Strat/Sim Titles and the Genre Bender

By: Len 'Viking1' Hjalmarson
Date: 1998-07-06

This year brings us closer to the integrated electronic battlefield than we have ever been, and that elusive goal is being hotly pursued by at least five organizations: DiD, Janes, Microprose, Mindscape/SSI and Novalogic. But equally as exciting, we are witnessing the birth of a new genre through the marriage of two well established genres: military strategy games and military simulations.

The increasing sophistication of military gaming has me pumped. Recently I hosted a forum on Dynamic Campaigns, focussing on this particular feature of the latest and greatest air combat simulations. Last fall we took several stabs at defining the "Holy Grail" in the military flight sim genre (See Dan Crenshaw's Quest for the Grail, Mark Doran's Manifesto and my own Seven Sons of Sim).

This year we will see the release of at least three simulations whose hub is a dynamic and real-time campaign system, and each integrates a tactical dimension, a component that has only surfaced substantially for the PC gaming environment in the last twelve months (although we saw hints of the broader direction years ago with the Strat-Falc add-ons, and even in Microprose Task Force: 1942).

This year we will see three new simulations that will integrate real time dynamic campaign intelligence as well as tactical control at the theatre level: Falcon 4.0, Flanker 2.0 and Total Air War. Each has its own level of sophistication, and the first two will also be the first components in electronic battlefields, with later releases inter-operable in a real-time multiplayer environment (both F4 and Flanker2 will add other player mounted platforms early in 1999).

Its a great time to be a military sim nut. We are seeing advances in every area of game play: virtual pilot intelligence, flight modeling, systems modeling, physics and ballistics, graphics and environment, sound and voice interaction.

But these new simulations hint that something much bigger is happening to expand the depth of gameplay. At the same time as military games are becoming far more immersive we are seeing the blurring of genres and the integration of third person perspective and strategic control with first person simulation control in a real-time multiplayer environment.

Lets take a closer look at the names and games on the horizon in alphabetical order: DiD (Total Air War), Janes Combat Simulations (Fleet Command), Microprose (F4 and M1TP2), and Mindscape/SSI, who are aiming at two sets of interoperable sims (Silent Hunter 2 and Destroyer Command, Flanker 2 and Harpoon 4). We'll focus particularly on Fleet Command and Harpoon 4, since these titles take us toward a full marriage of the genres in the multiplayer environment.

Digital Image Design

DiD is a good place to start for reasons other than the letter "D." Their conception of the Electronic Battlefield of Tomorrow (EBT) was first discussed with the development of "Tank," whose first screen shots we saw last fall. "Tank" has evolved into something a bit more esoteric titled "Wargasm", a memorable if odd title for a military simulation (Curiously, the Playstation title "Front Mission Alternative" also uses the term "wargasm" in their preview clips).

But whatever you think of the title, "Wargasm" isn't a bad example of the blurring of boundaries between strategy and simulation. Lets talk a bit about those boundaries so we have a reference point for all that follows.

First, military strategy games originated as board games with a top down, third person perspective of some kind of military engagement. Originally turn based, more recent releases have been incorporating real-time gameplay, often in a multiplayer internet or LAN environment, thus the acronyn RTS: real time strategy.

TAW AWACS INTERCEPT

Military simulations, on the other hand, are by definition first person perspective, with actual control of the military platform given to the player. But in simulations like F22: ADF, this distinction began to blur in the AWACS interface by offering the player real time control of other assets, including a real time view of these assets in operation.

An exciting addition to game play, real time tactical control of allied air assets adds the challenge of actually participating in the larger battle. The real time 3d third person perspective offered by the Smartview system increases the sense of participation in the bigger picture as well as the feeling of immersion. Now lets consider DiDs own strat/sim games soon to be incarnated in "Wargasm" and Total Air War.

DiD's Wargasm takes this evolution another step by giving the player both tactical control of all allied assets in the battlefield as well as the ability to control individual assets from the first person perspective. In short, a player can select any asset, whether a trooper or a chopper, from a real-time strategic map and either choose the tactic and objectives for the object or objects or jump in and attempt to accomplish the mission personally.

Wargasm is not a serious simulation like Total Air War; it has a surrealistic air about it by intention of the designers. Wargasm is more about the experience of the battlefield, and primarily about the ground battle. With the goal of an online multiplayer environment, it should attract quite a following.

WarRoom
Click for 800x600 -260K.

Total Air War, on the other hand, takes the AWACS module introduced with F22: ADF and integrates it into the real-time dynamic campaign system. The War Room interface combined with the AWACS interface in this system gives an entirely new feel to the experience, offering the player tactical control while strategic control remains largely in the hands of the WARGEN AI system. Nevertheless, the player has the strategic perspective via the various Intelligence reporting screens as well as via the real-time maps.

While Total Air War is a step toward the integration of RTS and simulation, its still fairly low on the evolutionary rung. It offers tactical control but not strategic control, and only of air assets.

Furthermore, multiplayer involvement is limited to a single platform. The real genre blenders will offer strategic control also, not only of air assets but also of naval assets, and many players will control different platforms in one theatre. Now we'll look at Janes Combat Simulations to see where the next leap will take us.

Janes Combat Simulations

With 688(I) Hunter/Killer, Janes took a step toward third person/first person strat/sim integration, offering a window on the world through which the player could observe any object in the battlefield environment, from whales to missiles to ships. And 688(I) was designed from the start to connect with another simulation, which was originally conceived as AEGIS.

Unfortunately for those who were hoping to see AEGIS this summer, Janes and Sonalysts took a step back to see what was possible, and the coming "Fleet Command" is the result. "Fleet Command" will be Janes first entry into this new genre, firmly cementing the integration of strategy and simulation on a grand scale. How will this work?

688I

If you've ever played a third person strategy title, you know that it's relatively easy to actually control objects using your mouse to select and drag. In order to vector an intercept in ADF or Total Air War you simply click on the allied flight and then drag to the enemy flight. This kind of control could be broadly extended by offering a drop down menu system.

Imagine it like this: you drag your flight to command an intercept, but once the red diamond pops up and the flight acknowledges the command, a menu pops up that allows you a finer degree of control. Now you can select INTERCEPT TYPE : -cutoff or stern conversion, and PRIORITY :- all possible speed - all possible stealth - blow through and stealth (this latter so that friendlies bypass intervening targets).

I don't know how much command depth Fleet Command will offer, but the player will be able to select individual ships or task forces, or individual aircraft or flights. We will also be able to call up new flights and command undersea assets. (Remember Microprose "Task Force: 1942?" Imagine this in the modern setting, with high resolution and a far more detailed command and map interface, integrated with first person play for the aircraft also).

Fleet Command will initially give us first-person control over sea assets only, but this initial release will be shortly followed by an inter-operable simulation of the F/A 18, and if we're lucky, the F14 Tomcat! Who knows, after that we may be able to fly some choppers, and an additional allied submarine is likely too.

The 3d perspective will be much like the Smartview perspective pioneered by DiD in EF2000 Tactcom and later in F22:ADF and TAW. The camera will offer real time views with all the trimmings: you'll see all the action, all the weather, and all the damage! Its incredibly immersive just watching the dogfights in the TAW beta! However, Fleet Command will likely add support for multiple monitors, which should allow us the gods' eye view on one screen while issuing orders on the other!

Jane's plan to model over 1000 different units, all with their actual capabilities. The real time dynamic campaign system will extend to cover 16 different navies including Russia, China, Taiwan and India. Multiplayer support will allow up to eight players via LAN, modem or serial connection.

Microprose

Microprose has been moving in the direction of tactical integration since the Strat-Falc days, but Falcon 4.0 and M1 Tank Platoon II will extend their efforts to a new level.

F4 Tactical

The Tactical Engagement module in Falcon 4.0 goes beyond anything yet seen in allowing the player to determine the nature of the war. I quote from Dan Crenshaw's introductory piece:

The TACTICAL ENGAGEMENT module allows players to set up a mission, with full direction of the ground forces, orders, routes etc. It allows the players to set up the opposition’s forces similarly. Once the mission begins, the AI takes over and the war begins. Anything you are not flying will get run by the AI. Even if you set up successive missions and don't get home in time to fly the next one, it will take off and fly the mission.

Of course you can always hop out of your current flight, and into the new one whenever you like (except during egress or landing, in all sections of the game you can not jump into a flight in egress or landing. You can leave these flights if you wish and the AI will take them over).

Now you and your AI or human cooperative multi-player pilots must perform your tasks to help insure victory. If you are very bold, you can fly low and watch what the forces are doing and even witness a land battle. And, as is becoming an industry standard, you will be able to make your mission and send it to your friends to see how well they do.

Once you watch a campaign and start to play with the Tactical Engagement section, you will quickly realize you can create a war of the same magnitude as the campaign if you were so inclined. You can use TE to set up competitions with Win Conditions. You can use it to train, or just learn or test tactics (both air and ground). You can make the missions as easy or as difficult as you like, as cut and dried or complex as you want. Solo or multi-player, cooperative or H2H, the possibilities are virtually endless.

This system is only a short step away from becoming a true strat/sim blend. Who knows, perhaps Microprose will later allow manipulation of these same forces in real time DURING the campaign, or perhaps Gunship III, the interoperable sim designed to connect to M1 Tank Platoon II, will become Microprose' first entry into this new genre. (Note: Gunship III will now connect to M1 Tank Platoon III sometime in early 2000.) Mindscape/SSI

Mindscape/SSI have made some VERY good simulations, though their reputation probably isn't as large as they deserve. Still, for those who got their feet wet in Silent Hunter, they are known to be SERIOUS simulation designers. 1998 and 1999 may finally place them up in the league with the big boys: Janes and Microprose.

ARLEIGH BURKE
Arleigh Burke Class.

First, Silent Hunter II will be released, taking us back to the deep in a simulation of the war in the Altantic, this time from the German side. Unlike its namesake, this one will have a multiplayer component allowing for wolf pack tactics. But the better news is that an interoperable sim will arrive later on, currently titled "Destroyer Command."

The modern component of SSI's Digital Combat Series may ultimately shine more brightly still, competing head to head with Janes Fleet Command for best of the genre benders. Harpoon IV is destined to allow strategic control of assets at the grand level while allowing players to get into the action in the first person in vehicles like the Soviet Flanker, at least the carrier version!

But of course, it won't stop there. Since Harpoon is classically a naval battle game, we will likely see command of certain Allied and Russia naval assets, and perhaps even submarines. An Allied naval fighter is another likely bet, probably the F-18 and if we're really lucky, maybe the Tomcat or Sea Harrier also.

AV8

As with Fleet Command, we can look for click and drag control over assets, and since this is a mid to late 1999 scenario, we would probably also have multiple monitor support. Personally, I can envision my office running this game across three monitors: a real time Theatre Command view where I order a strike of a ground based position, a real time view of the cat launches happening on my carrier, and another view showing me the battle scene (the gods eye cheat view).

It doesn't take much imagination to suppose that LAN meets would take on a whole new dimension in this kind of game! Getting six or eight guys together might mean you only need two or three system units, but six or eight monitors. And I can also imagine some unique multiplayer scenarios.

The following is mostly conjecture, but suppose that Fleet Command or Harpoon 4 or 4.5 allowed eight players, with two players (one on each side) acting as Theatre Commander, actually ordering the intercepts and CAPs and Strike missions, and controlling the movement and engagement of naval assets also.

su27 Carrier

Then picture the Theatre Commander of Soviet forces with his system box and two monitors. He monitors the strategic Theatre command view from his 21" monitor, with the ability to bring up a zoom window on a particular area. He checks the battle scene as his strike force arrives and he zooms in to get a closer view.

Meanwhile his second monitor has a real time view of the Flight Leader , but the Flight Leader in the Su27 is NOT an AI machine, but one of his LAN buddies flying in the same room in real time (Is that Su27 PINK??)

Meanwhile, somewhere in Denver Colorado "Sleepdoc" and "Snacko" and a few of their buddies are playing for the Allies. Eric "Snacko" Marlow is Theatre Commander, directing traffic while Glen "Sleepdoc" is flying LEAD in an F18 force that is scrambling to deal with the hostile incursion. Of course, we can't leave out Crash and Rhino of the 209th. These guys are both flying F16s as CAP and are already racing to engage the incoming force = )

"Snacko" and "Sleepdoc," however, are not satisfied with a 21" hi res display, they have the Theatre map on a 60" projection system, making their War Room look like something out of the movies! "Snacko" kicks back in an easy chair with his IR mouse, vectoring aircraft and sending orders to the naval commanders.

Just when he thinks things are under control, someone else is in the Soviet LAN group is getting a good fix on an American carrier, and that isn't a Flanker he's flying! In fact, the only thing vaguely resembling wings on that vehicle are the diving planes! As soon as he lets go with his three fish, another LAN player at Allied HQ commanding a destroyer is getting ready to loose some serious hardware on top of that ambitious tin can!

In the real time air engagement, the 209th in F16s is doing fairly well against the Pink Flamingos in their Su27s, and all the while the respective Theatre Commanders are monitoring the entire operation in real time while other players are engaging on the ocean. If the Soviet Commander loses his carrier, where are Papadoc and crew doing to land their returning strike force?

Well, you get the picture. If these interoperable titles can handle eight players, perhaps they will allow two Theatre Commanders and three other real time first person players on each side. Then we can begin to have the kind of involvement we've been waiting for, beyond merely flying the airplane or commanding the ship, actually directing the war too!

1999 will likely show us the future in a way we have not yet seen, combining this kind of genre bender real time strategy/simulation with solid multiplayer support and allowing real wars to be waged in real time at a level of complexity and involvement barely dreamt of to date. Maybe we will even see the arrival of some awesome new peripherals in the form of virtual reality headsets to allow we pilots a degree of SA that we have longed for.

In the meantime, we have simulations arriving on the scene that allow player control of assets beyond anything yet seen. With Falcon 4.0, Total Air War, and Flanker 2.0 we will be practicing for the strategy/sim titles of 1999 and beyond! Let the games begin!


Printed from COMBATSIM.COM (http://www.combatsim.com/review.php?id=321&page=1)