UK Ministry of Defense Improves War Games For Console Generation
hypnosec writes "The UK Ministry of Defense (MoD) has begun updating its Battlespace2 and other simulations to bring them in line with commercial wargames like Modern Warfare 3 and Battlefield 3. Andrew Poulter heads up the technical team behind the war-game and said that while back in the '80s and '90s, military simulations were state of the art, today they have fallen far behind commercial alternatives in terms of graphics and plot. With that in mind, the MoD has been investing heavily in what's known as 'Project Kite' (knowledge information test environment), designed to bring the training software to the forefront of military shooters. Some of this is down to the current generation of new recruits having been raised on shooter titles from both the Call of Duty and Battlefield series. This means they've gotten used to high-quality first-person shooter games. Taking a step down in graphics and immersion is hardly a way to train a soldier how to react in certain situations."
So remember slashdot, national militaries use these games as both training and propaganda, but actually there's no relation between video games and violent acts.
Slashdot: providing anti-social weirdos a soapbox, since 1997.
There are many FPS games with amazing plots.
The Unreal (not tournament) series had a great unfolding story about life on alien worlds.
Doom had a simple, yet interesting plot that you got into. This was nicely followed with each title in the series.
Gear of War? While I haven't played that, the story telling is supposed to be great?
And even going back to days when FPS was still in infancy, what about titles like Heretic?
Dead Space? Deus Ex? You can't play a few games online without touching the single player mode of a game and say it has no plot or that no-one plays for the plots.
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Hopefully they don't take Battlefield's system of how the game progresses as part of the "realism" that they are after. The game, while it does have great graphics, sound, etc., it shouldn't be used as anything similar to a training ground. While I'm sure the "realism" aspect is there somewhere, there are too many glaring aspects about Battlefield that makes it obvious that it is Just A Video Game.
And what plot? Not only are the plots in FPS games lacking in almost all cases, but how do they compare to a plot in a war? Is there a plot in a real life war?
A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally, silence. Seems your buddies are dead.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
I am not sure that it is possible to make a vehicle look like a hollow box made out of green, red and blue Pool Noodles. Also, the octagonal wheels found in most graphics from the 80's would give the vehicles terrible handling.
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you cant take a rocket propelled grenade in the face in real life for only 25% health damage like you can in many FPS's
If you want to see some of the training being conducted with Virtual Battlespace2, check out: http://www.youtube.com/tbocsims
Then you may want to read the free book: "Military Diorama" - http://www.smashwords.com/books/view/35490
This book is presently in use with the Military Simulations industry ( or at least with specific companies within it ) as a context model to help people understand why simulation technology is important.
If you want to examine the ethics behind testing of human subjects for reactions, you can also read "Turing Evolved" which is set 28 years after Military Diorama and is also a free book. http://www.smashwords.com/books/view/34627
Both of the books are free to download and distribute ( released as "Shareware" ), well reviewed on all major ebook sites and both examine the technology of military simulations and the ethics behind them. One of the larger military simulation companies reviewed both stories and now uses them as a context model to explain where the technology is going and what it's purposes are for. They described Military Diorama as "A lot closer to the truth than many of us like to admit"
GrpA.
Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
...while in the very next story China is looking at moving into space in a big way. I take it there are lower "labor" costs and higher profit margin in games?
Orwell: "In a Time of Universal Deceit, telling the Truth is a Revolutionary Act"
the current generation of new recruits having been raised on shooter titles from both the Call of Duty and Battlefield series. This means they've gotten used to high-quality first-person shooter games. Taking a step down in graphics and immersion is hardly a way to train a soldier
Unless, I don't know, you want a soldier to know how to react to a situation in a professional, reasonable, efficient, safe, appropriate and lawful manner.
All the games will teach him is "Don't touch the door until your sergeant tells you to open it", "headshot the bad guy at the first opportunity" and "don't use your initiative because we didn't program in that path of action".
Please, if you're not the UK, do use MW3 as your military training aid.
Graphically Arma 2 is on par with Battlefield 3 and COD. VBS 2 is essentially Arma 2.
Arma 3 and the next iteration of VBS will blow away the console ports. BF3 had tiny playable maps compared to Arma.
http://en.m.wikipedia.org/wiki/VBS2
AA:O completely took me by surprise many years ago. Who thought that the US Army of all things would produce a tactical shooter that was ACTUALLY good!?
Of course, being the geniuses they are, they managed to fuck it up, though it did take a little while. The Special Forces patch is where, after that, it started to really go downhill. It stopped being a 'video game' and became just a 'promotional tool'. Which it always was, but that's still not an excuse to let quality bottom out...
The problem: They hired an actual game dev studio, then fired them as soon as the game was done. They have done this many times. This is NOT how you make and support a video game.
A shame all in all. I still look fondly back on those days. They really had something special. Getting to shoot(and shoot beside) real military personnel was also greatness. =D
MOD UK is cutting budgets and everything so they will for sure throw away theirs VBS2 1.5 and 2.0 licenses and hardware (irony) just to buy 10 times more expensive less packed fancy visuals console 'sim' where hardware cost only 3 times more :)
latest major installment of VBS2 is 1.5 http://www.youtube.com/watch?v=4R1gCGaunLA
the upcoming (already being evaluated by customers) is VBS2 2.0 http://armory.bisimulations.com/products/vbs2/overview?qt-vbs2_sidebar=8#qt-vbs2_sidebar
which has graphical level of ARMA 2: Operation Arrowhead /Take On Helicopters
and BI Simulations already shown ARMA 3 renderer in action for the VBS2 usage ...
journalism w/o facts ftw. :)
I feel it is disturbing using video games to program the mind to be comfortable with death and killing. But reality is that in heavy situations, the amount of hesitation over killing in battle and subsequent shell shock results can be as high as 1:1. Meaning 1/2 of ur men could become effectively useless in heavy battle. Providing a framework for the mind to accept and rationalise the horrors that can occur is essential in getting the most efficiency out of ur men. I hate to admit it, but a soldier who doesn't think twice before killing is an ideal soldier. Its sad though that we have to do program minds like this. And its a little scary that they tools we use are the same ones our children play with. But I suppose it is in line with military recruitment commercials that imply joining the military is a good way to "see the world" and drive cool machinery. These "games" are evil, but if you believe peace requires war and peace is the goal... then our re-programming tools should be top of the line.
The physics in some of our games suck. You get shot, and somebody comes over and waves a wand and you are healed. I would guess the military has had better physical simulation for a long time.
I know that Atari Race Drivin' is still the most realistic driving game I have ever played. It's graphics are primitive, but effective. Newer games are ridiculous, and noneffective.
If the military put effort into terrain climbing, including fatigue simulation, fighting boredom, responses to surprises...
If you have to take a shit and are caught with your pants down, have to drag your injured... These could be worthwhile, but it could work with minecraft style graphics.
I had a job for three years as a developer on a 3d engine (Image Generator) for the military.
In theory, you could make some great graphics for this stuff. Because normally it's running on a dedicated box that you are building from scratch and delivering as part of a solution, that you can stuff the highest end graphics card imaginable into. Moreover, since the simulation needs to be high end, most of the physics, AI, and control are handled by an entirely separate computer, leaving yours free to just render network packets.
However, then it starts to get difficult. One technical issue is that most of these simulations are running on network using different military simulation protocols. Protocols that are not designed to handle quick-twitch gamer reactions, or good animations, but to show symbols on a top down map. Moreover, depending on what your packet source it is, it may be difficult to get positional updates regularly enough to even make a plane "fly" smoothly - let alone handling infantry reactions quickly enough. Not to mention that the engine I worked on could support play boxes a couple hundred miles across... in CoD3 you can only see a few hundred yards at a time. Imagine walking across all of the generated terrain in the MS flight sims...except for it all has to be accurate to aerial footage.
But that isn't the real problem with making the engines look nice. The real problem is that the brass don't care about good lighting or artwork. They mostly care about your support tool setup, how easily it integrates, how cheap it is, and how big of an playbox you can support well. This means that the number of artists on a project is 1/50th of that on a good title.
Most modern games have a small core of engineers, and then hordes and hordes of artists tweaking every aspect of the characters and levels. The shop I worked at had about 3 programmers and a single 3d artist, who also had to do the animation and texturing. Our competitors had two programmers and an artist. I know one major IG shop, one of the big names in flight sims, who were down to one developer.
Even selling your licenses at something like 10-20k per seat, you can't afford to hire many artists. There's steady work providing these solutions, but there isn't the "make it big" potential. The market is too niche, fairly fragmented, and not driven by graphics.
And that was the commercial side of things. The military itself had a couple engines that it always was paying someone to work on, but they tended to look even worse. They'd usually try to get contractors to work on them as part of implementing a larger training setup, but the contractors had no incentive to do more than the bare minimum on that engine than to get that one sim up and running.
I guess what I'm saying is, in the end, the backend engine part of most military sims is a harder and more annoying problem than it is in video games, every deployment requires weird custom code, and there's little to no monetary incentive to spend cash on the armies of artists it takes to make a game look good...
Which is too bad, because everyone writing these engines *really* want to make them look good ;-)
Max Payne. It was the first time I felt like I was playing a novel. The story was great and the graphic novel panels between scenes really immersed you into the story.
"What are you doing private?" "Teabagging you , sir."