by Wilcke on Thu Mar 05, 2009 9:04 am
2nd part...
Q: Oleg, considering that your progress with Battle of Britain is over 60%, as you’ve said, we’re getting the impression that working on BoB is taking too long, for example compared to Il-2. Is that correct?
A: I wouldn’t say that. Il-2 Sturmovik was in development for 4 years before its 2001 release. First we built the engine, then everything else. Then we continued making various improvements and built a new 3D engine (the Perfect mode that shipped with Forgotten Battles was in fact a whole new 3D engine). All this work took another 4 years before Il-2 1946. That’s a total of 8 years, 4 of them spent on updates and expansions.
We initially wanted to make Battle of Britain on the Il-2 engine. However that would be the last thing we could do with it. And then what? The engine was beginning to show its age by that time, despite many revolutionary features which Il-2 brought to the genre in 2001, and which many developers have tried to replicate since. By 2005 we’ve finally realized that we had to build a new engine. First only one person worked on it, then two, all while continuing to work on Il-2 as well. We’ve really switched over to BoB only after all work on Il-2 was completed, i.e. in 2007. So BoB’s only been in development for 2 years now. It isn’t all that much compared to all the goals we’re trying to achieve. The tasks at hand are enormous. We want to outdo ourselves, and of course all those who claim that they’re better than Il-2 (which they finally get to claim years after we’ve stopped all work on the product). So far we haven’t even spent the time on BoB that we spent making the original Il-2.
Speaking of other developers, we’ve given one team the entire Il-2 source code a long time ago, and they were supposed to release their sim even before 1946 in order to turn a profit. However they decided instead to make their own engine, etc. It still drags on, so how long has that been in development now? I hope this example makes it clear to everyone that anything not based on an existing engine takes a lot of time.
Q: You’ve stated many times in previous interviews that BoB will be drastically different from the Il-2 series. What do you mean by that?
A: Not a very easy question to answer, but I’ll try to respond the best I can without divulging some secret information.
1. The engine and the system we’re developing is built from the ground up to allow future expansions. Each new product can be stand-alone, or it can plug in with the others starting with BoB, following the success of Pacific Fighters which proved that this model can be viable.
2. We’re developing a system that is more than just a flight sim, but can be a sub sim, PT boat sim, tank sim, helicopter sim, etc. By the way, we just might have a flyable autogyro in BoB.
3. We’re also writing a completely new, drastically improved online code with multiple modes and features. It can even support a server-based MMO with a monthly fee. This of course won’t happen with BoB itself, but is possible on its engine, possibly made by other teams that further develop into this direction.
4. Quality level for ground and air objects is ages beyond what was one with Il-2. I don’t think that such a huge leap will be possible after BoB; the only changes that can happen is increase in polycount or texture size, or more detailed interior details. Even Il-2 was often used as a reference by other developers, and BoB will even have uses for movies.
5. We’re working on an add-on and expansion module that will not affect the online playing field. After BoB is released we plan to publish a set of tools that will allow end-users to:
* Create new planes;
* Create new vehicles, tanks, ships, etc;
* Create new static objects, such as building, bridges, equipment, etc;
* Create new maps, with limits on total size. We’ll leave large maps for ourselves, for our own new sims.
Of course, to do any of that end users will need to have experience with other 3rd party software, such as 3D modeling suites. There are a lot of people that have the required skills around the world, of course, including right here in this country.
Even just the few details I’ve listed above should give you an idea of all the possibilities we have with BoB. One of the consequences is that a whole industry can pop up around BoB similar to that around Microsoft Flight Simulator, creating add-ons for it, also considering the online fairness with BoB. We can also expect a large number of new aircraft to become available soon after BoB’s release, including Soviet planes. One Russian plane will even ship with BoB, the Su-26. We’ve built it following many requests from pilots around the world. Many in the West are also asking for the Yak-52. You can see how different BoB will be from Il-2 in this respect. In Il-2 we had to develop or insert all new objects ourselves, specifically for the purposes of maintaining cheater-free online gameplay. Remember that we’ve released a huge number of these add-ons for free.
Q: Will there be free expansions for BoB, like there were for Il-2? Or will all expansions be commercial, considering the current state of the economy?
A: We will definitely continue releasing free expansions. However we won’t be able to do as much as before. We’ll adopt more of other people’s work and include them in the standard cheater-free online list. But it’s a bit too early to talk about this. However, we do have one plane already in the works for just such a free expansion.
Q: Let’s go back to BoB maps once again. This is a very exciting topic. How will they be different from Il-2 maps?
A: First of all, they will be more detailed. This means all sorts of small details you will notice in flight, with terrain, buildings, roads, etc. Not exactly on topic of maps, but we’ll also have moving grass. Secondly, we will have dynamic weather. This is actually on topic of maps. Even though the weather is handled by a separate weather module, it’ll be tied into the gameplay maps and affected by topography. Thirdly, we’ll have more detailed coastlines. We’ll now have cliffs, not just flat painted textures, but with real elevation. Next, our roads will have smooth curves of various profiles, which will immediately make the terrain look more realistic. In conjunction with new photorealistic textures, new technologies, new light and shading, all of the above will work together to create something that from the air looks really, really close to reality.
Q: And now Oleg, please go into more details on your thoughts of the future of Storm of War compared to Il-2, given the potential you’ve built into the engine from the start.
A: Considering what I’ve said already, and given an initial commercial success of BoB, here’s what I see:
1. Some number of developers internationally that worked with MSFS, and probably a large part of them too, will convert to our side. This is especially to be expected considering the recent closing of Aces studio. So these add-on developers might just start making add-ons for Storm of War. I think this might even include jets, including modern ones. At the very least I would expect someone to do Vietnam, not to mention WWI. This should happen too. Generally WWI aircraft are easier to model and program, since they don’t have such complex aerodynamics, no retractable landing gear, propeller pitch, and other advanced devices. There’s also no radio, which means there’s no need to develop and record radio chatter.
2. Korea, in conjunction with RRG. Its development is now in background mode. Their team is now working with us finishing up planes for BoB, and also modeling ships.
3. Africa, Malta, USSR. These are most appealing choices for us. Even though we know for sure that the Pacific is the most interesting subject matter for the international market, besides Battle of Britain that is. Generally the Eastern Front is a bit easier for us to do since we have loads more data on it, and there’s less variety of vehicles and aircraft to model than all the other fronts.
4. Continuing combat around the English Channel, which will largely be made via expansions since we’ll already have the main map.
5. Cooperation with other teams to create other games (perhaps by selling the engine). For example, an MMO with controllable soldiers and submarines etc. Or even a space sim around planet surfaces with somewhat realistic physics
6. Console variants with simplified features.
Q: Virtually all flight sim fans graduate to online modes after first flying offline campaigns and earning their triple HSUs or Oak Leaves. This will probably be the case with BoB as well. So, how different will offline campaigns be in BoB compared to Il-2?
A: I’ll answer briefly for now:
1. An entire new dynamic campaign engine, often with unpredictable results and random elements. So far this still needs lots of testing and fine-tuning.
2. Possibility of creating static campaign missions with random branching, if so desired by the end-user.
We’ll leave the second option for end-user add-ons. Creating campaigns like that is more historically realistic. However even the first option will have some user-modifiable options, and it may even permit users to make their own add-ons.
Q: Oleg, what is your favorite plane in Il-2? In BoB?
A: Hard to say. With the huge number of options of Il-2, I did mostly prefer the Bf-109K-4, if it was allowed on a server. Occasionally I liked to boom-n-zoom in Focke-Wulfs and in the I-185, whenever I saw that I was the smartest one in the dogfight and everyone else was circling around down below.
With BoB, I will probably prefer the Spitfire, at least in the beginning before other planes become available. Out of the more exotic, I’ll definitely enjoy the autogyro with its completely unique flying technique. We’ve even involved a real autogyro pilot in our development. And if we do make the second crewman taking potshots at 109s with a rifle, that’ll be very British indeed! By the way, the autogyro will be very difficult to shoot down due to its extreme low speed.
Q: Thank you for taking the time to answer our questions, Oleg! We simply can’t wait for BoB, and look forward for more interviews. Good luck!
A: Thank you!
Wilcke