| Feature: EAW: New Life for an Old Flight
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The Sim
That Almost Never Was
It takes time, money and a good team
to develop any sim or game with rare exceptions by
talented loners. It's very profitable to produce a good seller.
The computer game market has grown to the point that more
money is taken in by game developers and sellers than is made
by Hollywood movies, in the billions of dollars. The trick
is a good best-seller, just like books and movies. The rest
may lose money, not make it.
The answer was blowin' in the wind
back in the mid-1990's. The game industry was alive and hot
and growing as fast as the U.S. economy and the stock market.
But at MicroProse, the "ambiance" was closer to
the British retreat at Dunkirk than it was to D-Day at Normandy.
MicroProse's new and advanced European Air War game development
was not going well. Not at all. Here is an inside look from
"Brand" (Brandon Gamblin), quoted from his blog
of July 11, 2005 and passed on by SimHQ member "fng2k":
"When I first started out in the games industry, I
was working for a company
called MicroProse. They were famous for their sims: Civilization,
XCOM,
Masters of Orion, stuff like that. I was working on European
Air War, a game that
was four years into development, and was nowhere near ready
to ship. In the
first month of my working there, the entire programming team
quit. They saw
the writing on the wall, and knew that their project was in
deep doodoo, so
they bailed. I don't hold it against them; they were under
incredible strain.
Every week, there was a meeting with studio execs, trying
to determine whether
to cancel the project or not. In those meetings, the execs
would ask hard
questions, and they never seemed pleased with the answers."
EAW was "way over budget",
ready to be axed if it didn't show immediate results, with
huge gaping holes in the game. "Brand" mentioned a few. If you
fired your guns, your wings fell off. Planes now and then
flew backward. You couldn't take off or land. The AI (Artificial
Intelligence) aircraft shot down their own teammates for no
discernible reason. "Brand" didn't use the name, but the new
lead programmer hired to fix things up fast or else
was one Ted Kawahito, known as "TK" and currently
the sparkplug behind Strike Fighters Project 1 with a community
here at SimHQ.
What do you think "TK" worked on first?
Did he attack the horrible holes in the game? No. "He
built a new camera object. One that would jump immediately
to wherever "cool" things were happening. Sometimes,
the cool camera would focus on a plane executing an impressive
evasive action to shake the enemy. Sometimes, the camera would
follow a bomb from the bay of a B-17, down to the ground in
a cool tracking shot where you watched the Earth come rushing
up at the camera. Sometimes, the cool cam would focus on a
firefight, or on a plane that just got shot down, and was
now a fireball, barreling toward the ground at terrific speed."
"Brand" said he wanted to scream, "That
doesn't help us! We've got real issues, and you're screwing
around with the camera!"
At one of the next meetings with studio
execs sharpening their questions and their money axes, Kawahito
turned to the CoolCam. "One of the execs threw out
a tough question, designed to show how far over budget we
were. "Tom" put down the joystick, and hit the "cool
cam" button. Then he turned around to answer the question.
While he was answering the question, every eye in the room
was on the screen as one amazing scene showed after another.
I looked at the execs, and I swear, some of them were gaping.
No one was listening to Tom as he answered the question, and
when he finished, he picked up the joystick, and jumped back
into the game."
The money problem eased up. More programmers
were hired. Meetings with execs "dwindled to nothing".
Finally, " ... we shipped a hell of a game."
The CoolCam did it. "I swear, that camera saved the
project," "Brand" said. As he pointed out, years later
people still buy and play this game. And hit F-12 to watch
the CoolCam.

Biplanes in winter. A
Jan Tuma aircraft.
After the Ball is Over, After the Crowds
Have Gone
Times weren't tough, but the competition
was in 1998. Not only were new and better graphics coming
on fast as the Millennium approached and then passed into
the present day. The buying crowds of 1999 and 2000 turned
to modern sims with jet fighters, helicopters, ground fighting
and electronic warfare. MicroProse released Falcon 4.0 about
the same time as EAW. It, too, remains a "classic".
Flight simmers also turned to the "details."
Microsoft's Combat Flight Simulator
appealed to those who wanted to fly "the real thing"
and not just hop into a cockpit and shoot 'em up arcade style.
CFS demanded everything be authentic, from the cockpit instruments
and controls to the sounds and the airports. CFS'ers sneer
at anything less. It is said you can learn to actually fly
on a Microsoft Flight Simulator and I believe it. It is used
regularly in flight schools, I am told.
Frankly, you can't even read the instruments
clearly in most EAW cockpits. Only a few dedicated modders
slaved in their graphics programs to sharpen them up. The
problem is simply that EAW was designed for 640x480 graphics.
The "sheet of paper" the graphics modder has to
work with is surprisingly small. It's built into the .exe,
and only great understanding by a good programmer with the
source code is going to change it. EAW was designed in an
era when computer speeds were much lower, memory and hard
drive space was still a premium, to say nothing of the load
on graphics cards. Cut it to a minimum was the theme, so more
computer users can play. It still hurts or helps. But
as one reviewer explained, "Most combat pilots said
they didn't even look at their instruments in a dogfight.
They paid attention to their enemy and the sound of their
engines."
Eric McCann wrote as late as May,
2003 in VideoGamesReview.com that EAW's gameplay was "GREAT,
and easily the most accessible WWII combat sim out there.
I've played most of the others, which either spent too much
time on the "Sim" part (take off? Don't just start
the engine, adjust your magneto, your fuel flow, flaps, blah
blah blah) or went too far the other way into an unrealistic
"arcade" mode."
Well, you do have to start your engine
in EAW. Or use "A" for Autopilot. Then advance the
throttle and take your brakes off. And don't forget to raise
your landing gear. Sigh. So complicated. Jump to "Instant
Action". In truth, plenty of details and adjustments
are available by editing EAW's ".ini" section. So
many that most players never learn to use them.
The combat sim that blew EAW away
completely as far as general popularity goes was IL-2 Sturmovik
and especially its follow-ups, IL-2 Forgotten Battles and
Pacific Fighters. The stunning graphic details on aircraft,
the actual motion of elevators and ailerons, the evident damage
that appears on your aircraft when you get hit, all made the
blocky polygons of EAW look outmoded. But IL-2's fly very
much like their real cousins. That can mean mixtures, prop
angle, aircraft trim, etc. And they demand the best in high-speed
gameplay machines and video cards or you are watching a slideshow.
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