Interview with Simon Kershaw, Producer for F22-ADF - Page 1/1
Created on 2005-01-17
Title: Interview with Simon Kershaw, Producer for F22-ADF By: Author Unknown Date: 1998-03-12 794 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
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Introduction
Digital Image Design set out to redefine the 3D
combat-flight simulation genre in 1997. After their award
winning simulation of the EF2000 and its ongoing
improvement with 3d acceleration and the TactCom
enhancements they set their sites higher. F22: Air
Dominance Fighter and the follow on, Total Air War, will
integrate the multiplayer and tactical battlefield with a
ground warfare intelligence in a comprehensive new stealth
fighter simulation.
In December of '97 DiD released F22: ADF. Air Dominance
Fighter is a generation and more beyond DiDs second TFX:
EF2000. Almost every area of game play has been expanded or
improved. In graphics, terrain, objects, clouds, effects
and damage are much improved. Lighting effects aren't up to
Longbow 2, but missiles glow and flares at night are
impressive. Maximum resolution has moved from 640x400 to
800x600 in Glide. (Direct3d support expanded greatly with
the release of the patch). Voice and
comms are vastly expanded, so much so that there is little
comparison to EF2000 in this area. The comms you will hear
from other flights while you fly in ADF actually represent
what is happening around you in real time.
ADFs avionics are finely detailed, bringing us the best yet
in an F22 simulation. In flight refueling has been
improved, being the most advanced yet attempted in the
simulation world. ATC is here, and beyond even iF22. And
boom refueling is modelled, the first sim to accomplish
this. ACMI is modelled in detail, in spite of some small
requests for improvement.
Even though the missions are scripted, the environment is
very active and "feels" dynamic. There is air and ground
action all around, showcased beautifully by the Smartview
system which has been upgraded to supply voice interaction
simultaneously. The sim, like EF2000, has a very immersive
feel to it, improved by clouds and effects beyond EF2000.
Finally, the AWACS component was an entirely new direction
for this level of simulation design, and a percursor to the
Theatre Commander mode of Total Air War.
Its no wonder, then, that DiD scooped TWO Top Games
Industry 'Oscars' at Milia d'Or Awards Ceremony in Cannes,
France in February for F-22 Air Dominance Fighter. F-22 ADF
secured the 'Best Simulation' award and went on to win the
'Grand Prize Game' award. It was the first time the Award
for Best Game has ever been awarded for a simulation at
Milia. Milia d'Or 98 saw a record attendance, with over
8,000 participants, 2,800 companies and more than 50
countries represented.
TAW: the Second Coming
Second Comings are getting to be almost expected in the
computer gaming industry. Longbow 2 was well worth the
price of admission, adding 3d hardware acceleration, vastly
increased object detail, a fully dynamic campaign, new
vehicles to fly and even tactical command ability via the
mission planner. In the same way, Total Air War will move
us beyond the limitations of ADF.
In spite of the beauty and breadth of F22 ADF, the lack of
dynamic campaign AI and mission planning locked us into a
battlefield that was too predictable (for a summary see
ADF and
sometimes leaves the player attempting to beat the script
rather than the enemy. Roll on Total Air War! TAW will
offer tactical planning and a Theatre Commander role along
with a dynamic campaign AI. Lets move to the interview with
Simon Kershaw.
Csim: First, congratulations for receiving the Grand Best
Game award at Cannes for F-22: ADF, the first sim ever to
win the overall best! And thanks for taking the time. I
know you're busy with the ADF patch and trying to get TAW
off the runway.
SPK: "Thanks. We have received a very great deal of
recognition for F-22 Air Dominance Fighter along with a
little healthy criticism, but overall it has been well
received. The only significant criticism has been regarding
the absence of a 'campaign', which, as you know, F-22 Total
Air War will most certainly correct.
Winning the Milia D'or at Cannes for the
Grand Best Game as well as Best Flight Sim of 1997 was a
very nice seal of approval. I understand that best game was
awarded for the way we had pushed the boundaries of the
flights sim genre, and for the depth of detail incorporated
in the product."
Csim: Can you tell us about your role in the ADF project?
SPK: "I was the Producer for F-22 Air Dominance Fighter..
My role as Producer is to lead the team and act as a focus
for all the elements and talented people that are brought
together to make a cohesive product. Such a complex
simulation is a team effort that in the case of F-22 Air
Dominance Fighter involved varying numbers of people at
different times.
Csim: Place Total Air War in context for us. Where does it
fit in the Military simulation universe? In what ways is it
unique?
SPK: "F-22 Total Air War is a Flight Simulation based upon
the next generation F-22 fighter, and its integrated system
design. No modern fighter should be considered as the whole
weapon in itself. Rather it should be considered as the
scalpel in a surgical team, backed by the entire resources
of the hospital.
The unique idea behind the F-22 is not its
stealth, its integrated avionics, and weapons, or its
thrust vectoring, or even Supercruise. What is unique about
the F-22 is the way that its information systems, weapons,
and its pilot are integrated in one stealthy, agile
fighting platform, AND as part of a greater system that is
designed to gain and maintain Total Air Superiority. This
is to facilitate the complete war plan, wherever it is
deployed, with the minimum loss of allied lives.
F-22 Total Air War is unique because it
attempts to emulate all the above with as much attention
being paid to the concepts, and details, of modern warfare
as to the flying itself. This is the reason why DID
features such as the AWACS, Mission Planner and Air Tasking
Orders are included in one product. Good as the aircraft
are when considered as individual elements, they really
need to be understood as being part of a much larger
system."
Csim: ADF was unique in its integration of the theatre
command perspective from the AWACS module. How will TAW
build on this component?
SPK: "The AWACS is one part of a total system designed
solely with the aim of gaining total Air Superiority as
quickly as possible with the minimum of risk.. F-22 Total
Air Ware will emulate other parts of this total system with
elements such as the War Room, AWACS, Air Tasking Orders,
and of course the Mission Planner.
Please note that I use the word Emulate,
rather than Simulate quite deliberately. The reason is that
even if we and other interested companies were able to gain
full access to some of these military systems, it would not
be in the National Interest to fully simulate these
systems. We can however synthesize the military ideas and
displays in to an effective Emulation of the War system.
Engagement and immersion: convincing the
participant that what they do 'matters'; this is key! DID
has a genuine edge based on our understanding of these
military systems which arises directly from both our links
with the military on many levels and of course the
interests of our staff.
Csim: How will multi-player involvement impact TAW? Will we
see a SIMNET approach where one player can act as theatre
commander while others fly the missions?
SPK: "The multi-player element of F-22 Total Air War will
expand on the content of this game area within F-22 Air
Dominance Fighter.
DID is pursuing a total war 'SIMNET Approach' which will
manifest itself in F-22 Total Air War in some measure, and
in future products. Currently Multi-player is being worked
on, and I am not able to expand on my comments for the F-22
product at this time."
Csim: Obviously TAW will add an integrated mission planner
with ability to select load-outs. How will this planner
differ from the one we had in EF2000?
SPK: "The Mission Planner included within F-22 Total Air
War will be easier to use than the previous product. It
will also allow the player to edit many more mission
parameters in an integrated and logically thought out
interface. The most significant difference is that the new
Mission Planner will allow the player both automatic and
manual operation."
Csim:ADF expanded greatly on our ability to communicate
with other assets and with our wingmen. Will TAW expand
these abilities further? In what ways?
SPK: "F-22 Total Air War completes our original vision for
the F-22 simulation; It is a 'Total' product in that it
opens up an unrivalled panorama of exciting new
possibilities for the participant. Communications, with all
its possibilities, has to come second to the overall
game-play.
DID has learned a huge amount in the time
that we have been developing F-22. There are so many things
that we can do that we can not possibly cram them all into
the current product! It's like a pop singer - every song is
different and draws upon different singing skills - so,
some ideas appear now, and others will become part of
future products.
One of the great strengths of DID is our
ability to keep learning so you can certainly expect F-22
Total Air War to significantly expand communications across
the total system that I have described above.
Csim:What other new environmental features will we see in
TAW? Will we see a wind or turbulence model or weather?
SPK: "DID has a vision of what a really great military
flight sim needs as part of one cohesive product. For sure
as a Producer I would like to see weather in all its
manifestations to be simulated because in the real world
weather is one of the factors that has a major influence on
what military hardware is used, and how.
The weather within F-22 Total Air War will
be what we can currently make the code base do, in the time
we have available. I do not expect that there will be a
significant difference to the previous product, but then
that is not the main focus of TAW. Nevertheless, we are
DID, and when we get an opportunity, we tend to sprinkle a
little magic on our products!"
Csim:ADF gave us some new enemy fighters and brought the
enemies under the same constraints as the virtual pilot.
Will TAW bring us any new platforms like the Su-32N or new
weapon systems like the JSOW or LOCAAS? Or will the enemy
have new weapons like R-37 anti AWACS missile?
SPK: "When any developer starts a new product, there is a
list longer than you have ever seen, of things we would
like to include… Over the course of the project we
have to compromise on some of these things in order to get
a product out there for you to buy.
I certainly have a list of new aircraft and
weapons that I would like to get into a flight sim. As in
the previous answer, if we get the opportunity to include
extras in the cast, then we will try to do it."
Csim:Everyone who follows DID knows that WARGEN was the
heart of EF2000. Can you give us an overview of the WarGen
II system? What are its essential components and what is it
designed to do?
SPK: "I am sure that all the developers who are really
seeking the Holy Grail of a Dynamic Interactive Campaign
have sweated blood to produce campaign code that deals with
the desirable issues. At DID, WARGEN has been continually
developed in pursuit of the ideal solution.
What we have learned along the way is that
there are several possible compromises that will address
the same problem. WARGEN 2 is not one, but several systems;
built from modular code. Some of these elements will appear
in this product, and some will appear in other products.
WARGEN 2's essential components are that it
builds a real time campaign based on a real world balance
of power, within a simulated real world environment. The
player will be able to interact with this world, and all
actions (both the players, and AI controlled elements),
will have an effect on that world."
Csim:How do these components compare to the first WarGen
system? What is unique about WarGen II?
SPK: "The player is part of a war fighting system just as
surely as he would be if enrolled within the US airforce.
WARGEN 2 immerses the player more deeply than we
accomplished with EF2000. Both versions of WARGEN are
unique; you must remember that WARGEN 2 is geared to a
different type of conflict.
EF2000's campaign was based around the Cold
War, NATO's fight against the Soviet block in Europe.
Whereas WARGEN 2 within F-22 Total Air War is geared to the
changed world in which the USAF may find itself fighting
many diverse opponents with different abilities and power,
in a number of scenarios that are possible in the same area
of the world.
WARGEN 2 will definitely handle things
differently within a campaign, exactly how will remain our
secret, but essentially it does a different job."
Csim:I understand that WARGEN II owed its direction in part
to the theories of John Warden. According to Warden
destruction of the enemy is NOT the essence of war. This
grows naturally out of his perspective on the
interdependence of systemic elements such as leadership and
infrastructure. How does this aspect of theory impact the
TAW campaign?
SPK: "Yes, definitely. John Warden has commented favorably
on our efforts. His ideas reflecting the changing role of
the USAF today has been taken on-board at DID.
The WARGEN 2 campaign does take account of
the theory that you can render a country unable to wage war
in several ways. For example, you might attack your
opponents air bases, or you may attack his command centers.
Remember earlier, I talked about the F-22 as part of a
greater system? This stealthy but expensive platform has
abilities that are suited to waging air war TOTALLY, and
that includes the different policies the president can
choose from in order to wage a war."
Csim:Warden writes that, "[when we think about winning wars
we must take a strategic and operational-or top-down-
approach if we are to succeed." Why is the top-down
approach so revolutionary, and does it impact the campaign
in TAW?
SPK: "Just as I earlier outlined why you should consider
the F-22 as part of a military system of which the aircraft
is just the sharp end, you must consider that no one (in
the real world) goes to war because they enjoy waging war
for its own sake.
Political Influence and waging any kind of
war are two sides of the same coin. As Clausewitz said:
"War is the extension of politics by other means…"
The war is just the sharp end of a total system designed to
influence events to each countries own agenda.
Traditionally when a country wages a war it
has focused on the war itself; how to cause so much damage
that the enemy can not continue the war. In the modern
world you are going to meet enemies who have a very
different interpretation on what defines a 'win', and how
much pain they can take.
Look at the Gulf War. Both Saddam Hussein,
and the UN appear to think they won at the time because
they have very different philosophies. John's top down
approach is revolutionary because he says we should look at
who is fighting, what motivates them, as much as where are
the enemy's military forces, and his industrial muscle.
An enemy is more than military vehicles and
facilities; more than static targets. Within F-22 Total Air
war we have considered that you might short cut the process
of destroying your enemies ability to wage war by creating
command confusion. You might render an air base useless by
lack of fuel, weapons, and power at a lower cost to your
forces and in shorter time than by just shooting the hell
out of the sharp end.
I would like to add that most people see
straight away that a countries own agenda might be greed.
An agenda may also include securing a wider peace so that a
countries industries might benefit... These are the reasons
why a country needs to have total control of the air."
Csim:Can you sketch for us what an average "game" is going
to look like in the new campaign at the command level. What
am I going to have to take into account in order to win?
SPK: "For a start you are going to have to read and grasp
all of the above.Then you are going to have to apply the
concept and philosophy of Total Air War at any point of
presence within the F-22 Total Air War campaign you elect
to 'populate' with your own virtual presence.
You will be following a war policy, but
within that, you will be trying to use your points of
presence to leverage a result in which you 'win'. You will
have to see as much as there is to see, work out what the
enemy is doing, and deal with it at any, or all of the
points of presence, that you have at your disposal. Working
out exactly what all this means is going to be the 'fun' in
F-22 Total Air War Campaign. I do not think that there is
going to be such a thing as an 'average campaign'."
Csim:How will "politics" manifest itself in the campaign?
SPK: "If you get the enemy leader in your sights, and you
have a go-ahead from higher command, then shoot him, or
her! Whatever you do, you must remain alive, and so must a
significant number of your allied forces."
Csim:In early design information we were thrilled at the
inclusion of the AWACS perspective, but I don't think many
understood what this meant for the strategic level of the
sim. Tell us about strategic use of the AWACS in terms of
air doctrine in TAW.
SPK: "The AWACS was always considered as part of the
Campaign, but included within F-22 Air Dominance fighter as
a sim-expanding feature, and to give the serious pilots a
chance to train.
You have not fully used the AWACS until you
have used it in Campaign!
As in the real world the AWACS is the
essential tool to understand what is happening in a 3D
space that you wish to control. Only with control over this
3D space can you effectively, and with minimum losses, be
able to follow any other kind of activity, strike, sea ops,
ground war etc. The AWACS is part of the 'big' system. Lose
the AWACS, and all your assets are on their own!.
This is part of the reason why the F-22 is
designed to additionally datalink with its own kind, each
F-22 is capable of becoming a 'mini AWACS'."
Csim: Will it be possible to lose my AWACS in TAW? What
happens to the virtual Commander when I do?
SPK: "Yes you could lose the AWACS. Each country can only
afford a finite number of such a valuable and expensive
aircraft. You can bet that just as you place great emphasis
on killing the enemies AWACS, they in turn will be looking
for your AWACS...
If you were the AWACS commander when it is killed then you
are no longer at that point of presence, and if it was the
only AWACS you had in theatre, then all your points of
presence have lost their Strategic view."
Csim: Tell us about resource management. Just how critical
has this become as a tactical element?
SPK: "The resource you are interested in depends on which
point of presence you are occupying when you consider the
question. If you are looking at the entire war, then you
will be concerned with aircraft losses only in their total
effect on the war, but when you are the pilot the resources
of concern will be any mission that you protect, your
wingmen, and yourself. When you are a dead pilot, that
becomes a very critical tactical matter!"
Csim: How do resource management and the ground war relate?
Can the enemy take out my supply convoy and so limit my
ability to fight? Do I have the same opportunity?
SPK: "As stated earlier, all elements in the campaign have
some bearing on all others. The leverage that each element
can exert to effect the greater war has been decided by the
F-22 team."
Csim: How much will the virtual Commander have to concern
himself with the ground war in F22?
SPK: "The virtual Commander is concerned with the Total Air
War, as the product name suggests. Part of that idea does
concern the ground war, but it is largely directed at the
air element in the same way that general Chuck Horner was
given the JFACC role during the Gulf War."
Csim: So far I've restricted the theory questions to the
NATO side. What about the war from the other side? Under
what doctrine will the enemy operate, or is it important
for me to know?
SPK: "It is very important for you to work out what war
policy the enemy is following. The only way that you will
find is to observe their overall behavior surmising their
aims from the information presented to you. The enemy will
be fighting the war for their own reasons as previously
stated."
Csim: Will we see any graphical enhancements to TAW
compared to ADF?
SPK: "Yes there will certainly be some graphical
enhancement. This will mainly be to fix things that we see
as a problem, but may also involve enhancement for the
Campaign."
Csim: What feature of TAW excites you the most?
SPK: "Actually I do not see any one feature that really
does it for me, what I see is a collection of features that
work together with great synergy. As the Producer I get to
see the potential for this sim while in production; the
nuts and bolts that everyone within DID produces, getting
welded together to produce a Ferrari! I see a product that
will have appeal to many people who have an interest in
military aviation, F-22 Total Air War has been considered
from the top down, and right through the middle."
Csim: What is the multi-player goal for TAW? How many
people will be able to participate in a game on the
internet? What about LAN?
SPK: "We can write our products so that they will support
large numbers of users online occasionally. The sim player
wants reliability in a part of the game that is inherently
complex and this means we must compromise on the numbers we
can support for an acceptable level of reliability. In F-22
Total Air War the figure we are willing to compromise to is
eight players."
Csim: What will be the upgrade path for owners of ADF? Will
TAW be available as an upgrade for a small cost?
SPK: "After considerable consideration of all the marketing
and technical problems, DID with its publisher,
Infogrammes, has decided to release F-22 Total Air war as a
complete product. In a very real sense the totality which
Total Air War opens to the participant is infinitely
greater than that offered in ADF. In addition the box will
contain high quality materials to match 'Allies &
Adversaries', but this time around the focus is upon
strategy.
Csim: Recently there was an announcement regarding force
feedback for TAW. Are you considering any other new
abilities for TAW, like dual monitor support for the AWACS
interface? The virtual battlefield seems the wave of the
future and new hardware like Voodoo 2 is suddenly opening
new possibilities. Can you tell us anything about the next
TFX from DID?
SPK: "You will no doubt have heard of the Skunk Works? Well
their security is nothing compared to the workings of DID's
R&D division. Strange Alien hardware, (and software) is
allegedly sighted from time to time, I have to say that I
have SEEN nothing!"
Csim: Can you tell us anything about TANK? Will we see TANK
this year? Is TANK the first module in a virtual
battlefield?
SPK: "SIMNET and the total battlefield are of interest to
DID, both for military and sim use. TANK as it is currently
known ( a working title) is part of that vision. It is the
first DID product to make use of new game engine technology
which will appear in future products. For the exact nature
of this game engine and capabilities, I refer you to the
last answer. A publishing date for Tank will be disclosed
in due course - when DID feels the time is right."
Csim: Thanks Simon, and best wishes to all the team at DID!
SPK: "Thank you for this opportunity to speak to those who
often have strong opinions on our products. Whatever your
viewpoint, or anyone else's for that matter, the content of
our sims is the result of a great team made up of very hard
working and talented people, who while passionately
pursuing their work, have to make careful decisions, and
compromises.
DID's products are the result of many peoples efforts. It
starts with the drive and vision of our Chairman: Martin
Kenwright, and extends to include many influences from
outside the company. Once combined with our unique
approach, the results, we hope, are a kind of magic…