Csim: Andy, would you agree that a fully dynamic campaign structure would
be the ideal for a modern military simulation? Why or why not?
Andy: I suggest that a fully dynamic campaign *experience* is the ultimate.
That can be achieved many ways. You can do it by taking a pure
engineering approach and simulating everything as you mention above.
Alternatively, one can take a more "artful" approach, providing the
appropriate cues only where people notice them. Think of it this way.
If you have a black box, and whenever you put certain things in, you
get the expected things out, who cares what is in the box?
One more point: It is possible to do a good job and a bad job of
either approach. A good job of either will beat out a bad job of the
other any day. And therein lies the rub... Folks love to debate the
pros and cons of the methods, judging each by the relative examples
that are on the market. They fail to consider the quality of the
implementation which, in the end, matters more than anything else, in
my opinion.
Csim: What do you see as the essential elements in a fully dynamic
campaign structure?
Andy: To answer this, its best to first look at why campaigns came about in
the first place. In the first flight sims I was involved with (MiG
Alley Ace, Solo Flight), single missions were the norm. We strove to
create believable worlds and dramatic situations (all on an 8-bit
microprocessor :-). Players were given strong payoffs for success and
specific feedback for mission failures. With that accomplished, we
then looked for something to connect it all together and give a
stronger sense of purpose and consequence. That begat "the career",
with medals and promotions (Gunship, F16 Stealth Fighter, F15 Strike
Eagle II). In a way, a career was the "lifelong campaign" and
satisfied the need for the player to identify with his pilot
character, and not want to lose him.
With F15 Strike Eagle III, we added in our first basic campaign
elements to give an intermediate sense of purpose, somewhere between a
single mission and a full-length career. Though campaigns have
progressed significantly since then, the fundamental elements are
still the same:
1) A series of missions that lead to an ultimate goal. The missions
must make sense as to the way they contribute to the ultimate goal
(e.g. take out the GCI & SAM sites first, then the enemy airfields,
then the local AAA, then bomb downtown HQ).
2) The series should feel like the results of one mission dictate the
next mission type based on the new situation. This happened in SE III
by keeping track of priorities of remaining targets and selecting new
targets based on weighted priorities.
3) The resource situation should make sense from mission to mission.
In other words, destroyed objects that are not easily replaced should
stay dead.
4) The player should get clear feedback that describes how his
previous mission affected the overall situation so he feels good about
his successes and reticent about his failures. A strong sense of how
the overall situation is evolving will play upon a player's sense of
team commitment and evoke a stronger range of emotion. That's a good
thing.
5) Suspension of Disbelief. Everything you do must be believable. If
you give the player even small one bit of information that does not
make sense, then it becomes "just a game" again. Dumb enemy AI, dumb
friendly assets, unrealistic campaign flow, and bad presentation
(hokey acting/graphics, gamey text descriptions), can each ruin an
otherwise excellent sim experience. Its hard enough to get these
right in a single mission, but very hard within the campaign.
Csim: Why did you decide against a fully dynamic campaign
for Longbow?
Andy: What people typically mean by a "fully dynamic campaign", is one where
*everything* is algorithmically generated on-the-fly. That means
having sophisticated AI figuring out modeling what every unit is doing
throughout each mission, then how the entire situation has then
evolved, analyzing it to give new orders and figure out what new
appropriate missions are for the player. We haven't decided not to do
this. In fact, we are doing it. Its just that our methodology is not
as algorithmic as some others might employ. Why?
A human will always be able to do a better job of handcrafting any
particular mission than a computer will. Now, before anyone gets all
excited, I am not saying that a human always *will* do so, only that
they are more capable. We want our missions to have plenty of
interesting, dramatic, and unexpected situations. This is tough to do
algorithmically, since the computer will typically generate missions
that fall into a specific set of templates, flushed out with some
variations. That has been borne out by the many attempts at the
algorithmic approach, which always seem to degrade into variations on
the same set of six or seven mission. In Longbow, and especially in
Flash Point Korea, we were able to handcraft a long series of
captivating missions and link them together in a way that satisfies
the basic tenets of a campaign system as described earlier. Going
forward, you will see even more elements handled to add
variety to the system for the sake of replayability.
Csim: What is the direction for Janes future simulations with regard to
campaign and mission structure?
Andy: We are going at it two different ways. For one of the Origin
SkunkWorks product lines, we have taken an approach that expands on
the method used in Longbow, adding in much more variety of mission
possibilities at each campaign tree situation node. So, even the
first mission of the campaign will typically be different.
Additionally, within the missions themselves, there is significant
variability in which enemies will show up and when, and the AI that
controls them will have varying parameters. Also, which the decision
as to which situation node you go to after a mission has many more
parameters than just the simple win/lose of the preceding missions.
In general, no two campaigns will play out the same.
The other product line is going at it more algorithmically, but not to
the extent that some sim developers have. For this line, we are
keeping track who controls what ground on the battlefield and the
results generated by the ground forces themselves (which theoretically
you are supporting) dictate how the territory changes hands. Mission
selection and availability depends on what potential targets you know
about in the enemy's area (maybe some that you or your wingies
detected during previous missions), and also what assets you may need
to protect. All of these things are prioritized and mission selection
comes from these lists. In addition, we have special missions that
show up when certain special circumstances are noted. These are
handcrafted. In the end, we get the best effects of the algorithmic
approach and the handcrafted approach.
Csim: Can you explain what is meant by the term "semi-dynamic" campaign?
We use this to describe the above systems since they are not entirely
algorithmic in nature. That seems to be what folks want to label as
"fully dynamic". So if its not "fully algorithmic", it must be
"semi".
Csim: What are the advantages of a semi- dynamic campaign engine?
You can get the wide range of mission variety that only a human can
generate, yet still provide a seemingly endless series of campaign
progressions. It combines the best of both worlds. The best missions
on an individual basis, all combining to provide an infinite variety
of interesting campaign sequences.
Csim: What are the limitations of a semi dynamic campaign, and how
will you address them?
The only limits are the creativity of the people creating the campaign
sequences, adjusting the parameters, and crafting the missions. The
tools are there, its how you use them that makes it great or not.
Making great sims is more an art than a science. Its very
straightforward to take the engineer's approach, but it does not give
a great game. Great gameplay is an art. That is the advantage that
the experienced Jane's staff brings to the table.
Flash Point offered a full screen FLIR white hot or black hot mode...
Csim: Janes Longbow was a great simulation. One thing I especially liked
was the incredible variety of missions: rescuing trapped assault
teams, escorting other teams in, etc. And the fact that there was a
ground war and an air war progressing at the same time, with even
foot soldiers becoming a threat! After such a great sim success,
where do you go?
Andy: One of the two methods described above. And maybe some more variety
in what you might be doing in those missions.
Csim: What do you think of the virtual battlefield concept? How far away
are we from seeing this reality? What will it mean for sim lovers?
Andy: Different people see this as different things, so its hard to say when
we will get there. In general, though, two things have to happen
first. One is that on-line gaming must become economically feasible.
Right now, there are a number of first generation systems out there,
but no one is making as much money doing this as for traditional
package-goods retail gaming. On-line is still considered an
additional feature. To justify the huge development expense necessary
to do it right, it will take a comfortable expectation of a reasonable
return on investment. (Geez, I sound like a banker :-)
The second enabler is having some standards emerge for communication
between "modules". Again, this ties back into the fact that products
are currently designed to be self-contained first and foremost, with
on-line being an afterthought. Only when this changes will developers
be willing to compromise on functionality in the interest of
generality.
That said, I believe we are already making some steps in this
direction. You see some different products (always from the same
company, though) already beginning to work with each other. This will
continue. Soonafter, you'll see on-line "theaters" where this action
can be setup and managed. Little-by-little we will get there.
The other thing to consider is scope of play. Remember, this is for
entertainment value. There are scales to things in combat that do not
lend themselves nicely to fun. "Virtual Battlefields" need to combine
elements that have similar scope so that players have equal chances of
having fun. My favorite example is talking about combining Attack
Helicopter games and Tank games. This does not lend itself to a good
game. If the thing was even close to realistic, I'd hate to be the
guy in the tank since he would almost always lose, . Even more
obvious is combining individual infantry with fast-moving jets. Just
doesn't work.
Csim: How will hardware changes impact coming projects: 3d hardware,
force feedback interfaces, dual monitor setups....?
Andy: The great thing about this industry is that about half the innovation
comes from just learning to do better gameplay, and the other half
comes from hardware enabling. Faster CPUs get you better graphics,
physics, AI, etc. More monitors, better joysticks, force feedback,
all combine to give new user interface cues. Basically, all
contribute to a more immersive experience. Any new technology that
adds significantly to the experience will be supported. Its just a
question of installed base (how many people have them) versus cost to
support. You'll see Jane's doing whatever makes sense here (even if
it doesn't seem like it makes sense until you see the products).
Csim: What would your next project be if you had all the talent and
resources you ever wanted?
Andy: Personally, I like to be involved with sims of current equipment. In
addition to being modern hi-tech and sexy, it is important that the
equipment be near-operational so that the appropriate info can be
gathered on how it really works. When we can get a set of operator
manuals or pilot interface design docs, the real pilot workload
experience can be given to a player. Until that stuff is available,
it is all guesswork (albeit intelligent guessing). Certainly there is
a market for sims of equipment that is not yet even close to being in
service (thus, no detailed docs), but those developers can do whatever
they please, because no one can prove them wrong. There's a whole
flood of games out there like that. To me, though, you may as well be
writing a spaceship game. It is someone's perception of the reality
of the interface, not the real thing.
Csim: What was your favorite non Janes/Origin/EA product released in the
last twelve months?
Andy: Command & Conquer. Very immersive. Great balance, great variety.
Nice presentation.
Why not a sim? I have a hard time playing other people's sim products
because I look at them too clinically. I keep seeing things that
could have been done better and it spoils the game experience for me.
My favorite sim is always one that is currently under development at
Jane's.
Csim: Will Janes do a Comanche simulation?
Andy: Maybe. Again, see my notes above about docs and detail.
Csim: Can you say anything else about present projects?
Andy: Why yes. We are doing a @&@!*^!% and !%^@...and then &!%*^
Seriously though, we generally do not like to get in the business of
announcing products and content early in the development cycle. This
would be a disservice to our loyal customers as it raises expectations
too early and may lock us into commitments that we may later want to
change. I've seen too many other developers get buried in their own
hype. Besides, it wouldn't be the Origin SkunkWorks if we told you
everything, right?