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Interview with Simon Kershaw, Producer for F22-ADF
By: Author Unknown Date: 1998-03-12
IntroductionDigital Image Design set out to redefine the 3D combat-flight simulation genre in 1997. After their award winning simulation of the EF2000 and its ongoing improvement with 3d acceleration and the TactCom enhancements they set their sites higher. F22: Air Dominance Fighter and the follow on, Total Air War, will integrate the multiplayer and tactical battlefield with a ground warfare intelligence in a comprehensive new stealth fighter simulation.
ADFs avionics are finely detailed, bringing us the best yet in an F22 simulation. In flight refueling has been improved, being the most advanced yet attempted in the simulation world. ATC is here, and beyond even iF22. And boom refueling is modelled, the first sim to accomplish this. ACMI is modelled in detail, in spite of some small requests for improvement. Even though the missions are scripted, the environment is very active and "feels" dynamic. There is air and ground action all around, showcased beautifully by the Smartview system which has been upgraded to supply voice interaction simultaneously. The sim, like EF2000, has a very immersive feel to it, improved by clouds and effects beyond EF2000. Finally, the AWACS component was an entirely new direction for this level of simulation design, and a percursor to the Theatre Commander mode of Total Air War. Its no wonder, then, that DiD scooped TWO Top Games Industry 'Oscars' at Milia d'Or Awards Ceremony in Cannes, France in February for F-22 Air Dominance Fighter. F-22 ADF secured the 'Best Simulation' award and went on to win the 'Grand Prize Game' award. It was the first time the Award for Best Game has ever been awarded for a simulation at Milia. Milia d'Or 98 saw a record attendance, with over 8,000 participants, 2,800 companies and more than 50 countries represented. TAW: the Second ComingSecond Comings are getting to be almost expected in the computer gaming industry. Longbow 2 was well worth the price of admission, adding 3d hardware acceleration, vastly increased object detail, a fully dynamic campaign, new vehicles to fly and even tactical command ability via the mission planner. In the same way, Total Air War will move us beyond the limitations of ADF. In spite of the beauty and breadth of F22 ADF, the lack of dynamic campaign AI and mission planning locked us into a battlefield that was too predictable (for a summary see ADF and sometimes leaves the player attempting to beat the script rather than the enemy. Roll on Total Air War! TAW will offer tactical planning and a Theatre Commander role along with a dynamic campaign AI. Lets move to the interview with Simon Kershaw. Csim: First, congratulations for receiving the Grand Best Game award at Cannes for F-22: ADF, the first sim ever to win the overall best! And thanks for taking the time. I know you're busy with the ADF patch and trying to get TAW off the runway. SPK: "Thanks. We have received a very great deal of recognition for F-22 Air Dominance Fighter along with a little healthy criticism, but overall it has been well received. The only significant criticism has been regarding the absence of a 'campaign', which, as you know, F-22 Total Air War will most certainly correct.
Csim: Can you tell us about your role in the ADF project? SPK: "I was the Producer for F-22 Air Dominance Fighter.. My role as Producer is to lead the team and act as a focus for all the elements and talented people that are brought together to make a cohesive product. Such a complex simulation is a team effort that in the case of F-22 Air Dominance Fighter involved varying numbers of people at different times. Csim: Place Total Air War in context for us. Where does it fit in the Military simulation universe? In what ways is it unique? SPK: "F-22 Total Air War is a Flight Simulation based upon the next generation F-22 fighter, and its integrated system design. No modern fighter should be considered as the whole weapon in itself. Rather it should be considered as the scalpel in a surgical team, backed by the entire resources of the hospital.
Csim: ADF was unique in its integration of the theatre command perspective from the AWACS module. How will TAW build on this component? SPK: "The AWACS is one part of a total system designed solely with the aim of gaining total Air Superiority as quickly as possible with the minimum of risk.. F-22 Total Air Ware will emulate other parts of this total system with elements such as the War Room, AWACS, Air Tasking Orders, and of course the Mission Planner.
Csim: How will multi-player involvement impact TAW? Will we see a SIMNET approach where one player can act as theatre commander while others fly the missions? SPK: "The multi-player element of F-22 Total Air War will expand on the content of this game area within F-22 Air Dominance Fighter. DID is pursuing a total war 'SIMNET Approach' which will manifest itself in F-22 Total Air War in some measure, and in future products. Currently Multi-player is being worked on, and I am not able to expand on my comments for the F-22 product at this time." Csim: Obviously TAW will add an integrated mission planner with ability to select load-outs. How will this planner differ from the one we had in EF2000? SPK: "The Mission Planner included within F-22 Total Air War will be easier to use than the previous product. It will also allow the player to edit many more mission parameters in an integrated and logically thought out interface. The most significant difference is that the new Mission Planner will allow the player both automatic and manual operation."
Csim:ADF expanded greatly on our ability to communicate with other assets and with our wingmen. Will TAW expand these abilities further? In what ways? SPK: "F-22 Total Air War completes our original vision for the F-22 simulation; It is a 'Total' product in that it opens up an unrivalled panorama of exciting new possibilities for the participant. Communications, with all its possibilities, has to come second to the overall game-play.
Csim:What other new environmental features will we see in TAW? Will we see a wind or turbulence model or weather? SPK: "DID has a vision of what a really great military flight sim needs as part of one cohesive product. For sure as a Producer I would like to see weather in all its manifestations to be simulated because in the real world weather is one of the factors that has a major influence on what military hardware is used, and how.
Csim:ADF gave us some new enemy fighters and brought the enemies under the same constraints as the virtual pilot. Will TAW bring us any new platforms like the Su-32N or new weapon systems like the JSOW or LOCAAS? Or will the enemy have new weapons like R-37 anti AWACS missile? SPK: "When any developer starts a new product, there is a list longer than you have ever seen, of things we would like to include… Over the course of the project we have to compromise on some of these things in order to get a product out there for you to buy.
Csim:Everyone who follows DID knows that WARGEN was the heart of EF2000. Can you give us an overview of the WarGen II system? What are its essential components and what is it designed to do? SPK: "I am sure that all the developers who are really seeking the Holy Grail of a Dynamic Interactive Campaign have sweated blood to produce campaign code that deals with the desirable issues. At DID, WARGEN has been continually developed in pursuit of the ideal solution.
Csim:How do these components compare to the first WarGen system? What is unique about WarGen II? SPK: "The player is part of a war fighting system just as surely as he would be if enrolled within the US airforce. WARGEN 2 immerses the player more deeply than we accomplished with EF2000. Both versions of WARGEN are unique; you must remember that WARGEN 2 is geared to a different type of conflict.
Csim:I understand that WARGEN II owed its direction in part to the theories of John Warden. According to Warden destruction of the enemy is NOT the essence of war. This grows naturally out of his perspective on the interdependence of systemic elements such as leadership and infrastructure. How does this aspect of theory impact the TAW campaign? SPK: "Yes, definitely. John Warden has commented favorably on our efforts. His ideas reflecting the changing role of the USAF today has been taken on-board at DID.
Csim:Warden writes that, "[when we think about winning wars we must take a strategic and operational-or top-down- approach if we are to succeed." Why is the top-down approach so revolutionary, and does it impact the campaign in TAW? SPK: "Just as I earlier outlined why you should consider the F-22 as part of a military system of which the aircraft is just the sharp end, you must consider that no one (in the real world) goes to war because they enjoy waging war for its own sake.
Csim:Can you sketch for us what an average "game" is going to look like in the new campaign at the command level. What am I going to have to take into account in order to win? SPK: "For a start you are going to have to read and grasp all of the above.Then you are going to have to apply the concept and philosophy of Total Air War at any point of presence within the F-22 Total Air War campaign you elect to 'populate' with your own virtual presence.
Csim:How will "politics" manifest itself in the campaign? SPK: "If you get the enemy leader in your sights, and you have a go-ahead from higher command, then shoot him, or her! Whatever you do, you must remain alive, and so must a significant number of your allied forces." Csim:In early design information we were thrilled at the inclusion of the AWACS perspective, but I don't think many understood what this meant for the strategic level of the sim. Tell us about strategic use of the AWACS in terms of air doctrine in TAW. SPK: "The AWACS was always considered as part of the Campaign, but included within F-22 Air Dominance fighter as a sim-expanding feature, and to give the serious pilots a chance to train.
Csim: Will it be possible to lose my AWACS in TAW? What happens to the virtual Commander when I do? SPK: "Yes you could lose the AWACS. Each country can only afford a finite number of such a valuable and expensive aircraft. You can bet that just as you place great emphasis on killing the enemies AWACS, they in turn will be looking for your AWACS... If you were the AWACS commander when it is killed then you are no longer at that point of presence, and if it was the only AWACS you had in theatre, then all your points of presence have lost their Strategic view." Csim: Tell us about resource management. Just how critical has this become as a tactical element? SPK: "The resource you are interested in depends on which point of presence you are occupying when you consider the question. If you are looking at the entire war, then you will be concerned with aircraft losses only in their total effect on the war, but when you are the pilot the resources of concern will be any mission that you protect, your wingmen, and yourself. When you are a dead pilot, that becomes a very critical tactical matter!" Csim: How do resource management and the ground war relate? Can the enemy take out my supply convoy and so limit my ability to fight? Do I have the same opportunity? SPK: "As stated earlier, all elements in the campaign have some bearing on all others. The leverage that each element can exert to effect the greater war has been decided by the F-22 team." Csim: How much will the virtual Commander have to concern himself with the ground war in F22? SPK: "The virtual Commander is concerned with the Total Air War, as the product name suggests. Part of that idea does concern the ground war, but it is largely directed at the air element in the same way that general Chuck Horner was given the JFACC role during the Gulf War." Csim: So far I've restricted the theory questions to the NATO side. What about the war from the other side? Under what doctrine will the enemy operate, or is it important for me to know? SPK: "It is very important for you to work out what war policy the enemy is following. The only way that you will find is to observe their overall behavior surmising their aims from the information presented to you. The enemy will be fighting the war for their own reasons as previously stated." Csim: Will we see any graphical enhancements to TAW compared to ADF? SPK: "Yes there will certainly be some graphical enhancement. This will mainly be to fix things that we see as a problem, but may also involve enhancement for the Campaign." Csim: What feature of TAW excites you the most? SPK: "Actually I do not see any one feature that really does it for me, what I see is a collection of features that work together with great synergy. As the Producer I get to see the potential for this sim while in production; the nuts and bolts that everyone within DID produces, getting welded together to produce a Ferrari! I see a product that will have appeal to many people who have an interest in military aviation, F-22 Total Air War has been considered from the top down, and right through the middle." Csim: What is the multi-player goal for TAW? How many people will be able to participate in a game on the internet? What about LAN? SPK: "We can write our products so that they will support large numbers of users online occasionally. The sim player wants reliability in a part of the game that is inherently complex and this means we must compromise on the numbers we can support for an acceptable level of reliability. In F-22 Total Air War the figure we are willing to compromise to is eight players." Csim: What will be the upgrade path for owners of ADF? Will TAW be available as an upgrade for a small cost? SPK: "After considerable consideration of all the marketing and technical problems, DID with its publisher, Infogrammes, has decided to release F-22 Total Air war as a complete product. In a very real sense the totality which Total Air War opens to the participant is infinitely greater than that offered in ADF. In addition the box will contain high quality materials to match 'Allies & Adversaries', but this time around the focus is upon strategy. Csim: Recently there was an announcement regarding force feedback for TAW. Are you considering any other new abilities for TAW, like dual monitor support for the AWACS interface? The virtual battlefield seems the wave of the future and new hardware like Voodoo 2 is suddenly opening new possibilities. Can you tell us anything about the next TFX from DID? SPK: "You will no doubt have heard of the Skunk Works? Well their security is nothing compared to the workings of DID's R&D division. Strange Alien hardware, (and software) is allegedly sighted from time to time, I have to say that I have SEEN nothing!" Csim: Can you tell us anything about TANK? Will we see TANK this year? Is TANK the first module in a virtual battlefield? SPK: "SIMNET and the total battlefield are of interest to DID, both for military and sim use. TANK as it is currently known ( a working title) is part of that vision. It is the first DID product to make use of new game engine technology which will appear in future products. For the exact nature of this game engine and capabilities, I refer you to the last answer. A publishing date for Tank will be disclosed in due course - when DID feels the time is right." Csim: Thanks Simon, and best wishes to all the team at DID! SPK: "Thank you for this opportunity to speak to those who often have strong opinions on our products. Whatever your viewpoint, or anyone else's for that matter, the content of our sims is the result of a great team made up of very hard working and talented people, who while passionately pursuing their work, have to make careful decisions, and compromises. DID's products are the result of many peoples efforts. It starts with the drive and vision of our Chairman: Martin Kenwright, and extends to include many influences from outside the company. Once combined with our unique approach, the results, we hope, are a kind of magic…
Simon Kershaw To read the F22 reviews go to: F22 ADFTo read the F22 TAW Preview go to: |