Campaign Dynamics: The Hub of the Wheel - Page 1/1
Created on 2005-01-30
Title: Campaign Dynamics: The Hub of the Wheel By: Len 'Viking1' Hjalmarson Date: 1998-05-02 1447 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Part I
My first experience with a dynamic
campaign engine was with EF2000. Although that wasn't so long
ago, there has been a LOT of water flowing beneath that
proverbial bridge; it feels like forever! Anyway, here is
what I wrote at the time: (March, 1997)
If you have not yet flown in a dynamic simulation, then you
simply have not experienced a realistic tactical
environment. Although there are military flight simulations
that approach the same complexity and involvement without
true dynamism, like Janes Longbow with the Flashpoint
upgrade, accept no substitute!
When you are striving for mastery of the
air, land, or sea in a virtual battlefield, you get a sense
of involvement and achieve a "suspension of disbelief" that
cannot be had in any other way. If you have been an
EF2000
pilot or have flown in Warbirds or Air Warrior, then you
know what I mean.
In EF2000, there is ALWAYS something happening around you.
Allied flights are heading out, you sometimes run across an
F117 flying low, and when you get near the Russian
airbases, fighters scramble to intercept you. In EF2000
using Browse Plane or in TactCom using Smartview, you
really get a sense of the dynamism of the environment. It
aids both suspension of disbelief as well as situational
awareness, and impacts real-time tactical decision making.
A screen shot from the EF2000 v.2 under 3dfx
The major weakness in version 1 of WARGEN was that it did
not integrate ground action. WARGEN made use of SAMs and
AAA to be sure, but limitations could be seen in EWR
modelling, damage and reconstruction modelling, and there
really is no ground war to mention. Look for improvements
in all these areas in version II of WARGEN in Total Air War.
After Tactcom, the next military flight sim to be released
with a dynamic engine was Longbow 2. Longbow 2 has a
following far beyond the original because it is much more
immersive. How does it accomplish this? Read on.
Around the same time as Longbow 2 was being released,
Interactive Magic released their iF22. The campaign engine was very similar
to the structure of DiD's award winning EF2000, and though
the simulation had similar depth the beauty of the dynamic
engine was obscured by mediocre graphics and a variety of
bugs and problems.
So what are the essentials of the dynamic engine as seen in
EF2000 and iF22? In short, when you fire up iF22 the
campaign engine generates a set of missions based on the
current situation. These missions are determined by the AI
to be a realistic tactical response to a fluid situation.
The player selects from a list of missions presented and at
any given time may fly a CAP, Strike, Escort etc.
Then at the end of every mission the player
generally elects to either exit the program or to fly a new
selection that is generated by the AI based on the progess
of the war. Its logical, and there is a flow and connection
to what has gone before. But there's more to it than this.
Some of the essential elements that lead to the sense of
immersion that I value so highly in this type of engine are
these:
a logical flow and connection between missions, the
success or failure of one mission impacts the selection
process
objects stay dead between missions, realistic repair
times
resources are a factor: loss of resources (aircraft,
weapons) on both sides impacts ability to continue or
succeed in the campaign
dynamics within the mission itself; no two missions are
ever exactly alike. An element of unpredictability.
Other elements that add to the depth of the campaign:
levels of strategy: alliances may be made or broken
during the course of a campaign that will in turn influence
difficulty and complexity
tactical control: the player can actually task flights
and perhaps control the flights once in progress
management of intelligence: the player is presented
with updates on the tactical and strategic situation and
this informs his decision making process
resource management is tactical: the player determines
the allocation of resources and priority of resources. For
example, he can request new supplies but then must task his
limited aircraft to escort truck convoys or incoming supply
aircraft.
A high degree of interaction between assets; a
sophisticated system of communications and control (as of
wingmen)
Resource management extended beyond military assets to
economics and industry: hitting a factory may affect their
ability to produce weapons or fuel
A real time campaign vs. a mission generation system.
Detailed briefings and debriefings including pilot
records.
Longbow 2 meets all of the first
criteria and at least two from the second list. No
currently published military flight simulation on the
market meets all the criteria on the second list.
Not long after LB2s release we began hearing more about
Janes F15.
Some of my earliest questions on its structure had to do
with dynamics. Early on, I asked Andy Hollis to describe
the campaign, since it had't been clear to me as to how it
was classifed: dynamic, semi, or...? In an interview a few
months prior to the release Andy commented on the campaign
engine:
Andy: F15's campaign system is very dynamic. It also is not
like any currently existing system, so trying to use labels
like "semi-dynamic" or "fully dynamic" as people have come
to use them would be inaccurate. The goal of a dynamic
campaign is to provide a compelling series of missions that
combine together to provide a sense of : 1) overall
purpose, 2) progress and cause/effect due to the player's
actions, 3) being part of a much larger world, where the
actions of others have causal effect, not just your own,
and 4) continuity through resource management (planes,
ordnance, aircrews) and world integrity (dead things stay
dead and regenerate over time as appropriate).
The final key element, though, is variety, which provides
for replayability and a strong sense of the unexpected.
This can be accomplished in more than one way and each way
has its advantages and disadvantages.
The "fully dynamic" approach that is in vogue right now
obviously does a good job of each of these things when it
is executed well (Yes, Martha, there are bad "fully
dynamic" campaigns out there, too. In my opinion, Jane's
Longbow 2 was a really good example of executing well on
this theme. But then, I am biased. ;-)
The typical flip-side of fully dynamic, though, is that the
kinds of mission types tend to be more generic, and the
subtleties that a human mission designer can come up with
are not implemented by the algorithmic mission/campaign
generator. In LB2, this was alleviated somewhat by the
"special case" hand-crafted missions that came up once in a
while. This added a heightened sense of "what is possible"
within the game world.
So, what's another good direction? F15's campaign system is
yet another hybrid. For variety within the mission, things
happen differently every time that mission "shell" gets
played out. Bad guys come from different places, some
things may happen this time, some may not. And the
combinations of all these variables make playing the same
mission shell completely different every time. Next, there
are a variety of mission shells that can be selected from
by the campaign director as the campaign progresses. These
will depend on a variety of elements ... more variety, but
with a definite sense of cause-and-effect.
Finally, missions are not in a tree. There are a collection
of whole campaign phase possibilities (groups of mission
shell possibilities) that may or may not be a part of the
actual campaign you will fly. There's a whole defining set
of logic that dictates what phases can come before and
after each other, which ones are prerequisites for others,
and finally, which result conditions determine a final
outcome.
Just to give you a sense of the scope of this, a single
run-through of a full campaign will probably encompass only
25-30% of the total phase possibilities that are built into
the campaign system."
To me it sounds like Janes F15 sports a strong but
semi-dynamic engine, with an unusual and sophisticated
strategic management system with a good dose of randomness
thrown in. And this is indeed the feel I get when playing
it.
F15 is ground breaking in some ways, most especially in the
comms and control dimensions. It's that factor that was the
largest attraction for me in actually playing the sim,
although other factors, like excellent effects and high
object detail, help in immersion.
I have long believed that dynamic campaigns were the wave
of the future. When I first fired up F15 I thought: "I was
wrong. The dynamic campaign is not THE most important
factor." But Janes F15 didn't keep my interest. The world
was not enduring enough.
In Janes F15 I can stop anytime. If I start a new campaign
I know what to expect. And although it's an excellent
simulation and a great deal of fun to fire up in a spare
hour, I don't find myself drawn to return. Even though
individual missions are dynamic and connect in logical
ways, I'm not immersed in a believable world.
Longbow 2 Dynamic Lighting. Click for 60 K image.
So.. what is it I am really missing? What really composes
that enduring world? Is this just my own psychedelic
rumination, or is there something definable here?
Some years back I was studying literature in graduate
school and I came across the writings of JRR Tolkien. In
one particular essay, "On Fairie Stories" (In "Letters
Presented to Charles Williams") he discusses the philosophy
behind the creation of his world of Middle Earth.
Tolkien argues that the creation of sub-worlds is part of
the human experience, the right and need for creation that
we all possess as humans made in the image of a creative
God. He says a great deal about the creation of persistent,
consistent and believable worlds and his thoughts brought
new light to the creation of fantasy worlds.
But the key point is that we have a desire
to create these sub-worlds and to live in them. The
question for our purposes then becomes: how to make the
most attractive and believable world? What are the key
elements that push toward the "willing suspension of
disbelief" in military flight simulations? (Incidentally,
that phrase itself comes from another writer: Coleridge.)
I've already given my implied answer that the heart of such
a simulated world is the dynamic campaign engine. But now
we have to go further, because there are a variety of
approaches to dynamic engines. Which of these approaches is
most effective in enabling "the willing suspension of
disbelief?"
Let's go back to the best examples we have: Longbow 2,
if22, and EF2000. What limits the ability of these sims to
really draw me in?
Answer: many factors contribute to the limits of these sims
to draw me in. But is it possible to indentify a
determining element? The entire direction of this article
implies that it is!
Let's use the analogy of a wagon wheel. At the center of
the wheel is the hub; the hub supports every spoke. The hub
is THE most critical part of the wheel. Lose a spoke and
the wheel is weakened; lose the hub and the whole wheel
collapses. The hub is the center and on it the entire
structure depends.
What is really at the center of "suspension of disbelief?"
For a time I thought it was a brew composed of graphics,
control, comms and dynamics. Nope! Its not a brew at all.
All the components "are NOT created equal." The hub is
dynamics. Dynamics is the center, and everything else
depends on that center.
But it gets even more complicated than that: there are soft
and mushy hubs like those in EF2 and iF22, and then there
are HE MAN HUBS... real time dynamics, integration of the
ground war and tactical control, and the ultimate gold
plating, real time multiplayer DACT.
You see, in EF2000 and in iF22 and in Longbow 2, the war
ends between missions. Then a new mission set takes shape.
I can choose, and there is no urgency. Even the need to
generate a mission set destroys the suspension of
disbelief. I am playing on a computer. The veil between the
world of fantasy and reality is torn in two, and it's only
with a mental effort that I re-enter that alternate world.
But all this is about to change! This doesn't mean that the
first incarnations will be perfect. Maybe some of the
spokes will be mis-aligned, or a bit thinner than they
could be. But DiDs decision to separate TAW from F22 ADF is
a ray of light in the darkness, reason to hope, because it
gives them more time to develop their vision of a real time
campaign where the player has tactical and strategic
control over an integrated air and ground war in real time.
And TAW isn't the only game in town this summer: Microprose
has their own answer to the total air war in Falcon 4.0
which will be the first entry to real time dynamics in a
military flight simulation. And not long afterward
Microprose will add multiplayer dissimilar air-to-air
combat with a MiG 29 add on!
Click for larger image..
And now you know where I have been going with all this.
Maybe the idea itself isn't so revolutionary: its Command
and Conquer with a simulation overlay. But it is the wave
of the future, and its going to be HOT!
Those of us who have enjoyed the AWACS interface in
F22: ADF have already had a taste of what is coming. It
doesn't take that much imagination to go the extra
distance. Imagine this interface integrated seamlessly with
ADF in a real time campaign. The clock is always ticking.
No longer are you limited to what you see in the AWACS
screen; now you can call up new flights at will, so long as
the base has the resources.
At any time you may choose from a number of scheduled
missions that are based on the current requirements to
successfully prosecute the war. Or, you can jump in to fly
any current mission that is being flown by any allied F22.
You still have the tactical control that ADF AWACS
interface gave you, though TAW may extend this control to
allow more flexibility.
Furthermore, you can redirect traffic, call
up Intercepts, Scrambles, CAPs, Escorts, Vis Idents, Strike
missions, schedule refueling, redirect your AWACS or
JSTARS. You can also decide the loadout and edit waypoints
when you fly (unless you jump into a mission in progress).
But this is only the basics. What is occurring behind the
scenes is much more complex. There are levels of strategy:
alliances may be made or broken during the course of a
campaign that will in turn influence difficulty and
complexity. You may start out in a position of advantage,
but the wrong move may turn your allies into enemies.
(Note: for discussion of the theoretical basis of these new
simulations see our reprint of Air Theory for the 21st
Century).
And you are required to manage the communications
intelligence as it becomes available. You are presented
with regular updates on the tactical and strategic
situation and this informs your decision making process.
The enemy is after army targets: defend them. You know that
your priority must be air control, so you manage your
resources and plan your strategy accordingly.
Resource management is tactical and critical. If you are
low on AIM9xs you will have to wait, and when they come in
you must ensure that they arrive safely. But this means
committing key assets to an escort mission. If your base
comes under serious threat while they are gone... Or if the
enemy takes our your roads and bridges..
There is a high degree of interaction between assets. The
information war is a key component, and you must win it. Be
careful to defend your AWACS and JSTARS and take care of
your FACs. Your EWR and GCI network is critical. The same
goes for the enemies systems: disable his comm links and
you are on the way to air dominance.
And all this occurs in real time. There is no stopping to
generate a set of missions based on the last eight hours of
simulated time. The clock is always ticking and you have a
sense of participating in a real though alternate reality.
Is this psychosis, or is it .... Total Air War... or Falcon 4.0?
Von Clausewitz, the renowned theorist of war, stated that
"a certain grasp of military affairs is vital for those in
charge of general policy." Its interesting that the
evolution of the dynamic campaign system has come about
partly in response to the demands of the modern
battlefield. So art imitates life! While Total Air War and
Falcon 4.0 purposefully reflect the theories of John Warden
III, the dynamic campaign itself is a necessity for
bringing those theories to life. John Warden:
"To summarize: understand the political and technological
environment; identify political objectives; determine how
you want to induce the enemy to do your will (imposed cost,
paralysis, or destruction); use the five-ring systems
analysis to get sufficient information on the enemy to make
possible identification of appropriate centers of gravity;
and attack the right targets in parallel as quickly as
possible. To make all this a little more understandable, it
is useful to finish by mentioning the Gulf War's key
strategic and operational lessons, which look as though
they will be useful for the next quarter-century or more.
We can identify 10 concepts that summarize the revolution
of the Gulf War and that must be taken into account as we
develop new force levels and strategy:
The importance of strategic attack and the fragility of
states at the strategic level of war
Fatal consequences of losing strategic air superiority
The overwhelming effects of parallel warfare
The value of precision weapons
The fragility of surface forces at the operational
level of war
Fatal consequence of losing operational air superiority
The redefinition of mass and surprise by stealth and
precision
The viability of "air occupation"
The dominance of airpower
The importance of information at the strategic and
operational levels
Does this mean all campaigns must be fully dynamic or "real
time" to be fun? Not at all. It means that I wish that they
could be, it means that the dynamic campaign system has the
ability to most closely replicate a modern military
conflict, and it means that for me this type of campaign
has the most potential for the willing suspension of
disbelief. Your mileage may vary! But either way, it's
going to be a great year! Watch for several responses to
this piece in the next few days.
Part II
by Roger Godfrey
DID’s Perspective On Real Time Dynamic Campaigns
Digital Image Design
29th April 1998, Warrington, England. As we approach the turn
of the decade (and the millennium) it is interesting to
consider how combat flight simulation has evolved in the
course of the last ten or so years. A little under ten years
ago the most advanced flight simulation available outside of
the military was Falcon on PC\AT, Atari ST and Amiga. A very
advanced product in its time, it boasted ten hand written
missions and a relatively simple polygon graphics engine.
Ten years later we are spoilt with products that sport
accelerated 3D graphics and accurate flight models, created
by specialized aeronautical and software engineers. The
aircraft simulations themselves are now so realistic that
they are being used by the military to train personnel.
However, I personally suspect that the biggest change over
the last ten years is that now, when we hand over our money
at the local games store for the latest flight simulator
opus, we are expecting to receive an accurate
representation of the whole theatre of war. Certainly the
emphasis over the last few years in combat simulation seems
to be shifting to war simulators where the player interacts
with the environment using his (accurately modeled)
aircraft. At the heart of this change of emphasis is the
Dynamic Campaign.
Often when picking up combat simulator products in your
favorite software emporium the list of features will
include "Dynamic Campaign". But what does that actually
mean? One company recently promoted a product with "Dynamic
campaign" listed on the box which turned out to be nothing
more than a rather poor random mission generator. Should we
consider this a "Dynamic Campaign"?
So What is a Dynamic Campaign Anyway
The definition of what Dynamic Campaign means certainly
varies from simulation company to simulation company. For
some companies it has become nothing more than a buzz word
to stick on the side of the box to describe a linear or
tree structure of missions; a shame, as a well crafted
Dynamic Campaign can greatly enhance a simulation product.
For DID the term Dynamic Campaign means something else.
Early in the development of Total Air War’s campaign
system the designers chose to extend the concept of the
Dynamic Campaign far further than the work performed on
EF2000. Before work began on the development process the
terms to describe the Campaign were defined. TAW is a Real
Time Dynamic non-Linear Campaign. That’s quite a
mouth full, lets define this a little more strictly:
Real Time:
Time constantly runs at one second per second while the
campaign system is active regardless of whether the player
is flying a mission or not. The campaign is not turn based
and does not run in eight hour periods. There is no
rerunning of missions or rewinding of the campaign system.
Dynamic:
The system reacts to the simulated environment. For example
a damaged runway will get repaired over time. However
things that are dead stay dead. Office blocks will not
magically be repaired nor shall craters be erased from the
landscape.
Non-linear:
The campaign is stochastic in that it is the opposite of
deterministic. What this means in plain English is that the
events are not predictable. The practical upshot is that
even if the initial campaign settings of two games are the
same then the events within the war will always be vastly
different (you will never fly the same mission twice). A
practical effect of chaos theory.
Why do Campaigns ‘Work’
Lets consider TAW a little further. The participants in the
war will fight regardless of whether the player flies a
mission or not. However when the player flies a mission he
will encounter allies, neutrals and enemies that have their
own missions within the simulated environment. Using SMART
VIEWS the player can, if he wishes, view the progress of
these missions. The events in the world happen around the
player but do not revolve around him. When working on the
EF2000 product we found this was essential to maintain
‘the willing suspension of disbelief’.
To make the simulation immersive the player has to believe,
for the duration of the play session, that he is a fighter
pilot. With computers as powerful as they are today
producing convincing graphics is not the great problem it
once was. However if the simulation of the aircraft and the
combat environment is unrealistic it shatters the illusion
and frustrates the player. Does this mean that the more
realistic we make our games the more immersive they are? To
a certain extent this is true but in accepting this we face
a fundamental problem when designing campaign based games:
Realism does not always make for an enjoyable combat flight
simulator.
For example who would want to fly a refueler around in
circles for eight hours on patrol? Or who wants to fly CAP
for six hours over an airbase without a single air to air
engagement while all hell is breaking loose two hundred
miles away? These are just two examples but the dynamic
campaign designer faces more problems than could be listed
here.
Of course you could argue that this is not important as a
real fighter pilot experiences boredom on a regular basis
and thus it is realistic. However we find it interesting
that when we have fighter pilots visit the F-22 office at
DID Towers they want to jump into the heart of the action;
after all on the computer they don’t have to
experience the boredom!
Another problem faced by the campaign designer is that in a
true campaign environment a single pilot has little effect
on the outcome of the war. In the real world a pilot could
spend the entire conflict flying his missions perfectly but
his side could still lose. In a video game environment
losing a game through no fault of your own is an immensely
frustrating experience and the campaign designer wants to
prevent this from happening.
So how do we solve these problems? The Campaign and
Simulation designers work very carefully to ensure that the
product is realistic to maintain the suspension of
disbelief and yet fun enough to keep the player interested
so he comes back for more. Walking this tightrope is always
a challenge.
Creating Flight Simulators and Developing Campaigns
As a games developer combat flight simulation is just about
the most complex genre of video game that you could ever
choose. From a programming perspective these simulations
are extremely complex, require specialist personnel to
create them and take an inordinately long time to develop.
Specialized programmers are required for flight modeling,
dog fight AI, avionics, world logic and graphics engine.
This is not a comprehensive list as each project has
it’s own unique requirements. Developing combat
flight simulators is certainly not for the faint of heart.
Lets consider some of the issues that have to be addressed
when creating a dynamic campaign system. On top of the
development overhead for creating the flight simulation
itself you have to consider the campaign system as well. In
many products today this is the core component of the
product; it is also the most complex, most difficult and
usually one of the most costly modules to develop. To
create a well crafted campaign system you require highly
skilled programming staff who have good Artificial
Intelligence skills and have an excellent understanding of
the way wars are fought.
After they have been developed campaign systems take a lot
of time to test. This is because of the nature of
developing complex computer programs. As computer programs
grow in complexity so does the likelihood of failure of the
components within the program. To prevent this happening on
the players home PC all bugs have to be tracked, logged and
corrected during the development process. As you can
appreciate this is not easy with a true dynamic campaign as
their non-deterministic nature makes finding and repeating
bugs very difficult.
Eventually after much debugging and eighteen hour days the
product arrives in the shops. The consumers then buy and
enjoy the product while the staff members responsible for
creating it take a well earned vacation.
The Shameless Total Air War Plug
One of the most advanced (if not the most advanced)
campaign systems currently under development is F-22 Total
Air War from the F-22 Team here at DID. As previously
mentioned the system is a Real Time Dynamic non-Linear
Campaign. The system acts and behaves like a real conflict;
the war is not put on hold while you are not sat in the
cockpit of your F-22. It lives and reacts much like the
real thing.
The product features 10 different campaign scenarios. Each
one poses a unique challenge to the TAW player. The
strategies used within the TAW campaign scenarios are based
around real military doctrine on how the real F-22 will be
deployed. However the enemy is not predictable and he is
following his own strategies to achieve his own objectives.
Only the most tenacious commanders and pilots will prevail
through all the ten scenarios. F-22 TAW allows you to
interact with the environment and control the outcome of
the campaign using features never before seen in a campaign
based flight simulator:
Fly the massive variety of missions created by the
campaign system in your F-22. Create and fly new missions
to achieve your objectives using the advanced mission
planner system.
Control the AWACS to defend your assets from enemy air
attack.
Fly Scramble missions in a last ditch attempt to
prevent your assets being destroyed.
Watch the war being played out blow by blow from the
war room.
This is just to give you a taste of what is possible
with the Total Air War campaign system. Total Air War will
be available Q3 of 1998.
The Future of Campaign Systems
In the immediate future it is likely that more companies
will produce combat simulation products that have Real Time
Dynamic non-Linear Campaigns. Over time these systems will
probably improve so that they encompass more facets of
warfare on the contemporary battlefield such as accurately
modeled tank battles or accurately modeled resource
distribution in the Theatre of war.
Casting our crystal balls further in to the future things
become far more interesting. Several companies over the
last ten years have talked about having multi-player
campaign systems you can dial in to; unfortunately few have
come close to making good on their promises.
However Anyone who has played multi-player campaign with 8
pilots in EF2000 knows how much potential this holds. In
the far future it is possible that Real Time Dynamic
non-Linear Campaigns will run 24 hours a day on specialized
servers. Thousands of participants can dial in and involve
themselves in the war for as long as they want.
Of course we are a long way from achieving this ideal;
there are many technical and game design problems to
overcome before these kind of systems become a reality. In
the mean time there is a lot of fun to be had from the
current generation of dynamic campaign systems that exist
in products available at your local games store.
In Conclusion
The industry and the consumers now regard Dynamic Campaign
systems as one of the most important components of a combat
flight simulation product. Over the course of the last ten
years flight simulations have been evolving in to war
simulation products with the player taking the role of a
single pilot within the battlefield environment.
Dynamic Campaign systems are very difficult and costly to
develop which could mean that smaller simulator developers
might not be able to compete with the larger more
established brands. This coupled with the limited market
for flight simulators and their development costs might
lead to less combat flight simulator products on the shelf
of local computer stores in the near future.
The technology of dynamic campaign systems is now well
established and we should see them evolve over the course
of the next few years. Hopefully future technology will
allow us to create massive on-line multi-player
environments for our campaigns; and hopefully there will be
a market out there to allow us to do it.
In conclusions Dynamic Campaigns are very cool and they are
here to stay. Many thanks to the Total Air War Team
(especially Steve Hunt and Tim Preece) for their input on
this article.
Part III
Who Needs a Dynamic Campaign Anyway?
by Mark Doran
Or: take a sense of involvement over dynamics any day –
we want BDA!
How’s this for heresy? It really doesn’t matter
whether a brand new flight simulation includes a fully
dynamic real time campaign engine or not: these games hit
or miss based on whether they’re actually fun to play
over a period of time.
A balanced mix of the essential ingredients is far more
important than any particular implementation choice for
making those elements. Unless the game makes the player
feel a compelling urge to keep playing, the most dynamic
campaign engine in the world won’t salvage the day.
There’s at least one essential element that feeds
this urge, and many developers are paying less attention
than they might. This can and does spoil the balance, but
dynamics isn’t it.
Conventional wisdom seems to be leaning toward the view
that the more real-time and dynamic the implementation of a
campaign engine is the better. But that is simply focusing
on the implementation choice and not what really matters.
There are both good and bad implementations of sims with
fully dynamic campaign engines: consider DiD’s EF2000
against Interactive Magic’s much-maligned iF22 for
example. Dynamic campaigns don’t guarantee great
sims.
To underscore that point from the flip side of the coin,
there have been compelling simulations without dynamic
campaign engines. Most people would have a hard time
labelling the campaign engine implementation in Falcon 3 as
dynamic. And yet, who wouldn’t agree that Falcon 3 is
one the best flight sims of all time? Its campaign engine,
in its time, did a pretty good job of implementing a
compelling gaming experience.
The May editorial on CombatSim takes the view that
Janes’ F-15 will ultimately fail the "fun over time"
test and layes the blame for this on a campaign
implementation that is less dynamic. While I support the
view that the campaign engine in Janes’ F-15 may not
have as much staying power as we might have hoped in its
current form, I disagree that the lack of a totally dynamic
implementation is the key to this irony.
I say irony because it is after all Andy Hollis that guided
creation of both Longbow2 and F-15 and who so eloquently
argued the elements essential to a good campaign engine
(also quoted in the CombatSim May editorial) and that a
dynamic, real time campaign engine is not required to
implement these elements. Longbow2 is perfect testimony to
that reasoning and proves that Hollis is, fundamentally,
quite right. The trick though is combining these elements
in the right proportions to get a balanced and satisfying
gameplay experience from the result.
Let me also say before we go any further that Janes’
F-15 is a remarkable product in many ways and I’m
having great fun learning the ins and outs of the Strike
Eagle. It almost feels like treason to criticize this
otherwise great work. But the campaign engine
implementation is the weakest part of the whole, yet not
because it lacks full dynamics.
Janes F-15 accomplishes all five of the essential elements
from Hollis’ definition of a good campaign engine and
it does it without a real time, dynamic implementation:
1. A sense of purpose
2. Progression with player cause and effect
3. A feeling of being part of a bigger virtual world around
you
4. Continuity and integrity in the virtual world
5. Variety and the unexpected
Arguably, you may be hard pressed to state more succinctly
than this what it takes to make a good campaign engine. So
if F-15 does all these, what’s missing?
F-15 falls short in terms of the feedback provided to
virtual pilots in between missions on their performance and
the state of the wider war. And to be fair, F-15 is by no
means the first sim to fall short in this area. In fact
this is perhaps generally one of the weaker areas in the
many sims. In F-15 the weakness just seems a little more
detrimental than in some other cases, perhaps because it
raises the bar so high in other dimensions. What I mean by
this is that while the F-15 missions themselves have
interesting structure and unpredictability that neatly
cover for the lack of a dynamic campaign, the debriefing
and war status update information make it glaringly obvious
that the missions themselves are largely self contained and
that the whole lacks fluidity, the essential elements of
connection and flow.
The debrief text is so obviously just a collection of
disjointed elements that appear or not depending on what
events are triggered during the mission. Not only are these
elements disjointed but they can be repetitious and in some
cases even contradictory. Consider the case of the debrief
that shows your crew perishing in one sentence only to go
on in the next to soundly congratulate you on a
resoundingly successful mission. Something not quite right
there, methinks.
What’s more, F-15 falls into the trap of providing
statistics in lieu of explicit bomb damage assessment (BDA)
for the mission. To me it seems that knowing what
percentage of my bombs caused hits and hence how efficient
on a scale of 1 to 100 I am with said bombs is academically
interesting but much less visceral and satisfying than it
could be. The ratio of hits to kills just leave me puzzled
as to what I hit but didn’t quite nail.
In this regard, Falcon 3 still rates surprisingly high. Its
devices were perhaps crude by today’s standards but
they were effective in their context. Mission debriefs
provided a blow by blow account of who hit what and with
what. You’ll notice that from this you can construct
your own efficiency stats should you so choose. But more to
the point the reverse is not true: if you start from the
stats alone, you can’t construct the BDA target list
for each flight member.
To me there’s quite a difference between loosing off
four BVR missiles only to net two class A fighters when
compared to a haul of say two cargo planes for the same
missile expenditure. Both however represent 50% BVR missile
effectiveness. Which version of the reckoning would you
prefer to have in green ink on your logbook, the statistic
or those juicy Mig-29’s?
Also, the scrolling list of cities gained and lost between
missions gave a quick feel for the tide of the war without
the need to carefully examine the theatre wide map
(although there were excellent add-on tools to do this in
the shape of the StratFalc family of course). Fly two or
three good missions in a row and the gains would start
adding up. Fly two or three bad missions in a row and,
well, not such good news: again a simple device but quite
effective.
For a modern sim then, I would expect at least the same
visceral sense of what occurred during a mission but
presented perhaps more in keeping with the sophistication
of other areas of current offerings. I’ve picked on
F-15 here as falling short of the mark from among the
current generation but as I say, it’s far from alone
in this regard.
This feedback element then is the crux of the matter for
me. The imbalance in this area is what detracts from the
otherwise strong elements of the F-15 campaign engine. But
without the balance the whole is somewhat devalued and in
F-15’s case unfortunately disproportionately so.
For this reason I suggest a sixth essential element be
added to the definition of good and compelling campaigns.
Namely, a campaign implementation must provide enough
information to the virtual pilot before, during and after
missions so as to ensure that players feel personal
investment in the gaming experience.
In other words, a successful campaign engine presents a
situation and tools for the player so as to create a sense
of urgent and anxious desire to hit that time on target,
nail the DMPI on the first pass or down the marauding
bombers before they level the home airbase. The sheer
exhilaration that comes from meeting these challenging
goals and keeping up your end of the virtual team effort is
the hook that will keep gamers involved and coming back for
more.
Consider this as a possible acid test. If you feel a wrench
in the gut when you hear your threat warning system
announce an incoming missile, not because you might have to
start the mission over again, but because getting shot down
and failing the mission objectives could jeopardize other
elements of the war effort…well then you know
you’ve found a good campaign engine.
And a parting thought. Debriefs in general are an area of
sims that are typically under exploited. I am amazed that
no one has thought to incorporate BDA "photographs" as part
of routine mission debriefs. Mission planners now often
show target imagery in the briefing; how hard would it be
to add the post strike imagery to the debrief for the same
target?
The Smartview system implemented in DiD’s EF2000 v2
and now F22 ADF does a great job following action all over
the theatre of operations during missions. I wonder how
hard it might be to extend this sort of capability to look
at ground target areas on request to give players a chance
to do their own post strike BDA assessment? I imagine this
might give an excellent way to provide a more satisfying
debrief than simple congratulations on 75% of your bombs
striking a target of some unknown sort.
For that matter, what about gun and weapon camera
"footage"? This is an element that might add a highly
realistic twist on the problem. Who among us would deny
that watching the weapon and FLIR tapes of action in Desert
Storm on CNN made the virtual pilots among us feel one step
closer to the action?
This last one might be a bit harder of course but such
devices as these might go a long way to adding to a sense
of your virtual peers acknowledging your accomplishments in
the mission. Positive reinforcement: I want my BDA and of
course the bragging rites to go with it!
Editor: In real life Mark manages a team focused on
application software performance optimization for 3rd party
server and workstation applications that run on Intel
Architecture. You can send him comments at Mark Doran