain solution.
Csim: Will Longbow 2 move into surround sound?
Andy: We are doing all kinds of Doppler and stereo imaging
effects in Longbow 2, but it is not Dolby surround.
Csim: There is already a heated debate about the upgrade
path to LB2. Can you comment on this?
Andy: The debate started when the first tidbits of info
about Longbow 2 were filtering out. Because there was so
little info about it, some folks got the early impression
that LB2 was more of an upgrade than a whole new game.
Given that we announced no discounted upgrade path, they
voice their concern. As more info surfaced as to the great
scope and depth of the new game, people began to understand
what we knew all along, Longbow 2 is a fabulous value even
at a new-game pricing.
There was also concern expressed by those
that had just purchased Longbow Gold. Again, this was
mostly due to lack of full information. Longbow 2 will not
be available until late Fall, so people have plenty of time
to derive entertainment value from Longbow Gold. In fact,
its a great thing to have accomplished before playing
Longbow 2.
And Longbow Gold is a huge value, too. It
contains all of the original Longbow content, plus that of
the Flash Point Korea add-on, plus a Win95 native
executable.
We care a lot about our loyal customers and
we are careful to charge appropriate prices for the body of
work we produce. But purchase is an individual decision and
each person has to make that themselves. We feel that we
give the best value-for-money in the sims business, and we
will continue to hold to that goal as we do new products.