An Interview with Bryan Walker: Lead Producer for Eidos International - Page 1/1
Created on 2005-01-07
Title: An Interview with Bryan Walker: Lead Producer for Eidos International By: Author Unknown Date: June 30th, 1997 909 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Shots from FN2. Click for a larger image.
Eidos International is a new comer on the simulation map,
and what a time they are having! With the introduction of
TombRaider, and four more incredible simulations in the
works, they are poised to make a hit in the simulation
world!
Eidos is currently working on three major projects: Flying
Nightmares II, Confirmed Kill and Team Apache. Bryan Walker
is heading up the development for these military
simulations, and Bryan has the background to see that its
done right, with a number of years piloting AH64 Apaches
under his belt.
Flying Nightmares: Commandant looks like an incredible
blend of strategy and simulation in a virtual battlefield.
Confirmed Kill, on the other hand, is looking to make a
major dent in the multi-player world previously dominated
by Air Warrior and WarBirds. From what I have seen and
heard to date, Tactical Aero Squadron will be the only
competitor worthy of note with the coming release of CK.
Recently Combatsim cornered Bryan Walker to get an insiders
perspective on Eidos and their projects:
Csim: As an ex-apache pilot, how did you move from the real
world of military flight to the sim world?
Bryan: As both a lifelong aviation fan and computer user,
I've been lucky enough to have some great opportunities
come my way. While I was deployed to Saudi Arabia during
Operation Desert Shield, I saw an advertisement for
"Gunship 2000," and wrote Computer Gaming World magazine
about the possibility of writing a review on that title for
them. They believed my background as an AH-64 driver might
give me some insight, and gave me the thumbs-up for the
review.
I began regularly writing reviews for them on not just
flight simulations, but also a variety of other genres.
This opened a lot of doors for me, particularly when I
reviewed Domark's "Flight Sim Toolkit" from Domark back in
'93. Several months after writing the review I came across
the Domark guys at the Las Vegas CES, and they expressed an
interest in building up a dedicated flight sim team here to
address the continental US market, which is by far the
biggest and most demanding simulations audience. Since I'd
accomplished everything I'd set out to do in the Army, I
decided to take the leap and enter the computer gaming
industry!
Csim: Were there any experiences in the real world of
military flight that have been foundational in shaping your
approach to simulation design?
Bryan: Actually, my entire military experience has guided
my design ideas. My ultimate goal is to reproduce not only
the visual and aural effects of combat, but also the
emotional, gut-level sensations. Without that, flight
simulation is still a very sterile exprience to me.
Csim: FN2 and CK are looking like awesome simulations.
Neither of these seem directly related to your personal
history. How did these come about?
Bryan: Flying
Nightmares 2 is actually a sequel to AV8B Harrier
Assault, a game that Domark and Simis developed several
years ago, and went on to become SVGA Harrier, the first
640x480 flight sim on the PC, and Flying Nightmares on the
Macintosh.
I arrived at Domark just after Flying Nightmares had come
out, and immediately saw the potential for a sequel.
Unfortunately, the company already had plans for a sci-fi
simulator and we weren't able to jump right into the
development of Flying Nightmares 2. This actually turned
out to be a blessing in disguise, as this lull in
development allowed me to really sit back for over a year
and think about some truly new concepts in flight
simulation. During this time, the groundwork had also been
laid out for Confirmed Kill,
originally planned as a head-to-head upgrade for our Flight
Sim Toolkit software, and the two projects began to
actually feed off each other's feature set.
Once word of Confirmed Kill's development began to leak
out, it was apparent that limiting it to just an FST add-on
was a mistake. The potential and demand for a high-end H2H
WWII-era simulator was enormous. At that time, however, we
had to overcome a lot of resistance from Spectrum
Holobyte's sales group, who was distributing our products.
Pacific Air War 1942 had been a poor seller for them, and
they were really leaning on our marketing guys to stay away
from that genre. CK faced an uphill fight internally just
to get the ball rolling, but I finally managed to
intimidate them into coming around!
After an unfortunate series of events with ICI during
development of a planned online version of CK, we've
gathered a group of exceptionally talented engineers,
artists, and programmers and have been plowing ahead with
development of CK once again. Though we've hit some major
obstacles at times, this game has the potential to be the
next benchmark in the online flight simulation genre.
Though my personal background doesn't involve combat
experience with either Harriers or WWII-era aircraft, I
have been fortunate enough to enjoy some flights in modern
jets such as the Tornado and the TA-4, as well as aircraft
such as the TF-51, Yak-9D, AT-6, and T-28. In addition to
my background as a former Apache pilot, I've accumulated
around 1500 hours of fixed-wing time.
Csim: What has moved you in the direction of FN2 commandant
and the strategic aspects of simming? Are you breaking new
ground with this sim? If so, how have you pulled it off?
Bryan: Perhaps there's no polite way of saying this, but
flight simulations have been stuck in a rut for the better
part of this decade. There have been many technically
excellent titles, but they've essentially done the exact
same thing with different planes and graphics. With FN2, we
decided early on to avoid doing "just another flight sim,"
and offer something truly new and, most importantly, fun.
The original Harrier Assault offered a new wrinkle to
flight simulations: A strategic portion that allowed the
player to deploy naval and ground forces, then fly missions
to support those units. We saw a lot of potential to expand
that feature in FN2, and really focused on ways of doing
that in a way that would enhance the game as a whole. The
"Commandant" strategic game emerged as that method,
combining high-fidelity flight simulation with a realistic
but accessible real-time strategic game.
By allowing up to 16 players to take part in a highly
dynamic AirLand battle, we feel that FN2: Commandant offers
an truly unique, infinitely replayable, and exceptionally
immersive experience. With the ability to play over the
internet via TCP/IP connections, virtual squadrons from all
over are going to have a blast training and competing with
one another.
Csim: None of the military flight sims released this past
year has had a really comprehensive command and wingman
routine. What will FN2 be like in this area?
Bryan: FN2 will have some fairly detailed wingman orders
and reactions, with some additional emphasis on the "human
factor." Though these wingmen can't possibly be as savvy as
a real human, I think folks will get a kick out of flying
with them.
Csim: What are the sims of this past year that have really
impressed you and why?
Bryan: From a graphics standpoint, I think Novalogic's F-22
is a great achievement. Simply gorgeous, while keeping a
good frame rate. From a fidelity standpoint, Su-27 really stands
out in my mind.
Csim: Some other developers (DiD and Origin) have forged
ties with para military organizations like World Air Power
and Janes to supply them with information that might
otherwise be hard to get. How do you get the info you need
for flight models, weapons systems etc...
Bryan: Being a former military aviator, I've had the good
fortune to undergo not only a great deal of academic and
flight training, but also have the experience of actual
combat under my belt. Though this is by no means a slight
towards Origin or DiD, whose products are truly top-notch,
civilian-based "defense" magazines have never impressed me
with their grasp of the subject matter. They're often quite
good at spewing out acronyms and numbers, but often miss
the point entirely when attempting to address the
real-world considerations behind the five-dollar words. The
lack of real-world experience by most of their writers is
really obvious, as is the reliance on these magazines on
the military's Public Affairs Offices.
One of the more disturbing things I've encountered among
groups of fans such as the flight-sim newsgroup are
individuals who stuff a few copies of Aviation Week or
Janes Defence Weekly down their shorts and become instant
experts on all facets of combat aviation. In some respects,
this is aggravated by the overuse of the term "realism" in
the flight sim market. Some of these guys seem to think if
they complete an EF2000 campaign without getting shot down,
they've mastered the fine art of air combat. If any
PC-based simulation title was truly realistic, it would
take over a year to just learn how to operate competently,
several years to become proficient, and be so
mind-numbingly tedious to play nobody would buy it!
Csim: Do you feel your simulations will appeal to the hard
core crowd as well as the weekend pilots? How will you
appeal to both?
Bryan: FN2's flight models and avionics systems are
certainly modeled with enough fidelity to appeal to any
flight sim fan at their highest settings, but are still
accessible enough at their easiest settings that anyone can
get their first kill within 10 minutes. Our goal is to give
people a choice as to what kind of experience they want.
It's their money, and if they want to fly an indestructible
Harrier all over the place, bouncing off hills and never
running out of ammunition, have at it!
Conversely, if they want to land vertically on a carrier
moving 30 knots with a 25-knot quartering tailwind and the
flight model of full realism, FN2 offers that level of
challenge, as well. The one thing we always keep in mind is
that the player will always have the disadvantage of having
to "fly" on a computer, and are therefore designing a
number of features to make that interface as transparent as
possible.
Csim: Suspension of disbelief is a big phrase in the sim
world these days. How do you attempt to achieve this in
FN2, CK and Team Apache?
Bryan: There are good ways of doing that:
1) Multiplayer: Human interaction is the best way of
getting players emotionally involved.
2) Peripheral activity is another way of convincing the
player that he's part of an active world. Civilian vehicles
moving along roads, other aircraft flying on unrelated
missions, contingencies, radio chatter, all that can add up
to an very immersive experience.
3) Dynamic Campaigns: Our best example of that would be
Team Apache,
which uses three different neural nets to make decisions on
the Strategic, Tactical, and Vehicular scale. TA's campaign
structure is remarkably complex, generating both military
and civilian activity based on the outcome of the battles,
and the conduct of the player over the course of the
operation.
Csim: Which is your favorite project and why?
Bryan: Each project is designed to achieve a very distinct
objective, so it's difficult to say which one is my
"favorite." I do think that FN2 has probably the most
potential to appeal to a wide range of people, particularly
since it offers extensive (and free) internet play
features, as well as a unique environment for players to
run entire battles over the course of a few panic-stricken
hours. ;)
Csim: Eidos is up against some superb simulation
developers: Janes/Origin, Digital Image Design, Interactive
Magic and others. What will distinguish Eidos sims from the
other developers out there?
Bryan: I think our mindset is different in some instances.
Some developers have taken "realism" and packaged it in
such a way to make it inaccessible to the player. The fact
that few if any of their team members have applicable
experience in the subject matter seems to cause them to
overcompensate, or integrate what I call "The Clancey
Effect," where the sound and the fury of military aviation
might be there, but there's no substance to it. Our goal is
to educate and challenge the player, but most of all
entertain him.
Csim: Team Apache is taking a unique approach by blending
the moral factor into a serious simulation. How does this
work? For example, one is looking at the crew assignments.
What does one see that impacts this decision?
Bryan: In Team Apache, each non-player pilot is rated in 21
different categories, most of which can fluctuate depending
on fatigue and morale levels. Each non-player pilot also
has a distinct personality that dictates how compatible he
will be with other non-player pilots in the cockpit.
The Player can view the pilots via a "tent" interface. By
clicking on each pilot graphic, the player will see a
message saying something along the lines of "Abrams appears
alert but worried," "Donaldson is jovial and energetic,"
etc. As the campaign goes on, the "appearance" of these
pilots will change, depending upon a number of events.
The Player can also review individual mission tapes and
statistics from aircrew, noting their performance.
Csim: In Team Apache the player must also be aware of
incompatibility in the crews. What tells me that Armstrong
doesnt' like Robertson?
Byran: Diminishing performance in the airframe, as well as
remarks such as "Armstrong looks somewhat perturbed," after
a good mission and long rest period.
Csim: What impact has 3d hardware had on
your design plans?
Bryan: Though it got off to a rather sputtering start in
late '95, 3D acceleration will without question be the
biggest shot in the arm to in-game graphics since the
advent of the VESA Local Bus architecture.
Flight sims are without question the most demanding game
applications. They require high resolution, frame rates,
and extended visible distances. 3D acceleration not only
increases all these factors, but also allows us to provide
more colors and better pyrotechnics, that would really bog
down an unaccelerated machine. We've been fortunate to be
one of the first companies that's worked with the major 3D
accelerator manufacturers, and have established an
excellent rapport with them. All of our current sim titles
will take advantage not only of Intel's MMX processors, but
also directly support the Rendition Verite, 3DFX Voodoo, S3
ViRGE, and ATI Rage chipsets.
Csim: The screen shots for your coming sims look great. Are
there any surprises for us in this graphics engine?
Bryan: Yes. They're still secret for now, however...
Csim: What is the one thing you hate most about sims?
Bryan: Bad interfaces, and "realism" taken to the point of
tedium. Some titles have gone completely overboard in
reproducing cockpit procedures, forgetting that the players
aren't aviators trained on that platform. It's surprising
how many real military aviators we've talked with who try
out "realistic" simulation titles and get frustrated with
obtuse key commands and the constant need to look at the
keyboard to accomplish even basic tasks!
Csim: Which sim industry person do you admire the most?
Bryan: I'd have to say Brent Iverson of Electronic Arts.
He's been quite a survivor in a very high turnover,
high-stress industry. His simulations, particularly Chuck
Yeager's Air Combat, might not be the last word in
"realism," but they're fun, and have been very successful.
Csim: Who do you consider your mentors in the industry?
Bryan: I've tried to learn from the products, rather than
the people behind them. I take a look a each new title,
observing its strengths and weaknesses as I play it. I'll
track the Usenet threads on a title, then follow up with
magazine reviews and finally sales reports to determine
what features were responsible for its success or failure.
My main goal is to avoid the pitfalls that have sunk
previous titles, while offering new ideas and approaches.
Csim: Where do you go from here? When these current sims
break out, what is next up for Eidos and for Bryan Walker?
Bryan: Later this year we'll begin work on an FN2 expansion
disk, as well as the boxed version of Confirmed Kill.
Csim: What would be your next simulation if you had all the
energy, resources and team members you needed to do
anything you wanted to do?