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Editorial
The Future of Our Genre
by
Thomas
"WKLINK" Cofield
The apparent
death of Knights over Europe
has given me pause for reflection on what is and has happened
to the genre that we all love and enjoy. On the KOE Forum,
RAF74_Walldog posted
a thoughtful opinion that pretty much hit the nail on the
head concerning the difficulties that our genre has gone through.
Note, these are my opinions, not the
opinions of anyone else at SimHQ, although some may agree
with me. Some probably dont. The idea is to develop
discussion. Take my opinions and ideas as exactly that. Some
new games are in the pipeline (Maddox Games Battle of Britain,
Pacific Fighters, Targetwares online sim) but the number
of totally new, from scratch games is at an all time low.
Developers have essentially disappeared and the current ones
are becoming increasingly less inclined to develop new simulations.
The reasons are many but at the base is a cost/benefit analysis
which says that flight simulations are a losing proposition.
Its time to face some realities.
Our genre is never going to get beyond the niche marked and
the larger development houses realize this. Games like LOMAC
will likely not sell in numbers even close to the contemporary
FPS games. It is entirely possible that the first week sales
of Doom 3 could outsell the total sales of IL-2 in all its
forms. It is just a statement of reality that gamers are more
interested in a fantasy form of life than a reality.
I am not going to get into a blame
game. Yes, there are faults on all sides of the fence here.
Yes, simmers do expect too much from the games that are released
and they do nit pick some things that ultimately arent
that important. Yes, some of the publishing houses are more
interested in the bottom line than they are in producing games
that IMHO cater to the lowest common denominator. And yes,
the gaming press tends to laud and highlight games like Grand
Theft Auto, games that have limited or no redeeming value.
We need to get past that. The Glory
days of 1994-1999 are long gone and I dont see them
ever coming back. The great times of EAW, Falcon, SDOE, RB3,
and WW2 Fighters are in the past. We all still enjoy these
games but new games coming are few and far between. Jet Thunder
and Fighter Ops are the only new modern flight sims on the
horizon. With the exception of Maddox games, there are few
developers creating historic simulations. There are some,
like the Targetware creations and the continued creations
of WW2 Online, Aces High II and Warbirds that continue to
survive but these are online only and I look to see at least
one or two of these to fail in the next few years. It is a
simple reality that the online only market is very limited
and the saturation effect that hit the box sim market four
years ago will hit them in the near future.
So, what is the answer?
Well, there are a lot of things that
will need to be addressed and some hard decisions will have
to be made if this genre is going to survive, if not flourish.
We all want new games, we all crave the latest and greatest
thing.
Here are several ideas.
1. Start paying more. The costs
of games have remained stagnant for over 10 years. I paid
more for 1942 Gold back in 1994 than I did for IL-2: Sturmovik
- Forgotten Battles in 2003. While it is true that other
games in different genres havent gone up either, lets
compare them side-by-side. Unreal has a gameplay life (offline)
of probably 40 hours tops. A flight sim that is finished
in two weeks of intense play would be panned completely.
Developers simply dont have to put the amount of gameplay
time into a game that is demanded of a flight simulation.
Doom 3 with a dynamic campaign is simply not going to happen.
The expectations are high so why
shouldnt we plan on spending an extra 25 bucks? Given
our desire to play the greatest, latest thing and our demands
on developers for realism, graphics and gameplay, we had
better plan on ponying-up the dough or we will be continuously
modding games that are increasingly old and limited.
2. Of course this leads to another
problem, the entry level gamer that hits Best Buy and sees
two games right next each other. These guys may not pull
the trigger on a 75 dollar game when the next thing next
to it costs 44 bucks. We need to realize that as a genre
we cant compete for shelf space like the Command and
Conquer clones that have taken over the shelves of Wal-Mart
and Target.
This brings me to the next thing
that we must do. We need to start looking toward development
that doesnt involve the large development houses.
The wargaming genre went through similar problems about
six years ago when companies like SSI and Talonsoft went
away from wargames. Today companies like Battlefront and
Matrix Games have created a niche that has made them profitable
and successful. A company has to pick-up the slack that
is being given by EA and increasingly by Ubisoft. There
is no counterpart devoted to flight simulations but there
are places that might fit the bill. High Tech Creations
has worked well on its own as well as Cornered Rat Software.
Im not saying that CRS or HTC should become the next
Matrix Games but this is always a possibility. Either way
we should look less toward vision on the shelf and more
toward nontraditional forms of game development.
3. Stop reinventing the wheel. The
most expensive portion of flight sim development is not
creation of aircraft or even visual models. The major time
and expense is devoted to creating the environment that
allows these aircraft to fly. We all see wonderful looking
games in preview that look ready to go. Why then does it
take another year or longer for those games to get to the
shelf?
One idea is to have a dedicated
game engine that is used to create new simulations. This
has been commonplace in the FPS world for some time now.
The Unreal engine and the Quake III engine have been used
for the development of many successful games. There really
is no reason that the IL-2 or LOMAC engine couldnt
be modified to create a successful WW1 or Korea simulation.
Since these engines are basically solid and bug free now,
plus they look good, the development could concentrate on
gameplay and on equipment.
Sure there would be things that
needed modifying, but a robust engine could handle the changes.
Some people balk at the idea of buying a game that is based
upon another flight simulation but why? Do we feel
cheated that someone didnt start from scratch every
time? Mods and add-ons for the Microsoft Flight Simulator
series sell at a robust pace. A solid base is the foundation
of a successful sim and we have had too many games released
without that base. The costs of development have spiraled
to the point where scratch sims arent worth the money.
4. This is the hardest recommendation
but one that needs to be said. Part of the reason we have
become so small as a genre is because in essence we have
alienated many potential gamers. Part of the reason many
earlier games like Longbow and U.S. Navy Fighters sold so
well was because they could be scaled so that new gamers
could get into them. Most of the sims released today still
can be but we tend to thumb our noses at those that play
them that way.
In essence, we drive away folks
that might get into these games. We demand that all games
not only approximate reality, but we insult and impugn anyone
who doesnt fly it that way. If a game comes out that
doesnt conform to our view of reality or isnt
totally accurate, we slam it to the point that
people dont want to buy the thing. It is true that
less than ten percent of all flight simmers are members
of a site like SimHQ. Still, many people do come to sites
like ours to read reviews and opinions of games before the
purchase them.
I am guilty of this as anyone. My
(and my co-writers) tend to focus so much on the reality
of a game that we forget to mention the scalability and
the potential for a quick bout of fun that can come from
it. In our quest for the ultimate sense of reality, I forget
that not everyone cares about corner speeds or torque effect.
In essence, my reviews make a non-simmer feel that these
games are too complicated for the average flight simmer.
In some cases they are, but often they have different scales
that make them as easy as any FPS game. IL-2: Sturmovik
- Forgotten Battles is a perfect example. This game can
be as arcadish as Crimson Skies but no one knows it. In
the future this point needs to be emphasized.
The point is that we need to get
people interested in these games. Most of us long term gamers
started with F-15 Strike Eagle or U.S. Navy Fighters. Games
that really were arcadish compared to todays games.
We have progressed to Falcon 4.0 but that is after we cut
our teeth on easier games. It is easy to progress when you
start out simple, something we all tend to forget.
These are some thoughts that I put
together after sitting around thinking about the future of
our genre. We arent dead by a long run but we need to
make some changes. Either we look toward the future of our
hobby or we will continue to lose our market. There is no
quick fix. Dont look for a benign developer to show
up and shell out the funds needed to create these games. The
money just isnt there. These games will be developed
increasingly in nontraditional ways and we need to look at
it that way. We can either support it or we can continue to
keep our heads in the sand. Either way change will come, its
our choice as to which one we embrace.
What do you think? Click
here to discuss further in the General Flight Simulation
Forum.
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