Also, manuals in XX century were great. They were often decent books by themselves, full of information and lore. Somehow, this concept was abandoned around 2000 +/- couple years (StarCraft, from 1998, originally had a small-book-sized manual with details and stories; that's the last one of this kind that I remember.).
Very interesting point. I wonder why did this happen? I believe the manuals/books with backstory/guides that came with the box, added to the engagement with the game. Why did they go away? Seems like a needless regression :)
Sometimes I lament that the entire character of PC games changed as well during the same timeframe, as they become more console-ish/FPS-style, rather than adventure/puzzle/strategy/sim style. But then I remember that probably every generation romanticizes the good old days. Technology advancement explains the shift to FPS (better game engines, graphics cards, leading to more immersive worlds and movie-like narratives + multiplayer is exciting), but doesn’t explain the death of the game “manual/novel/book” :)
I remember it happened around the time of the CD-ROM and the digitization of manuals as PDF files simply dropped on the disc. Then, economy.
I forget the source for this but it boiled down to:
- Apparently lots of people didn't read the manuals
- Game designers started using intro levels to teach the player what to do.
Personally, I LOVED the MicroProse manuals and was always super excited when I unboxed a new game and would spend hours reading all the details and stories (the games were awesome too).
I strongly disagree that better game engines, graphic cards led to more immersive worlds and movie-like narratives. It's like saying Marvel movies are more immersive and have better narratives than pre-fx movies.
it just seems to me that LucasArts (adventure games like Monkey Island), MicroProse, Sierra, Westwood, Firaxis, Brøderbund etc just died in a span of 10 years and PC games just never got back to their older style.
The battle chests (base game + expansion pack) also came with a detailed guide to all the new content, with leveling guides for the new areas, raid guides for the new bosses etc - though I don't think those were made by Blizzard, they just bundled them in the box.
Both games were noted for the quality of the AI, ground and air units working together.
[1] https://en.wikipedia.org/wiki/Lockheed_F-117_Nighthawk#Desig...
With aircraft, I assume the trend is similar, with the "missing" numbers being trials aircraft or testing designs.
As for the F-117; fighters are generally regarded as sexier and more attractive than attack, bombers, cargo or other types. By calling it a fighter the USAF reckoned that recruitment would be easier and also that it's real purpose would be obfuscated. This is also the reason for the number; by giving a high number they indicated that this was an airplane designed prior to 1962 which never became anything.
Fascinating! Did you get any cool tours as a child?
I still never fail to get an interesting story or two from his AF days whenever we meet, though - trusting stuff like the Starfighter to a bunch of twenty-somethings is basically ASKING for lots of close shaves growing into very tall tales...
[1] https://www.idlethumbs.net/designernotes/episodes/sid-meier-...
https://nationalinterest.org/blog/the-buzz/the-navys-secret-...
[1] https://en.wikipedia.org/wiki/McDonnell_Douglas_A-12_Avenger...
Here is a video of a tutorial on CASE 1 carrier landings in the Hornet: https://www.youtube.com/watch?v=TuigBLhtAH8
Some of the DCS planes are study sim level (The A-10C Warhog, The KA-50 BlackShark, Mirage 2000, Viggten etc.) and the Hornet is going to join them (It is currently in beta and not complete).
"Study Sim" here means that you could learn the game using the real life documentation for the real aircraft. (Although they do have game specific guides).
A cheap'ish HOTAS (EDIT: See llimllib's comment below, the last link has examples. A Thrustmaster T-16000M is about 100 bucks ) is all you need harware wise.
https://en.wikipedia.org/wiki/HOTAS
> HOTAS, an acronym of Hands On Throttle-And-Stick, is the name given to the concept of placing buttons and switches on the throttle lever and flight control stick in an aircraft's cockpit, allowing pilots to access vital cockpit functions and fly the aircraft without having to remove their hands from the controls. Application of the concept was pioneered with the Ferranti AIRPASS radar and gunsight control system used by the English Electric Lightning[1][2] and is widely used on all modern fighter aircraft such as the F-16 Fighting Falcon, the A-10A/A-10C and others.
Meaning, in this context, that you have a joystick and throttle with like 17 buttons each hooked up to your computer
It would've been much easier if I had a couple of touch screens to simulate the cockpit controls. Trying to click on all the buttons or remember the keyboard shortcuts was impossible.
When it comes to keyboard shortcuts I think the only one I use is the G key to raise / lower the landing gear.
There are simple aircraft (Known as FC3) that don't have clickable cockpits and can be started up with like 5 keyboard buttons.
I would still say you need a Joystick and Throttle though.
Don't have the link handy right now but they basically caught the plane on fire before the could learn how to takeoff correctly.
I can say that it actually tries to physically model the real-world performance of aircraft and threat systems.
(Although there is debate on how they model some of the Air to Air missiles).
One of the third party developers is currently creating the F-14 Tomcat and are going into incredible detail on the flight model and avionics.
As an example, here is some information modelling the INS: https://forums.eagle.ru/showthread.php?t=206097
(More posts at: https://forums.eagle.ru/forumdisplay.php?s=cb4fea99082f9003b... )
True for me too. I remember that game. Reading the manuals for all the Jane's and Microprose's games, and taking them very seriously, was definitely a childhood highlight.
Btw, I found that GoG has F-117A and the reviews are awesome. I hope these are genuine reviews because they definitely echo my experience :-) Here is the link: https://www.gog.com/game/f117a_nighthawk_stealth_fighter_20
"...it will keep you on the edge of the seat.."
"This game is in the top three of all PC games I have ever played."
Definitely echoes my colored-by-nostalgia-memories :)
Edit: I have a question — what is the best way to play this game on a MacBook? (Without installing windows or Linux)
It appears as if the gog version of the game is the original with a bundled DOSBox, so you very likely can grab the gamefiles and DOSBox configuration from theirs and use it with a DOSBox installation on your system.
I think you can still get Thrustmaster and Flightstick Pros, but back in the day, I could just go and buy one.
I have not seen a joystick at a retailer in years.
Dosbox?
Another aspect you didn’t mention was the cardboard keyboard overlay because the game used basically every key for something.
I wonder if muscle memory would kick in for me on this all these years later.
That was fairly common with sims from the mid-1980s into the 2000s.
Hmmm...going by this thread, I am really surprised that there are so many of us who like this game. This is quite cool actually! :)
See my comments elsewhere about DCS World. It is modern air combat simulator and is incredibly detailed.
There is also Falcon BMS which is also extremely detailed.
For WWII look at IL-2 series.
Honestly. Right now we have 3 amazing combat simulators that blow everything in the past out of the water.
"This is why we fly" is a good video for DCS https://www.youtube.com/watch?v=Zn6kyNx7kG8
http://reddit.com/r/hoggit is a subreddit dedicated to the above sims (with a focus on DCS)
LockOn [0] (formerly known as Flanker, IIRC) and DCS World (never played that one) look quite cool.
[0] https://en.wikipedia.org/wiki/Lock_On:_Modern_Air_Combat
[1] https://www.digitalcombatsimulator.com/en/
-ss
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There's several. The problem is that, as hardware got better and the simulations grew ever more accurate, they become too complex for anyone but the most die-hard aviation fans to actually enjoy.
Sure, it still might feel bit too much, but if nothing else it represents that they recognize the need for lighter products.
https://www.digitalcombatsimulator.com/en/newsletters/newsle...
Sometime in the early 00's I got to see an aircraft carrier from a light aircraft, at about a circuit height and distance. I never, ever, want to try landing on a real carrier. They're so tiny!
That nasal whistle playing endlessly from the PC speaker though was something!
[1] http://lucasabandonware.free.fr/manuels/Falcon%203.0.PDF
http://www.stormpowered.com/stormcloud/games/6040/manual.pdf
Man, I really miss these kinds of games. DCS is really all that's left of what used to be an entire genre.
The game and the manual had a ton of jargon that one had to learn to play the game, adding to the feeling of being in a real sim :) The section on evasion and defense systems was especially charming (Basically, this game was a dream for a kid who was into PC games and flying sims). The paper version that came with the box explained tons of small details about the plane e.g. how radar absorption paint works (I learned later from a documentary that F-117 had to be repainted after every mission, making maintenance very expensive).
Two highlights of the gameplay were: a) landing on an aircraft carrier and b) learning capabilities of different types of missiles and how to deploy them (i.e. one was forced to read the manual!).
When I hear about F-117, I can't help remember this hidden-gem PC game.
Relevant links:
1) Steam: https://store.steampowered.com/app/328920/F117A_Nighthawk_St...
2) Wikipedia: https://en.wikipedia.org/wiki/F-117A_Nighthawk_Stealth_Fight...