| Discussion
Developers Roundtable:
The Future of Simulations - Part 2
After the 2005 E3Expo we ran a series
of discussions (linked on our homepage) on The
Future of Simulations where we asked the SimHQ Staff
for their thoughts on the state of the simulations industry.
We'll now follow-up those discussions from the developers
point of view. As a reference, you should also read this SimHQ
2000 two-part interview series available in .pdf here
and here
to see the PC simulation industry's leaders point-of-view
from five years ago.
Our Panel of Participants
The Discussion Continues...
SimHQ:
Is the multiplayer or single player aspect of a sim more
important, or do they share equally in the success of a product?
How would you rate the importance of multiplayer in the success
of a new release?
Chris
(Lead Pursuit): One word: vital. Look at the biggest successes
of the last few years and see how prominently multiplayer
has been positioned in those releases. MMOG et al. Ive
been playing Battlefield 2 online for the last two months
and it has had me hooked. It is vital because it appeals to
that base sense of humanity: the urge to interact with other
humans. Even geeks cannot escape instinct.
Rick
(XSI): Well for the high fidelity flight sim
market, I believe it's absolutely crucial for developers to
embrace both aspects of the single-player and multiplayer
modes, including co-op and head-to-head. Again, it really
depends on what your targeted markets desires are, and how
big of an audience you are willing to indulge. The future
of gaming as we know it will highly depend on the multiplayer
features and characteristics.
Julian
(XSI): I believe multiplayer is extremely important. As
I touched on in the answer to my first question, I believe
that the multiplayer community is much bigger than many give
credit for. Internet usage is expanding at such an incredible
rate that data from as late as a year ago is going to be of
questionable value, if its 3, 4 years or more old then
its worse than useless. More importantly though there
is no question that multiplayer gaming is the future, even
the consoles are taking that route. Once more and more consumers
are exposed to the advantages of the multiplayer environment
growth in that area will continue to skyrocket.
Nils
(eSim Games): You can't do without solid multiplayer,
but few titles could sell well without a strong single-player
element either.
Martin
(Battlefront): From our experience, multiplayer is a very
important feature nowadays. No AI is going to fully replace
a human player and the thrill and excitement of matching your
skills against others. Thats why we place an especially
high importance on features like multiplayer and multi-crew
in our current and future sims.
David
(Matrix Games): I would say it works a little like this:
Single player aspect is what sells the game, multiplayer is
what keeps people playing. If you leave out one the game will
not live up to its full potential. In a new release single
player is much more important, as that will sell copies. However,
if your goal is to build a long standing brand through sequels
or sell expansions, multiplayer ends up being just as important.
I would say the importance is 60/40 single-multiplayer.
SimHQ:
Has the Internet explosion made it possible to work on a flight
simulation product without having a single physical development
location? Are places like Hunt Valley, MD a thing of the past
or is it still important to be centrally located?
Chris
(Lead Pursuit): Most definitely. Our developers are spread
across the USA, Canada, UK, Croatia, the Netherlands, Germany,
Austria and Switzerland. Weve had one big collective
meeting in our time as a company (and were planning
another soon!), but otherwise interaction is purely through
the Internet. Clearly, that has positive and negative sides:
positive in that you can harness a much greater talent pool,
negative in that communication mostly involves typing. Roll
on the mind chip.
David
(Matrix Games): As I understand it, the Internet certainly
has added a great deal of flexibility to all members of development
and publishing. What I am hearing as common place is the removal
of central offices and weekly meetings during the normal life
cycle. This means that to gain the most benefit from this
freedom developers should still live within a reasonable distance
from each other. Physical contact increases productivity a
great deal but having coworkers or bosses looming over your
shoulder does not. This model takes advantage of both. Of
course, come crunch time those weekly meetings turn into daily
sleepovers.
Julian
(XSI): Running a dispersed development group
with no fixed "office" I can certainly understand
there are many advantages and disadvantages to each approach.
Being dispersed does bring a number of challenges, however
with the current technologies just about all of these are
able to be overcome to a large degree. Being able to tap into
some of the skilled people we have managed to gather at XSI
has been a huge benefit to us. Many of those people would
not have been available to us had they been required to relocate
to a central location. I think overall with all things considered
the "virtual office" has been more of a positive
for us than a single location.
Rick
(XSI): I believe the Internet market has unquestionably
made an enormous difference in how we develop flight sims.
Its not only within reach of the flight sim market,
but experienced and practiced all over the world with incredible
success as we speak. We watch it every single day with smaller
third party flight sim developers, and many are having tremendous
success. There is no reason why companies managed properly
cant take advantage of this new and insightful technology.
I am not advocating that it is a painless process, but at
least the opportunity exists for many of the newer companies.
Nils
(eSim Games): In the case of eSim Games, it indeed works
very well. In essence we're a network of home offices. There
are benefits and drawbacks. The most obvious drawback is,
you can't go into the office next door and show on the screen
what's wrong, or ask for advice. On the other hand, we're
working at minimal costs, and we can at least potentially
pick from a worldwide pool of artists to contribute
to the project. Not only can we pick great talent, but also
talent with love and enthusiasm for the subject matter. And
it shows in their work results, as you will see.
Having
said that I don't think that either model is inherently
superior. Having at least a core team in one location definitely
is a good thing to have, but so far we managed to do without.
There is no "one size fits all" answer to the best
form of organizing a game development team.
Martin
(Battlefront): Battlefront.com is a happy virtual company
ever since Steve and Charles founded it more than 6 years
ago. All of us work independently out of their homes on three
continents (North America, Europe and Australia), both on
publishing as well as developing games. Needless to say that
the lack of a brickn mortar office is reducing
our fixed overhead tremendously. What it takes though are
great independent and skilled workers like those that we have.
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