Location Based Simulation, and the "Approximate" Stuff - Page 1/1
Created on 2005-01-30
Title: Location Based Simulation, and the "Approximate" Stuff By: Frank Christofferson Date: Unknown 812 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
by Frank Christofferson
My father was a WWII carrier pilot, decorated at Midway, Santa Cruz,
and Bougaineville. He was part of the Navy’s Patuxent River Class Zero,
one of the first hot groups of test pilots to come out of the war. He
ended up in charge of flight test for the McDonnell Douglas F4 Phantom,
arguably the most successful military aircraft of all time. He had the
"Right Stuff".
Me, I only have the "Approximate Stuff". I’m one of those poor souls
who --given a little genetic cooperation-- might have been the genuine
article. But I’m blind as a bat without glasses. I also think I have a
healthy dose of that enzyme which hinders pursuit of daredevil
lifestyles, like one-finger rock climbing , skydiving, and… carrier
landings. But, I inherited a love of flight.
Fortunately, there is hope for the few, the proud, the
Approximate. To "slip the surly bonds of earth, and dance the skies on
laughter- silvered wings", as poet John Magee wrote, is the worthy goal
of flight simulators, which provide an affordable alternative to the
expensive world of private flying. We can select from a healthy list of
flight entertainment software --mainly on PC’s-- ranging from exacting
combat simulations, to acrobatic stunt flying, to non-aerodynamic space
‘flight’. Even more exciting, we can engage in multi-player aerial
feeding frenzies, pioneered by the on-line air combat game Air Warrior.
These home products are very good, and are constantly improving. In
fact, they are possibly the finest software applications ever crafted.
Still, their authors will tell you they can’t wait to give us the next
step, the next improvement. Meanwhile, we customers drool over a
slightly faster CPU, a bigger display, the latest graphics, all to
improve the fidelity and gameplay of our flight entertainment.
That is where location-based entertainment (LBE)
--entertainment in public locations-- comes in. If games on home
computers are good, might not a more expensive rig in public locations
be even better? Well, plenty of folks have thought of this already, and
the last decade is littered with debris from ‘leading-edge’ simulator
or Virtual Reality (VR) products that didn’t make it. Most simply
weren’t economically viable. Some weren’t leading edge at all, and
hence uninteresting. Often, they incorporated proprietary hardware
which was quickly superseded by advancing mass-market PC technology.
There are lots of LBE products, but I’ll focus on my passion: flight
simulation. Several companies currently offer a location-based flight
experience. A brief tour down the West coast will start at The Other
Side, in Lynnwood, near Seattle, which uses off-the-shelf Gateway
Destination PC’s, adding real-live flight ‘coaches’ to coordinate
pilots through missions. Then there is Magic Edge, in Mountain View,
California, with their sleek motion-based pods and visuals driven by
Silicon Graphics computers. Down in southern California, in Lake
Forest, you can find FighterTown, run by a friendly, dedicated crew on
custom simulators. Unfortunately for most of us, these locations aren’t
convenient. Each is trying to expand operations, but these sites are
expensive and not stunningly profitable, so capital is hard to come by.
Various manufacturers also sell product directly to sites like
Dave & Buster’s, a restaurant/entertainment chain, and even theme
parks, so you might check these sites for the latest offerings. But
this is an uncoordinated effort to penetrate the market, and so far
hasn’t delivered the goods to where the average Joe or Jane can get to
it.
Should we just happily resign ourselves to the home scene,
waiting patiently for the next incarnation of PC games? Nah. Intel and
Microsoft have plans that will help us out. They have undertaken
initiatives that aim to place leading-edge PC components in high-end
configurations, suitable for arcades and other public entertainment.
They want to leverage the same good content that is already being
developed for the PC, only place it in higher performance packages.
Some arcade companies will help make this happen, and some new
companies will take the concept and expand the market (ahem,
self-serving plug for my company, Airplay, at [url]http://www.airplay.net).[/url]
Applying PC mass market hardware and software will take the
best product to customers quickly, at the lowest cost. Given the
inexorable march of PC technology, the graphics and features available
on these machines will soon surpass all but the latest military
simulators. In truth, given the quality and depth of some PC flight
simulation software, they will often be superior. Ditto for the other
simulation genres. Throw in the best tank and naval simulations, and
we’re talking serious fun.
So, if you recently bought the latest top-end system
specifically for flight games and are already salivating over an
upcoming tidbit of technology you just read about, have hope. In the
coming months and years you will be able to grab a friend and hit a
public location to satisfy your highest fidelity urges. Your home
system will still be your staple, but you’ll have an alternative to
complement it --one that lets you get out of the house for a higher
thrill.
Ah, now the cold water. Lest you combat sim jocks think the
world is about to completely solve your problem, bringing upscale
combat simulation technology to a location near you any day now, I’d
like to set some expectations.
First of all, it will take a bit of time for this effort to pick up a
head of steam, and reach the point of truly national saturation.
Secondly, don’t expect miracles, no matter what hype is foisted upon
you by marketeers. Current computer, graphics, and display technology
–at any price-- don’t do justice to the magnificent capabilities of the
human eye and our brain’s cognitive system. Even the most expensive
system available today only hints at realistic visual fidelity. But the
threshold for effective training and entertainment has been crossed,
and we are all promised an exciting future, with both incremental and
revolutionary products. Though we may desire the capabilities of Star
Trek’s Holodeck, I believe we will all happily await and eagerly use
each improvement in the meantime.
Additionally, there is the issue of ‘mass market’, and how that
affects your desires. Now, there are some of us who think the P-factor
has something to do with sitting too long in the cockpit. Those of you
that are experts will have to forgive casual players, who no doubt will
be the focus of a lot of the early efforts in the public mass market.
Remember, the reason so many big-ticket public simulators have failed
is the old market maxim: you need to create a profit to sustain a
business.
We all love capitalism, right? The mass market thrives on simplicity of
operation. This means you may not see rudder pedals in all units. Or
HOTAS. But look on the bright side… you will certainly see networked
multiplayer games, and not only are the uninitiated sometimes
entertaining opponents, but their dollars will help expand the market
and speed the rate of innovation and improvement. Some of these games
will be the exact same as your favorite home games, only running on
superior hardware. The best game developers will target both the home
and location market, to the delight of all.
In summary, better simulation gaming platforms are on their
way. If you enjoy combat sims at home, you will love cutting edge
products in public locations, where you can share your fun with
friends, in person. The two markets should grow and complement each
other throughout the coming decade.
So toss one back with me in honor of the brave few who have dared the
maelstrom of true air combat, those with the Right Stuff. Then join me
as friends and foes in the future of simulation and multiplayer
entertainment at home and in public locations, uniting all who love
flight, including those of us with the "Approximate Stuff".
[Frank Christofferson is a founder of Airplay Entertainment
Technologies, and can be reached at [email protected]. He flagrantly
pilfered the phrase "Approximate Stuff" from one of the 4
Christofferson partner/brothers, Carl, a veteran of the military
simulation industry.]