Hard Core Simulations: Live Long and Prosper - Page 1/1
Created on 2005-02-08
Title: Hard Core Simulations: Live Long and Prosper By: Len 'Viking1' Hjalmarson Date: 1999-08-27 1814 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
On August 21st Ty Brewer, simulation editor at Gamesdomain, posted an
editorial that stated, among other things, that since F22 Lightning in
its various iterations has outsold Falcon 4, gamers have reason to
worry about the development of serious military simulations. Ty's
premise contains elements of truth, but I think he has neglected some
vital factors.
The Climate for Serious Sims
The first factor he has neglected is the actual production climate for
serious (as opposed to hardcore, just a semantical difference)
simulations. I define "serious" simulations as those which
realistically represent the weapons, platforms and environment of the
actual world. "Realistic" does not entail that every individual system
be represented, but that the challenges a player faces will be at a
similar level to the challenge faced by an actual person in the real
world environment.
Inevitably, this includes workload and so systems must approximate the
real thing. It also entails that the reactions of AI are similar in
sophistication to the reactions of their real world counterparts.
Actual production of serious simulations is alive and well,
thank you very much! While from an economic standpoint this might seem
a bit of a mystery, one must not neglect to take into account what I'll
call the "amateur factor."
What does "amateur" have to do with "serious" simulations, you
ask? The word "amateur" is from the Latin "amati," meaning "lover of."
Serious sim designers don't do what they do because it is economically
rewarding; they do what they do for the love of the sport.
Love being what it is, a crazed and intoxicated commitment
based on factors that transcend reason, there will always be serious
sim designers!
Proof? You want proof that serious sims are alive and well?
Let's take a gander at what is currently in production. The proof is in
the pudding.
The next factor he has neglected is the migration to serious
sims among sim players. Inevitably, a percentage of novice sim fans
make their way to more serious simulations, and this migration seems to
be increasing. I think there are at least two reasons.
First, I would argue that the Internet itself is a major factor
in the increasing percentage of sim fans who are moving from the
shallow end to the deep end. Inevitably, novice sim fans are impressed
by the knowledge level and credentials of the more serious crowd. And
the arguments made by the serious crowd on the increased return in fun
factor for the increased investment in time and energy are convincing.
It simply is more fun to fly in a more challenging environment, and
level of challenge is directly related to realism.
Second, I would argue that the move to more serious simulations is a
function of accessibility in terms of hardware resources and
standardization. The cost of a powerful computer system has dropped
incredibly in the past year, thanks to improved technology and a small
piece of silicon called the Celeron. Equally important, the emergence
of WINDOWS as a standardized game platform has made game setup and
compatability less an issue than it once was.
Gimme My Action Game
The third factor he has neglected is that game developers don't have to
make clear marketing choices between SERIOUS on the one hand, and LIGHT
or arcade on the other. In fact, the best serious simulations out there
do not require any such choice on the part of the player.
Simplified Radar in Falcon4
Falcon 4, for example, while being an off-the-deep-end simulation
much loved by the serious sim crowd, allows a host of options that can
be selected by the casual sim pilot to enhance his survival and thus
his fun. He can turn on invulnerability, choose a relaxed flight model,
and simplified radar. He can turn on LABELS to show the ID of all all
air and ground vehicles nearby. Targetting options can likewise be
simplified, and enemy AI can be relaxed.
Similarly, the casual pilot in European Air War or WW2 Fighters
can choose a variety of parameters along which to ease the learning
curve and enhance their victory. The genius of this system is twofold:
first, it allows easy entry into a serious simulation for someone who
wants to learn the ropes. Second, from the marketing perspective, it
allows a product to span a huge range of appeal and thus increases the
viability of a serious simulation.
Development Cycle
The fourth factor is Ty's assumption that the development cycle
for a serious simulation is similar to that of Falcon 4, which exceeded
four years. (I have to assume that he sees F4 as typical since he uses
it as his primary example in comparison to Novalogic's F22 Lightning
III.)
In fact, F4's four year plus development cycle is NOT typical
for a serious simulation. After surveying developers, the average
development cycle is between 20 and 28 months.
Let's look at some examples. The time between M1TP2 and M1TP3 will be
roughly two years. EF2000 was followed by TAW in less than two years.
MiG Alley followed Flying Corps Gold in less than two years. Lesson? If
the Falcon 4 team had not run into the incredible array of problems
they encountered, we would now be playing Falcon 5.0 and the expense vs
revenue figures for F4 would be more favorable.
Finally, an unforeseen development will ease the transition
into serious sims for some players this year. The online world is
rapidly becoming an online community.
I have in mind B17 II: The Mighty Eighth,
by Wayward Design. This coming simulation is serious or "hard core" in
every sense of the term. Yet the ability to populate a virtual B17
Flying Fortress with ten human players suddenly changes everything. It
really won't matter if Joe Gunner in the tail turret can fly or
navigate, but he can still participate in a hard core simulation!
Genius.
Signs of the Times
This year's E3 in Los Angeles quelled my fears that the end
of the world was near. Hard core simulation gaming is alive and well,
and I think the situation may actually be IMPROVING rather than
deteriorating. For example, how many simulations prior to 1998 actually
modeled weather? In 1999 virtually every new simulation will do so,
greatly increasing the level of challenge, in parallel to the real
world of combat operations.
Furthermore, as hardware capabilities increase, we are seeing
more sophisticated AI and more powerful physics engines. Inevitably, it
is becoming easier and easier for simulation developers to model real
world interactions.