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Transcript
00:02You thought they were just for entertainment.
00:04Wake up!
00:08The original use of simulation from the military was strictly training,
00:11and the gaming industry is about excitement and entertainment.
00:13How can we blend those two together?
00:15But to some, it's the difference between life and death.
00:18The Army has zero tolerance for casualties.
00:21When they lose a guy, that means that an 18-year-old kid
00:23is going home in a body bag and his parents get a letter.
00:26We get back up and transported.
00:30We are trying to tie together the Army's training objectives
00:34with the entertainment aspect of the game.
00:37From my military background,
00:38I recognize that anything that enhances the performance of soldiers
00:42has got to be a good thing.
00:43So gear up and get ready.
00:46Stand by!
00:47Go, go, go!
00:52Soldiers were playing on their own time
00:54at all hours of day and night,
00:56voluntarily training.
00:58And this is not something that generally happens.
01:01This is Gaming in the Military.
01:07We're under heavy fire!
01:09Help!
01:281982, the U.S. Army considers using the popular arcade game Battlezone as a training simulator
01:34for the Bradley Fighting Vehicle.
01:36Ultimately, the project is canned, but the idea is not forgotten.
01:421996, id Software releases Doom.
01:45The game shakes the industry and also perks the interest of the United States Marines,
01:49who then create a modified version called Marine Doom to supplement their training.
01:54Gaming in the military has arrived.
01:56The Army has had some success in adapting commercial titles to use for portions of their training.
02:03For instance, I know they've adapted Doom and some groups have used Quake and we even
02:08talked to one group that was using Medal of Honor and they were using it to get down their
02:12squad movement and movement by fire and a lot of their drills.
02:201999, a Navy ensign finishes intermediate training with a perfect score, thanks in part to Microsoft
02:25Flight Simulator 98.
02:27The Navy evaluates the game for use as a supplement to flight training.
02:31The Navy asked me to come in and help them evaluate the success of a young ensign utilizing
02:35Flight Sim 98 to help them get through flight school.
02:37From that, we were able to move in and I've been doing research on gaming for a long time.
02:42From my military background, I recognize that anything that enhances the performance of soldiers,
02:47especially the young soldiers who are much more game oriented, has got to be a good thing.
02:53While using simulators is common in the military, the value of adapting a retail game into a
02:57training tool cannot be ignored.
02:59The original use of simulation for the military was strictly training and the gaming industry
03:03is about excitement and entertainment and how can we blend those two together?
03:09What we had to do was decompose the games to find out what elements of the game could be
03:13useful for real training.
03:14A lot of games, obviously, you shoot somebody with an M16 and they blow up.
03:19Well, that doesn't really happen.
03:20So that was negative training, so we'd have to take that part out.
03:25To be successful in the game, to continue to have fun in the game, to be entertained by
03:29the game, you need to learn the lessons that the Army wants you to learn.
03:32So we are trying to tie together the Army's training objectives with the entertainment aspect
03:37of the game so that basically the same play will serve both masters.
03:41The hard part then came in looking at the training programs to find out if we could detail what
03:45those requirements were against the actual games.
03:48And we were successful in several cases, both in first-person shooter and crew games, utilizing
03:52spearhead for tank training and utilizing Rainbow Six for a first-person shooter.
03:57Cost is one of the biggest factors contributing to the use of commercial games.
04:02The transition in the military from, again, these very large proprietary training devices
04:08to the PC is one that is lagging a little bit behind the civilian sector, if you like.
04:15And I think the Army, quite wisely, is looking for what they call COTS solutions, consumer off-the-shelf.
04:22They're looking for things that have already been developed and the R&D has been paid for,
04:27that they can modify at relatively low cost for their own use.
04:30It's not just us.
04:31I think other people are leading the way in other respects, and the Army is taking advantage of that.
04:37It's very expensive to put a battalion out in the field for live training.
04:40It can cost over a million dollars a day.
04:42But because that's so expensive, troops don't get a chance to do it all that often.
04:46And it also takes a whole lot of room.
04:49So the Army really wanted something that would help reinforce training
04:52that the soldiers could do every day in their barracks.
04:55By no means is this a replacement for live-action training or training in the field.
04:59It's actually seen more as a supplement to something they can do day-to-day in their downtime.
05:05Thanks to COTS, for less than $5,000, the military can have a machine
05:09that does the same job as a $650,000 simulator.
05:13As one example of COTS in action, in 2000, the Army adapts NovaLogic's Delta Force games as training sims.
05:20We were in touch with a now-major Illingworth over there
05:23who was interested in how basically computer games could be used to help train soldiers.
05:32He's working with the Land Warrior Project,
05:35which is outfitting the next generation of soldier with technological equipment.
05:41One of the things they wanted to do is they wanted to kind of rehearse
05:43how this equipment would work in the field without having to deploy it.
05:47They were very interested in the multiplayer aspects of Delta Force.
05:51The fact that you could get, in our case, up to 50 different people across the Internet,
05:55could be anywhere in the world with a good Internet connection,
05:58and they could train together.
06:00So we went ahead and modeled what they call mount sites, military operations in urban terrain.
06:05And these are basically little villages set up with multi-story buildings and a town square.
06:09And we went and modeled these environments, and then we adapted our Delta Force 2 game
06:12to have some of the Land Warrior features.
06:15The fact that we could model real-world terrain easily was very valuable to them.
06:22The version which the military uses actually has detailed models of army bases as part of the game,
06:29specifically mount sites, so that soldiers can rehearse on a computer
06:34and then go to a military exercise and, in real life, do what they did on the computer.
06:43And NovaLogic's strategy pays off.
06:46When we first provided the Land Warrior software to the test platoon at Fort Bragg,
06:5250 or so soldiers were going to be the first in the U.S. Army to receive the actual Land
06:57Warrior hardware system.
06:58And before they got the hardware, they got our game.
07:01So networks were set up in the barracks at Fort Bragg.
07:05And the feedback we got was that the soldiers were playing on their own time,
07:10at all hours of day and night, voluntarily training.
07:13And this is not something that generally happens.
07:16I mean, you don't find soldiers, you know, voluntarily doing push-ups.
07:21But Delta Force is just a start.
07:24Another game on the horizon will change the way our soldiers train forever.
07:27Alpha Bear, this is Alpha Squad. We back up and transport at Delta Charlie 6-4. Do you copy? Over.
07:34There's a patrol to the west.
07:37Bravo, this is King 6. Area secure. Move on to the next target.
07:41NovaLogic isn't the only developer that manages to catch the eyes of the military.
07:44In 2001, a company in the Czech Republic called Bohemia Interactive finishes their first project,
07:50an ultra-realistic action game for the PC called Operation Flashpoint.
07:54The game is showered with praise and sells over one million copies worldwide.
07:58Operation Flashpoint is a great example. They have a lot of realism in there.
08:02You know, if you run, you're breathing heavy and your aim point bobs up and down and stuff like that.
08:06That's great for the entertainment value for the first-person shooter.
08:10And then the few and the proud step in.
08:13We examined a couple platforms and then we had Lieutenant Mathers come aboard.
08:17And he transitioned over. He saw Operation Flashpoint.
08:21He made a couple contacts with Codemasters and Vendor Helper.
08:25He introduced us both and we sat down and we evaluated.
08:28And as the program went forward, we found that Operation Flashpoint was a better tool.
08:32A better platform, a better gaming engine.
08:35And it suited the Marine Corps to all their needs and requirements.
08:39In December of 2001, Bohemia Interactive and Orlando-based Coalescent Technologies
08:44begin work on a modified version of Operation Flashpoint called Virtual Battlefield Systems or VBS-1.
08:51One of the first steps to converting a game into a military simulator is to ensure that everything from uniforms
08:56to vehicles looks just like the real thing.
08:59We did include some of the models that are typical to the Marine Corps, like the amphibious assault vehicles.
09:06The Harrier, which is not included in the original game.
09:12The CH-53, which is a transport helicopter.
09:16So the Marines could see the uniqueness of the game.
09:19Eventually what we do is change the uniforms.
09:21Make sure we have Marine-specific weapons.
09:24Like the small arms weapons.
09:27Some of the anti-tank, like the AT-4, the smalls.
09:31Some of the Marine Corps unique weapons that's part of their T.O.
09:36Both companies take great care to ensure that the new game meets the strict requirements of the U.S. Marine
09:40Corps.
09:41Alpha-1, the convoy is now leaving in five minutes.
09:45If you're trying to train, what you need to start with is the learning objectives.
09:48What is it you're trying to train?
09:49And then you need to basically build the whole product around that objective.
09:55It's not necessarily the mission that's being carried out that's important.
09:58It's the pre-planning stages.
10:00When they issue the frag order and they go down as the chain of command as they're given a mission
10:04and they carry that mission out.
10:09It's the actual role, rehearsal, and the pre-planning, and then the debriefing.
10:14What went wrong?
10:15What happened?
10:16Why didn't you accomplish this mission?
10:18In February 2002, the Marines began using VBS-1, and its execution looks a lot like your average LAN party.
10:26Typically how we set it up is we have 16 computers.
10:29So the team's a little bit offset, but what we would do is we would have maybe three to four
10:34fire teams playing against what they call an opposition force.
10:37Which is actually guys behind the computer playing the bad guys.
10:40While both Delta Force and Operation Flashpoint are games that became training tools, sometimes this transformation can go the other
10:47way around.
10:49The most recent example is Full Spectrum Warrior, a strategy game developed by Pandemic Studios.
10:54Full Spectrum Warrior started off initially as a training project for the U.S. Army so that they could better
11:00train their incoming light infantrymen in how to fight in an urban combat environment.
11:04We're taking the assets that we've created under the auspices of the government, and we're parlaying them into a game
11:11that has an unparalleled level of realism.
11:13We're calling it a tactical action game, although it really is hard to kind of fit within any known genre.
11:19In a very high level, it's playing a war movie.
11:23It's with an ensemble cast moving them through a dangerous terrain, an urban situation, and fighting it out, being their
11:29commander.
11:30The first version of Full Spectrum Warrior is built for the Army from the ground up with a budget of
11:35$5 million.
11:36One of the primary differences between what they did with us and what they did with the other games is
11:42that rather than adapting an existing civilian software product,
11:46they actually came to us and formed the software product so that it directly incorporates the training and doctrine in
11:52the very core of the gameplay.
11:54So this was developed specifically by the Army, for the Army.
11:57As a result, there are some key differences between Full Spectrum Warrior and other games.
12:02The goal for most games is purely on excitement and the emotional thrill and the graphical experience.
12:10Tango down!
12:11Whereas the Army's goals are really to train their soldiers, not necessarily to make big explosions,
12:17but to accomplish their mission with the least possible use of force and also to keep their guys safe.
12:22In a game, keeping your guys safe is not a really major factor.
12:28If you lose a guy, you just hit reload or you get another life.
12:32The Army has zero tolerance for casualties.
12:35When they lose a guy, that means that an 18-year-old kid is going home in a body bag
12:39and his parents get a letter.
12:41And to turn this military game into a commercial product, a little bit of Hollywood comes into play.
12:46When people play games, they expect a little more graphic and audio impact akin to what they see in movies.
12:54Some of the ways that that's evidence is when an M4 fires, it really isn't a super loud, you know,
13:00ear-shattering crack.
13:01But for a gamer's perspective, that's what he's used to seeing in movies and there's a payoff there, a visceral
13:06thrill to hearing that when he has his guys shoot.
13:09So we make some changes basically to sort of Jerry Bruckheimer, the Army version.
13:17We'll have a story to kind of keep it all together so it makes sense and progresses through.
13:21So what type of cargo does it need to have?
13:24Something that we wouldn't want the bad guys to get.
13:28We're also going to add more individuality to the characters.
13:32In the Army version, who the characters were weren't as important as just making sure that they behave like humans.
13:37But in a real game, I think that players are going to expect that those are actually characters.
13:43When Pandemic Studios finishes the Army version of Full Spectrum Warrior, the Top Brass is impressed.
13:49They had a blast. The reaction's been through the roof.
13:52They were really blown out of the water in terms of what they've gotten.
13:56Their traditional simulations like this are like Excel spreadsheet, little dots top down, move it, runs a little, very turn
14:03-based.
14:03And they were just amazed that they are able now to actually visualize what it means to be in an
14:09urban combat situation.
14:10With the Army version done, Pandemic focuses on the retail version, which hits store shelves in the first quarter of
14:162004.
14:18Attain the enemy with explosive force.
14:21Meanwhile, the Army decides to try their hand at something completely different.
14:26Messing up the enemy!
14:3212 o'clock!
14:34Enemy!
14:35MI-17!
14:371000!
14:39While the military has success adapting commercial games into training tools and vice-versa,
14:43in 2000, the Army begins work on something completely different.
14:48The project is a game, but instead of using it as a training tool, it will be used for recruiting.
14:53The name of the game is America's Army.
14:55Colonel Wardinsky, who came up with the idea, he saw his teenage son being online quite a bit.
15:02So he came up with the notion of saying, why not play Army, if you will, on the Internet?
15:07So it seemed like a natural marrying up of the Army, a new piece of technology, and the Internet.
15:13And that was the idea that sort of led to building the Army game.
15:16Uncle Sam enlists the aid of the MOVES Institute in California to help make the Army game.
15:21The budget is estimated at $7.5 million.
15:25The mission of the MOVES Institute is to do basic research, application, and education
15:30in the grand challenges of modeling virtual environments and simulation.
15:37Areas we work in are 3D visual simulation,
15:44networked virtual environments, computer-generating autonomy,
15:50human performance engineering,
15:52immersive technologies, and defense and entertainment collaboration.
15:55So what we've been doing the last couple of years is trying to bring in
15:59entertainment industry technology into the Department of Defense
16:02and trying to repurpose it for Department of Defense uses.
16:05So that's sort of the origin of why we got together with Colonel Wardinsky on the America's Army project.
16:12It's kind of a hybrid group.
16:14The group that manages the effort is at the Naval Postgraduate Schools.
16:18There are professors up there.
16:19Then under them, we've got a group of students who work on the game doing research.
16:23And then we brought in from industry individuals to fill each of the key roles, designer, producer, or animator.
16:29And so it's a mix again.
16:32And just as NovaLogic learned before,
16:34the development team for America's Army finds out that the military isn't your typical customer.
16:40Okay, we have a very demanding client.
16:42Wake up!
16:43Which is the U.S. Army.
16:44We're basically the developer.
16:46But we're kind of an in-the-tent developer.
16:50What we have to do is produce something entertaining.
16:55Something that is Army accurate.
16:57Something that also meshes with the political message that the U.S. Army would like to show about itself.
17:03It has to pass muster from Casey's team.
17:07It then is shown to the Deputy Assistant Secretary of the Army.
17:11We have the specialists in the Army check the game out for accuracy.
17:15And then and only then can we put it up onto the Internet for download.
17:18And some very unique steps are taken to prepare the America's Army team.
17:23I started taking the developers out to the various Army posts across the country of the United States to include
17:29Alaska.
17:30And we started gathering up all the reference data, going out to rangers, firing weapons,
17:36interviewing soldiers, taking loads and loads of film and still some video.
17:42And we came back and started piecing things together.
17:44What we had to do is educate them about the Army.
17:47So this is kind of an interesting thing we did in our project.
17:50We bought BDUs for everyone.
17:52We bought them the boots.
17:53And we shipped them off to 19 different Army posts.
17:56And we had them go through the rifle range at Fort Benning and learn how to throw hand grenades.
18:03Learn how to do all of the very exciting things that you do in the Army.
18:07Go up on the parachute jump towers and go on night parachute drops and all of this very inspiring stuff.
18:18Good morning soldier and welcome to the M16 qualification range.
18:22Today's task is to qualify with the M16 A2 rifle.
18:25At the same point in time, you're not going to learn anything inside that game that's going to allow you
18:30to become, you know, an expert marksman or anything else.
18:34There's a big difference between keyboard and mouse versus a real weapon.
18:38So there's no secrets being given away inside here.
18:41Good afternoon soldier. This is the obstacle course.
18:44Of course, for a game that is about the U.S. Army, realism is of the utmost importance.
18:49We wanted to make it so that the weapons work just like in the Army.
18:52They sounded like they worked in the Army.
18:57We wanted it so that when the shells hit the ground, if it was grass, they sounded like grass.
19:02If it was concrete, it sounded like concrete.
19:04If you were inside and there was a carpet, it sounded like carpet.
19:07So we wanted it to have the best sound, the best visual displays.
19:13We didn't want last year's game repackaged for the Army.
19:18We wanted to take the next generation engine.
19:21Jumper going aloft. Assume a good let-up position with that T-10 parachute.
19:25We went and licensed the Epic Games next generation engine.
19:28Jumper, your parachute landing fall and overall grade was satisfactory.
19:35In 2002, the game is finally finished. The ensuing launch of America's Army is more successful than anyone imagined.
19:44We came out on July 4th and we had 140 servers we'd contracted for to support the game.
19:49And I think on that date, maybe 70 of them were already deployed and running.
19:52And about five minutes after we launched, our servers sort of started going off the net.
19:57You couldn't see them because they were so busy getting pinged by kids trying to join them.
20:01And we quickly realized that we had way more demand than we had sort of structured for.
20:04So at this point, I believe there's something on the order of 7 million downloads and CDs of the game.
20:10We have something on the order of 1.4 million registered players.
20:13One of the major factors in the success of America's Army is that the game is completely free.
20:18So what the Army wanted to do was they wanted to get the young adults who could install a game
20:24on a computer,
20:25download it from the web, and play it.
20:30They want those guys in because a lot of the weapon systems have interfaces that are starting to look like
20:35video game controllers.
20:36So the idea from the Army is you've got to get those guys in.
20:40And that is a real big deal.
20:42So putting it up on the web for free, we thought of that from the start.
20:45So what's next?
20:47Coalescent has plans to expand VBS1 to train everyone from firemen to secret service agents.
20:53America's Army continues to grow, and more and more soldiers are playing games.
20:57And with new titles like Full Spectrum Warrior on the way, gamers will continue to reap the benefits of realistic
21:02games,
21:03while the military will have effective and fun training tools.
21:10Go, go, go. Stick together and stay near the road.
21:13Give us a piece of advice to win!
21:14soprattutto give back some duties and dapatIVIC Territory
21:37Your overall grade was satisfactory.
21:41This is a beautiful colour for you, this has probably has this colour for you, this has
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