Showing posts with label Flightsim. Show all posts
Showing posts with label Flightsim. Show all posts

Saturday, January 24, 2009

More thoughts on the Flight Sim tragedy

I've exchanged a few calls & mails with friends at Microsoft following the layoffs they announced. It's one thing to read the numbers. It's another thing to talk to a friend that's suddenly worried about the mortgage, feeding the kids, etc. Saddening.


Regarding the teams and products affected though, Flight Sim in particular is a shocker. The claim is that MS is still 'committed to the product', but having laid off the Aces studio, and their ever-distancing from the Windows gaming effort, it's really hard to beleive. The weight of it hasn't sunk in until now as I read some of the blog posts about the implications.

As Steve points out, Flight Simulator was (until this week anyway), Microsoft's oldest product in continual development. It was a piece of gaming's history. The original IBM PC version was developed by subLogic and published by MS for the IBM PC back in 1982. It existed on other platoforms (I got started on the C-64 version) as early as 1980. Is there another game franchise with a 29-year legacy? There's a good history here.

Additionally, Flight Sim isn't just a game, it's a platform. It supports an entire co
ttage industry of third party add-on vendors ranging from military missions to air traffic AI to hot air balloon sims to a space shuttle simulator. Not to mention the hardware add-ons for people that want to do really elaborate rigs.


Anyhow. It's sad. 

What next for this space? there's an obvious vaccuum for one of the few competing products in the space to try to fill. Still a shame for MS to lose all that legacy though. Maybe they should sell the source and assets to another company? Maybe open source the whole thing?

Might be worth noting that when MSN Games cancelled Bridge, enough noise from a small but rabid group of fans, some of it directly to Bill, brought it back (though in a different form). Not sure that would work for FS though.

Hope something good is resurrected out of the ashes here.

Thursday, October 11, 2007

More on the games as platform thing

...so, I picked on Dave, now Dave's rebutting. It's all in good fun, but let's see if we can sum up.

Dave says:

Flight Simulator may possibly be the least well-monetized of all Microsoft entertainment properties, in that it sells to a cult following that goes on to spend hundreds of hours and hundreds of dollars on after-market products not created by or associated with Microsoft. While commercial and volunteer after-market support is absolutely a good thing, there’s no law that says you can’t play a part in it! The entertainment industry has so much to learn about tapping niche markets…

Which I as Dave implying that (a) FS team (and yeah, we all work for MS, I get the irony here) did so out of ignorance (the "has so much to learn" bit) and/or bad decision making ( "no law that says you can't play a part").

I argued:

This third party development didn't happen unbeknownst to MS. Quite the opposite. Taking a page out of the MS playbook, the FS team deliberately opened the product to extension/enhancement by developing an SDK and making it publicly available. In doing so, they turned a game into a platform.

And Dave retorts:

I hardly need reminding that 3rd party extensions, especially of the user-generated type, can be very good for business, (snip snip snip) You just need to be smart about it.

To which I'll reply: My point exactly. And I beleive that the Flight Sim team, with 10 years in the business and the lions share of the market for flight sims, has been extremely smart about it. I would hazard a guess that they looked long and hard at this and decided for good reasons to play it out they way they did, enabling a third-party market and allowing it to thrive.

To his point about co-opting innovation, they already do that (some of the features added one version to the next were ones that used to require an add-on). To the point about helping them advertise, they already do that as well. So Dave's only idea that isn't already being implemented by the team is a digital distribution channel. A good idea perhaps, but not feasible until recent history, and certain rife with it's own set of challenges.

Dave wraps by upping my dart of 'ignorant' with a retort of 'intellectually lazy'.

I'll wrap with a "ignorant, yet again dude!". He states "I’m not content to ignore an opportunity" (implying that the FS team was and did?), when I'd assert that they didn't ignore the opportunity at all but rather made a decision about how to approach it sensibly. He then throws out three ideas about how they could capitalize on it, two of which they already do. I suppose he could have found that out on the web but perhaps was too "intellectually lazy" to do so...

Disclaimer: David and I are good friends and have a great deal of respect for one another. We have these debates via our blogs to encourage healthy discussion and to shamelessly boost our traffic. Also, neither of us have discussed any of this with the Flight Sim team, who would deem us both ignorant, lazy and probably call us other words I can't put here, for even having the debate in the first place.

Wednesday, October 10, 2007

When games are platforms

I've been meaning to post about this great Penny Arcade column about SquawkBox, a plug-in for MS Flight Sim letting virtual pilots connect to virtual air traffic controllers. It's a good read, though not as thorough as the article on virtual air networks & MS Flight Sim that was (IIRC) in Wired a couple years back. Can't find a link to it online, unfortunately.

Fact is, there are multiple virtual airlines and virtual simulations of air traffic control and the like, all built on top of Flight Sim & the Web. Their significance should not be overlooked. These are essentially community created MMO's, built on top of open platforms, and have been going on for years. Squawkbox was built in 97. ProController (air traffic radar sim program) was built shortly thereafter. People strapped these together and on top of the Internet built Satco, VATSIM and IVAO. Ten years later, every day thousands of pilots jump into their deskchairs and shuttle passenger jets from Paris to NY, if thats their asigned route that day.

David Edery, a friend & co-worker, posted this (sorry Dave) ignorant post on the subject, arguing that FS is under-monetized because we allow third parties to develop aftermarket content and products rather than doing it ourselves. Furthermore, it's phrased as though the FS team does this out of ignorance, citing it as a lost opportunity and stating that 'the entertainment industry has so much to learn about tapping niche markets'.

I'll argue quite the opposite. I think the FS team understands this very well, and has for a long time. This third party development didn't happen unbeknownst to MS. Quite the opposite. Taking a page out of the MS playbook, the FS team deliberately opened the product to extension/enhancement by developing an SDK and making it publicly available. In doing so, they turned a game into a platform. It can also be argued that this was a key part of them capturing such a large part of the flight sim market (a genre that was fairly saturated with competitors when I first got into this business).

Flight Sim has been extended with products that do weather simulation, air traffic control, communications, ground scenery, weather simulation, vegetation, even baggage cart simulation. You can get detailed versions of most airports in the world, most commercial aircraft both current day and historical (including everything from a space shuttle sim to a hot air balloon sim). even ones that modify flight physics dynamics.

Like with other closed vertical markets - not only would MS not have been able to develop this range of product extensions had they chosen to do it themselves, they most likely could not even have conceived of them all.

This is not unlike the position some have taken on FPS games, saying "why release an editor and the ability to make mods? That's stuff you could make yourself and charge for". The case has been made time and time again that this is a core part of what has made Id, Epic and Valve as successful as they've been.

At it's heart, MS is very much a platform company. We do a lot of other things, and we have our 'closed vertical' areas as well, but the company's DNA was forged with DOS and tempered with Windows, and both of those were successful as platforms first and foremost. Fligth Sim is very much of the same bloodline.

By the way, I probably should have included FlightSim as part of that forging, as it's MS's longest running product franchise, as it predates Windows itself by three years.

For giggles, comparative screenshots:

(1) from FS 1.0 (I shudder to think how many hours I spent in this virtual cockpit - taxiing across the brooklyn bridge so I could drive right up to the Empire State's doorstep)





(2) from FS 2004, from the Imagine add-on with offering an accurate version of LaGuardia Airport in NY.




Saturday, September 1, 2007

Tidbits from around the blogosphere...

Pressed for time (long weekend or no!), here are a few things that caught my eye this week:

  • Google Earth has a flight sim easter egg. Like many, I thought "Steve.... what are you up to?", but he claims "nuffin!". (My first thought is that this is just like any other Christensen effect thing - Those that sell flight sims (like MS) just have to stay far enough ahead of free to justify the money.
  • This story of the boorish behavior of one exec director of the "video game expo" at PAX (VGE seems to want to compete with them and was attending to poach talent and gather intel) is very funny. Good luck with your event there buddy.
  • Ubisoft seems to be dipping their toe in the water with free, ad-supported full PC games. A few of the casual folks have been trying their hand at this, but this is the first I've seen it for full retail titles like Far Cry. Curious to see how it turns out (i.e. if you see more games showing up --> it went well!)
  • There's been some fallout about the ESRB changing the rating on Manhunt 2 (from AO to M) and their not wanting to disclose what changed in the game or the rating of it. Sounds like the ESRB is rapidly turning into the MPAA. Now more than ever, I want to see this film.
  • The 'shrimponomics' post on Freakonomics is required reading. First, read this one. Now answer the question, and only then (spoiler) read this one. The exercise, now that you've completed shrimponomics, is to think about how this applies to your company (i.e. in my case, game-o-nomics, console-o-nomics, and Redmond-o-nomics :-)
  • Maven and her friends: The state of AI on a host of classic games (connect-4, Scrabble...)