|
Editorial
The Future of the Combat Helicopter Simulation
by Guest Writer Walter
"Torquatus" Manley
Let us
take a walk down memory lane to a quieter time, where you
could go to a computer-games store and buy a product called
Janes Longbow. I'm sure that the name brings a tear to the
eye for some of you. This was an era of sim greatness, graphics
were looking better and better, "hardcore" was a
selling point, and the world was teeming with games companies
all wanting a piece of the pie. Later we saw the excellence
continue with Longbow 2 and Enemy Engaged: Apache versus Havoc
(EEAH).
These
were, of course, only a select few of all the numerous helicopter
simulations out at that point. For every major success, there
were minor successes, now mostly forgotten, and abject failures,
remembered perhaps with a shudder by those familiar with the
genre (such as the ill-received Gunship!).
Now let us look to the present. Presently
the watershed for combat-helo sims is (by and large) Enemy
Engaged: Comanche versus Hokum (EECH). As the title suggests,
this is a continuation of Razorwork's series that started
with Enemy Engaged: Apache versus Havoc. It is, however, a
game that dates to the year 2000 and despite the excellent
work by third-party user groups, it is looking dated, particularly
the terrain. The only new offering on the horizon is an add-on
for Lock On: Flaming Cliffs, a fixed-wing flight simulator.
I don't think it would be going too far out on a limb to say
that it is unlikely that this will revive the combat-helo
genre. There is just nothing on the horizon.
Flying a helicopter is a difficult,
dirty job. Everyone used to want to be Chuck Yeager or Tom
Cruise, now they just want to be Ding Chavez. Can you name
a real-life chopper pilot? Anyone who said "Michael Durant"
can move to the front of the class. Now think about why Michael
Durant is famous. He didn't break the sound barrier, become
an ace or save the world. He was unfortunate to have his chopper
shot down and suffered injury and capture. I am not trying
to belittle his achievements prior to or subsequent the events
described in "Blackhawk Down", I just don't feel
that many people are familiar with them.
Combine this with the fact that most
people who want to experience the down-and-dirty world of
tactical warfare tend to play first-person-shooters and what
we have is a negative effect on the "saleability"
of a helicopter simulator. Add to the fact that helicopters
are hard to fly if modeled correctly, and you have an unprofitable
game.
The demise of the pure combat-helo
sim can be summed up in a simple statement: you can't make
and sell a million copies of a game that focuses on a slow-flying
aerial tank-killer to the exclusion of all else. However,
you can sell a first-person-shooter (FPS) that includes flyable
helicopters.
I believe that this is the future
of combat helicopter simulation.
By now some of you will be yelling
"heretic" and breaking out the torches, but please
hear me out. This can work for all of us.
As a long time player of both flight
simulators (of all sorts) and first-person-shooters, I find
that there is one aspect that any simulation must capture
to be enjoyable: the feeling that you are part of something
bigger; part of an actual combat situation. In my experience
a game can have the best avionics and systems modeling around,
but if it does not capture the feeling of "being there"
then it will simply not hold my attention. Falcon 4.0 and
the Enemy Engaged series gave you that feeling by using a
well-designed dynamic campaign engine. IL-2 used a realistic
flight model, graphics and sound to make you feel like you
were in the cockpit of a World-War II attack aircraft. The
contemporary online first-person shooter uses team play with
real people filling out your team to capture this feeling.
A real letdown in all of the current
games is the pathetic flight models. Personally, I feel that
the best model is in "Operation Flashpoint" (which
can hardly be considered an online game), but even that doesn't
model features like rotor torque properly, let alone retreating-blade
stall. The limitations of having to be able to control the
chopper with a keyboard and mouse essentially preclude a realistic
flight model in this case. Add this to the (over-) simplification
of the weapons systems and I can see why helo-simmers have
not taken games like these seriously.
I am the first to admit that there
are plenty of FPS players out there who think the best use
for a helicopter is to fly it directly over the next capture
point and bail out, leaving the helicopter to crash and burn.
Even more excruciating is when the helicopter happens to fall
on a bunch of friendlies (though humorous when the same happens
to enemies). I am also the first to admit that, for a person
who is into simulators, this is quite annoying.
I believe the current term for these
people is a "smacktard" but it's not completely
their fault the time taken for equipment to respawn
in these games is far too short. The most rewarding experience
is when a player with the necessary skill, guile and attitude
manages to get their hands on the chopper. There is nothing
better than calling for a pickup, to actually have someone
respond and have a chopper appear in a timely manner. It's
good, as a chopper pilot, to be properly appreciated and used
as well.
So how can you, as a frustrated combat
helicopter pilot, get the most out of such a game?
1. Play with like-minded friends or
in a clan.
There are clans that allow you to
specify what equipment you want to take, and besides, if
you are good enough then they won't want someone else flying
them around. Playing with like-minded friends is self-explanatory;
if everyone is attempting to get the same thing out of a
game then you are far more likely to have an enjoyable experience.
2. Use real-world helicopter tactics.
Use trees for concealment, practice
quick pickups and drop-offs, and learn how to fly in the
game precisely. It is surprisingly rewarding, even with
the poor flight models. In addition, a lot of the tactics
that actually work in real life work in the games.
3. Try to help your team win.
One of the annoying features of
"smacktards" is that they ignore requests for
pickups and assistance. The other players on your team will
not be very happy if you do the same (particularly if you
play in a clan). While it is entertaining and useful to
go hunting behind enemy lines in the Apache, try to provide
support when your team is pushing on a capture point. If
you are flying a transport helicopter, obviously your job
will be to transport players from the spawn point to where
they are needed. You will be surprised how busy you can
be in a transport role in some games.
4. If there are no choppers about,
either go and steal one (from the enemy) or do something
else that benefits your team.
There is nothing more annoying,
to most players, than fighting over the (limited) resources
you have available. If the other players won't let you have
a chopper then do your best to help your team win, but after
the game is over try to find a different game (this actually
ties into point one above).
5. Try to pick a game where the helicopters
are difficult to fly.
If you are an elite chopper pilot,
do not to play a game where anyone can fly the helicopters.
This, in some cases, conflicts with point one in that you
have to play whatever your friends or clan members play,
but you will have a far more enjoyable experience if you
are employing a skill that few people have the patience
to master. Admittedly, the helicopters in the game may not
fly much like a real helicopter, but helicopters are difficult
to fly!
It is going to take a long time, and
a lot of lobbying, before we will see a realistic flight model
and weapons system simulation in a first-person-shooter, particularly
a massively multiplayer one. However, I doubt that we will
ever see another "pure" helicopter simulator, and
I believe that the current gaming trend, where even flight
simulators are moving towards multiplayer at the expense of
single-player content, will not be reversed. If anything,
as broadband connections become more accessible and affordable,
we will see this trend accelerate. I contend that this may
not be a bad thing. If we can make ourselves known and encourage
the makers of such products to indulge us, we will all have
a better gaming experience.
Happy gaming!
We want your Feedback.
Please let us know what you thought of this article here.
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|