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    Fly the airplane

    The past few days have been quite a roller coaster for those of us at Microsoft, and for everyone in the flight simulation community. I've found that, emotionally speaking, reading the forums has made matters both worse and better for me. Worse, because there is lots of negativity being expressed that triggers my own. Better, because there are many clear thinkers out there, putting things into perspective.
     
    In an atmosphere filled with chaos, panic, rumors, and anger, a handful of posts convey a level-headed professionalism of the sort that the best pilots exhibit in times of crisis. No amount of conjecture—no matter how well-researched or well-reasoned—will change the fact that we won't be arriving at our planned destination on time. I'm angry about that, I have my own theories about why, but anger and conspiratorial finger-pointing isn't going to help me land safely. Any trained pilot knows that the most important action for surviving crisis in the cockpit is a simple one: fly the airplane.
     
    So tonight, I decided to take that a bit literally. I closed my browser ... took a deep breath ... and booted up FSX for the first time since this all started last Thursday. I went to KCQX, the little airport on Cape Cod where I soloed a real Cessna 152 in 1987. That summer I was working three jobs to pay for flying lessons, and I rode my bike five miles each way to get to the airport.
     
    Never in my wildest dreams would I have imagined back then that 21 years later I’d be climbing into a virtual Piper Cub, cranking up a virtual engine, and taking off to explore a virtual Cape Cod that looked almost identical to the real one. But alas, technology has come a long way in the past two decades.
     
    I taxied out to the runway, took off, and climbed out over MegaSceneryEarth's aerial photo-based rendition of the Cape. As I leveled off at a thousand feet, the memories came flooding back. Down there off the left wing was Hardings Beach, where I had spent many a lazy afternoon. Further west, Wychmere Harbor, where I had spent a third of my work-life that fabulous summer more than half my life ago.
     
    Chatham
     
    I continued chugging on up the coast, past Dennis Port and the Bass River, and made a squeaker of a touch and go at Barnstable Municipal in Hyannis, the first "big" airport with a control tower that I ever flew to. I made my way back to Chatham along the north shore of the Cape, found some more memories as I went, and touched down on runway 24 just in time to see the last moments of a spectacular sunset.
     
    I taxied in via a concrete taxiway that didn’t exist back in ‘87, but parked on the grass just like I used to. Pulling the mixture, the engine stopped and the world returned. First the virtual world there in Chatham, then the real one at my desk. If you’ve been simming for any length of time you know what I mean.
     
    It took a few long minutes before all the mental chatter started up again, and I rushed to my browser to write this post quickly for fear of peeking at the forums again along the way. In a moment I'll click Publish, shut this machine down, and rush off to bed so I can savor the lingering sights and sounds of what I just experienced thanks to the magic of simulation.
     
    We’ve come a long way since I learned to fly for real that summer. My first attempts at re-creating the experience using Flight Simulator on my first computer left a lot to the imagination. It boggles my mind to consider where technology will take flight simulation over the next 20 years. What I do know is that we’ll get there. The course we take might not be the one we planned, the journey might not be a smooth one. But we’ll get there, and when we do we’ll look back on what we have today and wonder how we thought this experience was realistic at all.
     
    The next generation of flight simulations will come. In the meantime, there’s a big round earth and a whole lot of simulated flying machines available to explore it with. As you peruse the forums and ponder, as you write nasty emails and engage in thoughtful conversation, don’t forget to fly the airplane.
     
    Go lose yourself in the sim. You’ll remind yourself, like I did tonight, why you care so much in the first place.

    My job in the Aces Studio goes kablooee!

    Last week I was laid off along with everyone else in the Aces Studio at Microsoft. I wish I could tell you more, but I can't due to NDAs, etc. For now, the forums and gaming press are your best bet for info, although much of it is rumor and opinion. (Update: an official announcement, on FSInsider)

    My personal feeling is that tragedy and opportunity are often just a matter of perspective. Some great things could come of this: for the simming community, and for me. So while I'm shocked and angry after 10+ years with Aces, I'm also optimistic, and I have some interesting choices to make.

    As personally affected as all of us in Aces are, we're also bummed because we loved our work and the products we made. We had quite a team, and most of us are too damn talented to just mope. I look forward to seeing where all this goes.
     
    In the interim, as folks on the forums are wisely pointing out, FSX and FSX add-ons still have long lives ahead of them!

    Game-like By Its Very Nature

    Nobody asked, but if I have anything like a philosophy influencing how I approach my work on Microsoft simulation games, it's this:

    A realistic simulation of a compelling real-world activity is game-like by its very nature.

    Re-read that.

    Rich simulations are by nature not (or not just) about blowing things up. Not just about quick thrills, or beating your friends. They're about a deep world that takes time to learn, and master, and explore. About visual and experiential nooks and crannies where amazing sights can be seen and thrills can be had. They're about feeling invested in the outcome of what you're doing, whether it's operating a train on a tight schedule, flying supplies to stranded climbers, or getting airline passengers to their destination with as few bumps as possible.

    If the simulation has succeeded, when you finish, the journey is its own reward. If you get an evaluation or a score, or medals on top of that, sure--it feels good. But when you turn off the computer at the end of the night, your mind is filled not with memories of things you saw, but of things you experienced, and that is what you remember, what you crave, what you become addicted to. At least I do.

    As Michael Hague says in his book Writing Screenplays that Sell (and I love this quote): "People do not go to the movies so they can see the characters on the screen laugh, cry, get frightened, or get turned on. They go to have those experiences themselves....All filmmakers, therefore, have a single goal: to elicit emotion in an audience."

    It's the same with games and with those who make them. Whether someone's a project manager, or an artist, or a tester, or a sound engineer, or a developer, or a usability specialist, or a writer, or a game designer, I believe at root we all have a single goal: to elicit emotion in an audience. We each have our own bag of tricks with which to do that.

    When my friend Bruce Williams was the Business Development manager here, he told us that we had won the war for bullet points on the box, and that the next step was understanding that "features are catalysts for experiences." A lot of folks took that to mean, "features are catalysts for structured experiences" (i.e. missions). But "features are catalysts for experiences" means more than that. It means thinking of everything we put in the simulation in a new way: from the glow of city lights below a layer of fog, to the reflections of the strobes on a wet runway, to the smoke coming from a cabin chimney hidden away deep in the mountains, to the urgent commanding instructions of an air traffic controller on the radio, to the raspy mutters of a deHavilland Beaver starting up on a cold morning, to the user interface that makes it all possible. Every feature has the potential to elicit emotion in an audience. The emotions--not the features--are what users who take the time to learn, and explore, and experience a simulation will keep coming back for more of.

    Our challenge then, as a developer of simulation games, is to:

    1. Consciously design the emotional experiences we want our users to have
    2. Put these experiences and the features that elicit them into the product
    3. Provide some structure in which users can easily discover these features and have these emotional experiences
    4. Figure out ways that every user (from novice to hardcore) can have them

    FSX took some bold leaps in this direction with its new mission system. The next version of Train Simulator will take some more.

    I can hear mutterings from the back of the blog: "But they're turning my favorite sim into a game!"

    Not to worry. Most of the people on the team I talk to about such things agree with me that our job should be first and foremost to dissect what people find fun (or challenging, or interesting) in the real world, and simulate that experience better than any other product on the planet. That's the attitude that we launched a genre with. We know that if we stray from it too far, we'll lose ourselves in a sea of games that were always games. We know that if we stick to it, we'll survive as a leading simulation developer. But we also know that if we stick to it and carefully expand upon it, we'll thrive, attract new fans, and ensure our existence over the long term.

    Don't get me wrong: scoring, competition, and rewards can certainly add to the compelling nature of a simulation game. But it's not the essence of a simulation game. During the development of missions for FSX, I kept pointing out that if we focused on the extrinsic rewards too much, we'd be missing opportunities to focus on and design the subjective, experiential, and emotional experiences that we wanted people to experience and remember. Experiences that are inherent in the real-world activity (flying) that we modeled so realistically to begin with!

    In the real world, hopping in the cab of a mile long train and trying to figure out how to drive it, and doing so for hundreds of miles up and over a mountain pass without killing anyone, and then stopping hundreds of miles away at another time of day, within 60 seconds of your scheduled arrival time--that's compelling and gamelike by its very nature. No need for a trophy or a badge after an experience like that. And yet, whine as I did about "the rewards" all through the FSX development cycle, I'm now finding myself actually enjoying getting rewards for successfully completing the missions I fly in FSX. Go figure.

    I'm a simmer. I know how to make my own fun. But sometimes a little extrinsic motivation is nice. Like frosting on a cake. Interestingly, even console games that are mostly frosting are now starting to incorporate simulation elements. Everything's merging to a point where it's not only difficult to tell what's a game and what's a sim, but difficult sometimes to differentiate either from the real thing. You should have seen the sky tonight on my drive home. It looked just like Flight Simulator.