Space flight simulation game
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A space flight simulation is a
genre Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other for ...
of
flight simulator A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they rea ...
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s that lets players experience
space flight Spaceflight (or space flight) is an application of astronautics to fly spacecraft into or through outer space, either with or without humans on board. Most spaceflight is uncrewed and conducted mainly with spacecraft such as satellites in ...
to varying degrees of
realism Realism, Realistic, or Realists may refer to: In the arts *Realism (arts), the general attempt to depict subjects truthfully in different forms of the arts Arts movements related to realism include: *Classical Realism *Literary realism, a move ...
. Common mechanics include space exploration,
space trade Space trade is interplanetary or interstellar trade. Plans and ideas on how trade functions have been published by Futurists and pundits since the 1960s, though science fiction writers have been envisioning such trade for several more decades. ...
and space combat.


Overview

Some games in the genre aim to recreate a realistic portrayal of space flight, involving the calculation of orbits within a more complete physics simulation than pseudo space flight simulators. Others focus on gameplay rather than simulating space flight in all its facets. The realism of the latter games is limited to what the game designer deems to be appropriate for the gameplay, instead of focusing on the realism of moving the spacecraft in space. Some "flight models" use a physics system based on
Newtonian physics Classical mechanics is a physical theory describing the motion of macroscopic objects, from projectiles to parts of machinery, and astronomical objects, such as spacecraft, planets, stars, and galaxies. For objects governed by classical mec ...
, but these are usually limited to maneuvering the craft in its direct environment, and do not take into consideration the orbital calculations that would make such a game a simulator. Many of the pseudo simulators feature faster than light travel. Examples of true simulators which aim at piloting a space craft in a manner that conforms with the laws of nature include ''
Orbiter A spacecraft is a vehicle or machine designed to spaceflight, fly in outer space. A type of artificial satellite, spacecraft are used for a variety of purposes, including Telecommunications, communications, Earth observation satellite, Earth ...
'', ''Kerbal Space Program'' and ''Microsoft Space Simulator''. Examples of more fantastical video games that bend the rules of physics in favor of streamlining and entertainment, include ''Wing Commander (video game), Wing Commander'', ''Star Wars: X-Wing (video game), Star Wars: X-Wing'' and ''Freelancer (video game), Freelancer''. The modern space flight game genre emerged at the point when home computers became sufficiently powerful to draw basic wireframe graphics in real-time. The game ''Elite (video game), Elite'' is widely considered to be the breakthrough game of the genre, and as having successfully melded the "space trading" and flight sim genres. ''Elite'' was highly influential upon later games of its type, although it did have some precursors. Games similar to ''Elite'' are sometimes called "''Elite''-clones". Space flight games and simulators, at one time popular, had for much of the new millennium been considered a "dead" genre. However, open-source and enthusiast communities managed to produce some working, modern titles (e.g. ''Orbiter (simulator), Orbiter Spaceflight Simulator''); and 2011's commercially released ''Kerbal Space Program'' was notably well-received, even by the aerospace community. Some more recent games, most notably ''Elite: Dangerous'', have brought new attention to the space trading and combat game subgenre.


Subgenres


Realistic simulation

Realistic space simulators seek to represent a vessel's behaviour under the influence of the laws of physics. As such, the player normally concentrates on following checklists or planning tasks. Piloting is generally limited to dockings, landings or orbital maneuvers. The reward for the player is on mastering real or realistic spacecraft, celestial mechanics and astronautics. Classical games with this approach include ''Space Shuttle: A Journey into Space'' (1982), ''Rendezvous: A Space Shuttle Simulation'' (1982), ''The Halley Project'' (1985), ''Shuttle (video game), Shuttle'' (1992) and ''Microsoft Space Simulator'' (1994). If the definition is expanded to include decision making and planning, then ''Buzz Aldrin's Race Into Space'' (1992) is also notable for historical accuracy and detail. In this game, the player takes the role of Administrator of NASA or Soviet human lunar programs, Head of the Soviet Space Program with the ultimate goal of being the first side to conduct a successful Human Moon landings, human Moon landing. ''
Orbiter A spacecraft is a vehicle or machine designed to spaceflight, fly in outer space. A type of artificial satellite, spacecraft are used for a variety of purposes, including Telecommunications, communications, Earth observation satellite, Earth ...
'' and, to an extent, ''Space Shuttle Mission 2007'', provide more elaborate simulations. They have 3D virtual cockpits and external views. ''Orbiter'' has been continually developed into modern times including having modern graphics, while others above have not been. ''FlightGear'' is used professionally in aerospace engineering and research, with a flight dynamics engine (JSBSim) that is used in a 2015 NASA benchmark to judge new simulation code to the standards of the space industry''.'' ''FlightGear'' simulates orbital and atmospheric flight, but as of 2021 does not cover flight between planets (although its flight dynamics engine supports Mars and has been used to model the NASA Aerial Regional-scale Environmental Survey, ARES glider). The simulation has been continually developed into modern times, as ''FlightGear'' is Free and open-source software, free and open-source - the project receives development from people with scientific and engineering backgrounds, and is open to contributions from any source. ''FlightGear'' can accurately handle speeds from subsonic, transonic, through to Hypersonic speed#Classification of Mach regimes, high hypersonic or re-entry regimes with a flight dynamics engine that can incorporate windtunnel data or computational fluid dynamics, and uses a 3d model of gravity used for spaceflight based on spherical harmonics which can simulate the twisting force caused by gravity varying over a craft. It has an accurate Ephemeris, celestial simulation that also feeds star tracker instruments for navigation. ''FlightGear'' has the ability to accelerate time supported by the fact that the physics simulation runs on a separate clock than the visuals - this is very important to simulate long space missions. Being modern, ''FlightGear'' has realistic graphics and an orbital renderer that can handle calculations of Light scattering by particles, light scattering and auroral emission with huge distances involved. Of particular note is ''FlightGear'''s Space Shuttle project, whose simulation is backed by NASA windtunnel data and is the most detailed and accurate simulation outside of NASA's internal ones. ''Kerbal Space Program'' can be considered a space simulator, even though it portrays an imaginary universe with tweaked physics, masses and distances to enhance gameplay. Nevertheless, the physics and rocket design principles are much more realistic than in the space combat or trading subgenres. Mods for the game such as Real Solar System, Realism Overhaul and Kerbalism can be installed to add more realism to the game by replacing the standard in-game solar system with a 1:1 replica of the real Solar System as well as adding more realistic rocket engines, radiation, Life-support system, Life Support and other elements to make the game more realistic. The game ''Lunar Flight'' (2012) simulates flying around the lunar surface in a craft resembling the Apollo Lunar Module, while ''Perilune'' (2019) is an example of a lunar landing simulation with realistic physics designed for Android (operating system), Android mobile devices. The game/program SpaceEngine includes a realistic space flight simulator within its full scale representation of the universe (including both real and procedurally generated astronomical objects), utilizing realistic orbital mechanics and an atmospheric model for certain flyable shuttles. It also includes interstellar travel using the hypothetical Alcubierre drive, but this is implemented in a realistic method to compliment the more realistic elements of the game.


Space combat game

Most games in the space combat genre feature futuristic scenarios involving
space flight Spaceflight (or space flight) is an application of astronautics to fly spacecraft into or through outer space, either with or without humans on board. Most spaceflight is uncrewed and conducted mainly with spacecraft such as satellites in ...
and extraplanetary combat. Such games generally place the player into the controls of a small List of fictional spacecraft#Space fighters, starfighter or smaller starship in a military force of similar and larger spaceships and do not take into account the physics of space flight, often citing some technological advancement to explain the lack thereof. The prominent ''Wing Commander (franchise), Wing Commander'', ''Star Wars: X-Wing - Space Combat Simulator, X-Wing'' and ''Descent: FreeSpace - The Great War, Freespace'' series all use this approach. Exceptions include ''I-War (Independence War), Independence War'', ''Independence War 2: Edge of Chaos, Independence War 2'' and the ''Star Trek: Bridge Commander'' series, which model craft at a larger scale and/or in a more strategic fashion. ''I-War'' also features Newtonian style physics for the behaviour of the spacecraft, but not orbital mechanics. Space combat games tend to be mission-based, as opposed to the more Nonlinear gameplay, open-ended nature of ''space trading and combat games.''


Space trading and combat game

The general formula for the space trading and combat game, which has changed little since its genesis, is for the player to begin in a relatively small, outdated ship with little money or status and for the player to gain in status and power through trading, exploration, combat or a mix of different methods. The ship the player controls is generally larger than that in pure space combat simulator. Notable examples of the genre include ''Elite (video game), Elite'', the ''X (video game series), X series'', ''Wing Commander: Privateer'', ''Freelancer (video game), Freelancer'', and ''No Man's Sky''. In some instances, plot plays only a limited role and only a loose narrative framework tends to be provided. In certain titles of the X (game series), ''X'' series, for instance, players may ignore the plot for as long as they wish and are even given the option to disable the plot completely and instead play in sandbox mode. Many games of this genre place a strong emphasis on factional conflict, leading to many small mission-driven subplots that unravel the tensions of the galaxy. Games of this type often allow the player to choose among multiple roles to play and multiple paths to victory. This aspect of the genre is very popular, but some people have complained that, in some titles, the leeway given to the player too often is only superficial, and that, in reality, the roles offered to players are very similar, and Nonlinear gameplay, open-ended play too frequently restricted by scripted sequences. As an example, ''Freelancer'' has been in one reviewer's opinion critiqued as being rigid in its narrative structure, being in one case compared negatively with ''Grand Theft Auto'', another series praised for its open-ended play. All space trading and combat games feature the core gameplay elements of directly controlling the flight of some sort of space vessel, generally armed, and of navigating from one area to another for a variety of reasons. As technology has improved it has been possible to implement a number of extensions to gameplay, such as dynamic economies and Cooperative video game, cooperative online play. Overall, however, the core gameplay mechanics of the genre have changed little over the years. Besides the array of space-themed trade and combat games, there also exist a small number of games with similar mechanics, but with a less traditional historical setting. These include the ''Sid Meier's Pirates!'' and ''Mount and Blade'' franchises. Some more recent games, such as 2003's ''EVE Online'', have expanded the scope of the experience by including massively multiplayer online, thousands of simultaneous online players in what is sometimes referred to as a "living universe" – a dream some have held since the genre's early beginnings. ''Star Citizen'', a title in development by Cloud Imperium Games (headed by Chris Roberts (video game developer), Chris Roberts, who was involved in ''Freelancer'' and ''Wing Commander''), aims to bridge the gap between the ''EVE''-like living universe game and the fast action of other games in the genre. An additional sub-class of space trading games eliminate combat entirely, focusing instead entirely on trading and economic manipulation in order to achieve success.


Control systems


Video games

Most modern space flight games on the personal computer allow a player to utilise a combination of the WASD keys, WASD keys of the Computer keyboard, keyboard and Mouse (computing), mouse as a means of controlling the game (games such as Microsoft's ''Freelancer'' use this control system exclusively). By far the most popular control system among genre enthusiasts, however, is the joystick. Most fans prefer to use this input method whenever possible, but expense and practicality mean that many are forced to use the keyboard and mouse combination (or gamepad if such is the case). The lack of uptake among the majority of modern gamers has also made joysticks a sort of anachronism, though some new Game controller, controller designs and simplification of controls offer the promise that space sims may be playable in their full capacity on Video game console, gaming consoles at some time in the future. In fact, ''X3: Reunion'', sometimes considered one of the more cumbersome and difficult series to master within the trading and combat genre, was initially planned for the Xbox (console), Xbox but later cancelled. Another example of space simulators is an arcade space flight simulation action game called Star Conflict, where the players can fight in both PvE and PvP modes.


Realistic simulators

Realistic simulators feature spacecraft systems and instrument simulation, using a combination of extensive keyboard shortcuts and mouse clicks on virtual instrument panels. Most of the maneuvers and operations consist of setting certain systems into the desired configuration, or in setting autopilots. Real time hands on piloting can happen, depending on the simulated spacecraft. For example, it is common to use a joystick analog control to land a Space Shuttle (or any other spaceplane) or the Apollo Lunar Module (or similar landers). Dockings can be performed more precisely using the numerical keypad. Overall, the simulations have more complex control systems than game, with the limit being the physical reproduction of the actual simulated spacecraft (see Simulation cockpit).


History

Early attempts at 3D space simulation date back as far as 1974's ''Spasim'', an online multi-player space simulator in which players attempt to destroy each other's ships. The earliest known space trader dates to 1974's ''Star Trader'', a game where the entire interface was Text mode, text-only and included a star map with multiple ports buying and selling 6 commodities. It was written in BASIC.


''Star Raiders''

''Star Raiders'' was introduced in 1979 for the then-new Atari 8-bit family and became the killer app for the system. Doug Neubauer created the game as a combination of ''Star Wars'' and the text-based ''Star Trek (1971 video game), Star Trek'' mainframe game. Using smoothly scaled 2D sprites and 3D particles to mimic a first person view of a volume of space, ''Star Raiders'' simulates clearing sectors of enemy ships while managing resources and damage to the ship's different systems. In addition to forward and rear views from the ship, the game provides both a galactic map and sector scanner to show enemy and friendly starbase locations. The game does not pause while these displays are active; they keep updating in real-time. It is one of the games that inspired ''Elite (video game)#Influences, development and launch, Elite'' and the ''Wing Commander (franchise), Wing Commander'' series. It also resulted in direct clones, including ''Space Spartans'' for Intellivision and ''Starmaster'' for the Atari 2600, both from 1982.


''Elite''

''Elite'' has made a lasting impression on developers, worldwide, extending even into different genres. In interviews, senior producers of CCP Games cited ''Elite'' as one of the inspirations for their acclaimed MMORPG ''EVE Online''. Þórólfur Beck Kristjónsson, Þórólfur Beck, CCP's co-founder, credits ''Elite'' as the game that impacted him most on the Commodore 64. Developers of ''Jumpgate Evolution'', ''Battlecruiser 3000AD'', ''Infinity (MMOG), Infinity: The Quest for Earth'', ''Hard truck#Hard Truck Apocalypse, Hard Truck: Apocalyptic Wars'' and ''Flatspace'' likewise all claim ''Elite'' as a source of inspiration. ''Elite'' was named one of the sixteen most influential games in history at Telespiele, a German technology and games trade show, and is being exhibited at such places as the London Science Museum in the "Game On (exhibition), Game On" exhibition organized and toured by the Barbican Art Gallery. ''Elite'' was also named #12 on IGN's 2000 "Top 25 PC Games of All Time" list, the #3 most influential video game ever by the The Times, Times Online in 2007, and "best game ever" for the BBC Micro by Beebug Magazine in 1984. ''Elite''s sequel, ''Frontier: Elite II'', was named #77 on PC Zone's "101 Best PC Games Ever" list in 2007. Similar praise has been bestowed elsewhere in the media from time to time. ''Elite'' is one of the most popularly requested games to be remade, and some argue that it is still the best example of the genre to date, with more recent titles—including its sequels—not rising up to its level. It has been credited as opening the door for future online persistent worlds, such as ''Second Life'' and ''World of Warcraft'', and as being the first truly open-ended game. It is to this day one of the most ambitious games ever made, residing in only 22 kilobytes of memory and on a single floppy disk. The latest incarnation of the franchise, titled ''Elite: Dangerous'', was released on 16 December 2014, following a successful Kickstarter campaign.


''Trade Wars''

Though not as well known as ''Elite'', ''Trade Wars'' is noteworthy as the first Multiplayer video game, multiplayer space trader. A BBS door, ''Trade Wars'' was released in 1984 as an entirely different branch of the space trader tree, having been inspired by ''Hunt the Wumpus'', the board game ''Risk (game), Risk'', and the original space trader, ''Star Trader''. As a pure space trader, ''Trade Wars'' lacked any space flight simulator elements, instead featuring abstract open world trading and combat set in an outer space populated by both human and NPC opponents. In 2009, it was named the #10 best PC game by ''PC World Magazine''.


Other early examples

Other notable early examples include ''Space Shuttle: A Journey into Space'' (1982), ''Rendezvous: A Space Shuttle Simulation'' (1982), and ''Star Trek (arcade game), Star Trek: Strategic Operations Simulator'' (1982), which featured five different controls to learn, six different enemies, and 40 different simulation levels of play, making it one of the most elaborate vector games ever released. Other early examples include Nasir Gebelli's 1982 Apple II Personal computer game, computer games ''Horizon V'' which featured an early Automap, radar mechanic and ''Zenith'' which allowed the player ship to rotate, and ''Ginga Hyōryū Vifam#Video game, Ginga Hyoryu Vifam'', which allowed first-person Open world, open space exploration with a radar displaying the destination and player/enemy positions as well as an early Game physics, physics Physics engine, engine where approaching a planet's gravitational field pulls the player towards it. Following ''Elite'' were games such as ''The Halley Project'' (1985), ''Echelon'' (1987) and ''Microsoft Space Simulator'' (1994). ''Star Luster'', released for the Nintendo Entertainment System, NES Video game consoles, console and Video arcade, arcades in 1985, featured a cockpit view, a radar displaying enemy and base locations, the ability to warp anywhere, and a Persistent world, date system keeping track of the current date. Some tabletop and board games, such as ''Traveller (role-playing game), Traveller'' or ''Merchant of Venus'', also feature themes of space combat and trade. ''Traveller'' influenced the development of ''Elite'' (the main character in ''Traveller'' is named "Jamison"; the main character in ''Elite'' is named "Jameson") and ''Jumpgate Evolution''.


''Wing Commander''

The ''Wing Commander (franchise), Wing Commander'' (1990–2007) series from Origin Systems, Origin Systems, Inc. was a marked departure from the standard formula up to that point, bringing space combat to a level approaching the ''Star Wars'' films. Set beginning in the year 2654, and characterized by designer Chris Roberts as "World War II in space", it features a multinational cast of pilots from the "Terran Confederation (Wing Commander), Terran Confederation" flying missions against the predatory, aggressive Kilrathi, a felidae, feline warrior race (heavily inspired by the Kzinti of Larry Niven's ''Known Space'' universe). ''Wing Commander (video game), Wing Commander'' (1990) was a best seller and caused the development of competing space combat games, such as LucasArts' ''X-Wing (computer game), X-Wing''. ''Wing Commander'' eventually became a media franchise consisting of space combat simulation
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, an Wing Commander Academy, animated television series, a Wing Commander (film), feature film, a Wing Commander: Collectible Card Game, collectible card game, a Wing Commander (novel series), series of novels, and action figures. Game designer Chris Crawford (game designer), Chris Crawford said in an interview that ''Wing Commander'' "raised the bar for the whole industry", as the game was five times more expensive to create than most of its contemporaries. Because the game was highly successful, other publishers had to match its production value in order to compete. This forced a large portion of the video game industry to become more conservative, as big-budget games need to be an assured hit for it to be profitable in any way. Crawford opined that ''Wing Commander'' in particular affected the marketing and economics of computer games and reestablished the "action game" as the most lucrative type of computer game.


Decline

The seeming decline of the space flight simulators and games in the late 1990s also coincided with the rise of the Real-time strategy, RTS, First-person shooter, FPS and Role-playing video game, RPG game genres, with such examples as ''Warcraft: Orcs & Humans, Warcraft'', ''Doom (1993 video game), Doom'' and ''Diablo (video game), Diablo''. The very things that made these games classics, such as their open-endedness, complex control systems and attention to detail, have been cited as reasons for their decline. It was believed that no major new space sim series would be produced as long as the genre relied on complex control systems such as the keyboard and joystick. There were outliers, however, such as the ''X (video game series), X'' series (1999–2018) and ''Eve Online''.


Resurgence

Crowdfunding has been a good source for space sims in recent years, however. In November 2012 ''Star Citizen'' set a new record, managing to raise more than $114 million as of May 2016, and is still under development. ''Elite: Dangerous'' was also successfully crowdfunded on Kickstarter in November and December 2012. The game was completed and released in 2014, and expansions are being released in stages, or "seasons". Born Ready Games also closed a successful Kickstarter campaign at the end of 2012, having raised nearly $180,000 to assist with the completion of ''Strike Suit Zero''. The game was completed and released in January 2013. Lastly, the non-linear gameplay, non-linear roguelike-like space shooter ''Everspace'' garnered almost $250,000 dollars on Kickstarter, was released in May 2017. The Open-source software, open source community has also been active, with projects such as ''FreeSpace 2 Source Code Project, FS2 Open'' and ''Vega Strike'' serving as platforms for non-professional efforts. Video game remake, Unofficial remakes of ''Elite'' and ''Privateer'' are being developed using the ''Vega Strike'' engine, and the latter has reached the stage where it is offered as a working title to the public. In 2013 a hobbyist space flight simulator project was realized under usage of the open source Pioneer (video game), ''Pioneer'' software.


See also

* List of observatory software * List of space flight simulation games * Planetarium software * Space travel in science fiction


References

{{DEFAULTSORT:Space Flight Simulator Game Video game genres Space flight simulator games, Space trading and combat simulators, Video game terminology Spaceflight in fiction, Game