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Space flight simulation game


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Main page For simulating the outer space environment, see Space simulator.
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A space flight simulation game is a genre of flight simulator video games that lets players
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experience space flight to varying degrees of realism. Many games feature space combat, and
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some games feature commerce and trading in addition to combat.
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Contents
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1 Overview Part of a series on:
Interaction 2 Subgenres Simulation video games
Help 2.1 Realistic simulation Subgenres [show]
About Wikipedia 2.2 Space combat game [show]
History
Community portal
2.3 Space trading and combat game VTE
Recent changes
3 Control systems
Contact page
3.1 Video games
Tools 3.2 Realistic simulators
What links here 4 History
Related changes 4.1 Elite
Upload file 4.2 Trade Wars
Special pages
4.3 Other early examples
Permanent link
Page information 4.4 Wing Commander
Wikidata item 4.5 Decline
Cite this page 4.6 Resurgence
5 See also
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Overview [ edit ]
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Some games in the genre aim to recreate a realistic portrayal of space flight, involving the calculation of orbits within a more complete
Espaol physics simulation than pseudo space flight simulators. Others focus on gameplay rather than simulating space flight in all its facets. The
Franais 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, 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.
Edit links
Examples of true simulators which aim at piloting a space craft in a manner that conforms with the laws of nature include Orbiter, 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, Star Wars: X-Wing and 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.[1] The game Elite is widely considered to be the breakthrough game of the genre,[1][2][3] and as having successfully
melded the "space trading" and flight sim genres.[4] 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".[5][6][7][8]

Space flight games and simulators, at one time popular, had for much of the new millennium been considered a "dead"
genre.[9][10][11][12][13] However, open-source and enthusiast communities managed to produce some working, modern titles (e.g. Orbiter
Spaceflight Simulator); and 2011's commercially released Kerbal Space Program was notably well-received, even by the aerospace
community.[14] Some more recent games, most notably Star Citizen, Elite: Dangerous, and No Mans Sky, have brought new attention to
the space trading and combat game subgenre.

Subgenres [ edit ]

Realistic simulation [ edit ]

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.

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Classical games with this approach include Space Shuttle: A Journey into Space (1982),
Rendezvous: A Space Shuttle Simulation (1982),[4] The Halley Project (1985), 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. On this game the
player takes the role of Administrator of NASA or Head of the Soviet Space Program with
the ultimate goal of being the first side to conduct a successful manned moon landing.

Most recently Orbiter and Space Shuttle Mission 2007 provide more elaborate simulations,
with realistic 3D virtual cockpits and external views.
Orbiter recreation of a launch using an
Kerbal Space Program can be considered a space simulator, even though it portrays an add-on that recreates the Mercury-Atlas 6
mission
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.

The game Lunar Flight (2012) simulates flying around the lunar surface in a craft resembling the Apollo Lunar Module.

Space combat game [ edit ]


See also: Combat flight simulator

Most games in the space combat[15] genre feature futuristic scenarios involving space
flight and extra planetary combat. Such games generally place the player into the controls
of a small starfighter or smaller starship in a military force of similar and larger spaceships
and don't take into account the physics of space flight, usually often citing some
technological advancement to explain the lack thereof. The prominent Wing Commander,
X-Wing and Freespace series all use this approach. Exceptions include the first
Independence War and the Star Trek: Bridge Commander series, which model craft at a
larger scale and/or in a more strategic fashion. It should be noted that I-War also features Strike Suit Zero is a space flight combat
Newtonian style physics for the behaviour of the space craft, but not orbital mechanics. game released in 2013.

Space combat games tend to be mission-based, as opposed to the more open-ended


nature of space trading and combat games.

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Space trading and combat game [ edit ]

The general formula for the space trading and combat game,[16][17][18][19] 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 work his or her way up, gaining in status and
power through trading, exploration, combat or a mix of different methods.[20][21][1] The ship the player controls is generally larger than that
in pure space combat simulator. Notable examples of the genre include Elite, Wing Commander: Privateer, and Freelancer.

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
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.[20] 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 open-ended play too frequently restricted by scripted
sequences.[20] As an example, Freelancer has been criticised for being too rigid in its narrative
structure,[21][22] being in one case compared negatively with Grand Theft Auto,[22] another series
Galactic trade map of Oolite. praised for its open-ended play.[23]

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 online play. Overall, however, the core gameplay mechanics of the genre have changed little over the years.

Some recent games, such as 2003's EVE Online, have expanded the scope of the experience by including thousands of simultaneous
online players in what is sometimes referred to as a "living universe"[20][24][25]a dream some have held since the genre's early
beginnings.[26] Star Citizen, a title currently in open, crowd-funded development by Chris Roberts and others 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.[27]

An additional sub-class of space trading games eliminate combat entirely, focusing instead entirely on trading and economic manipulation
in order to achieve success.[citation needed]

Control systems [ edit ]

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Video games [ edit ]

Most modern space flight games on the personal computer allow a player to utilise a combination of the WASD keys of the keyboard and
mouse as a means of controlling the game (games such as Microsoft's Freelancer use this control system exclusively[22]). By far the most
popular control system among genre enthusiasts, however, is the joystick.[12] Most fans prefer to use this input method whenever
possible,[22] 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 an anachronism, though some new
controller designs[12] and simplification of controls offer the promise that space sims may be playable in their full capacity on gaming
consoles at some time in the future.[12] In fact, X3: Reunion, sometimes considered one of the more cumbersome and difficult series to
master within the trading and combat genre,[28][29] was initially planned for the Xbox but later cancelled.[30] 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 [ edit ]

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's
common to use a joystick analog control to land a space shuttle (or any other spaceplane) or the LEM (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 SimPit ).

History [ edit ]

See also: List of space flight simulator games

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-only and included a star map
with multiple ports buying and selling 6 commodities. It was written in BASIC.

Elite [ edit ]
Main article: Elite (video game)

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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.[3][32][33] rlfur Beck, CCP's co-founder, credits Elite as the
game that impacted him most on the Commodore 64.[3] Developers of Jumpgate Evolution,
Battlecruiser 3000AD, Infinity: The Quest for Earth, Hard Truck: Apocalyptic Wars and Flatspace
likewise all claim Elite as a source of inspiration.[2][34][35][36][37]

Elite was named one of the sixteen most influential games in history at Telespiele, a German
technology and games trade show,[38] and is being exhibited at such places as the London Science
Museum in the "Game On" exhibition organized and toured by the Barbican Art Gallery.[39] Elite was
Elite, released in 1984, was one
also named #12 on IGN's 2000 "Top 25 PC Games of All Time" list,[40] the #3 most influential video
of the first home PC titles to feature
game ever by the Times Online in 2007,[41] and "best game ever" for the BBC Micro by Beebug fully three-dimensional graphics.[31]
Magazine in 1984.[42] Elite's sequel, Frontier: Elite II, was named #77 on PC Zone's "101 Best PC
Games Ever" list in 2007.[43] Similar praise has been bestowed elsewhere in the media from time to
time.[44][45][46][47][48]

Elite is one of the most popularly requested games to be remade,[29] and some argue that it is still the best example of the genre to date,
with more recent titlesincluding its sequelnot rising up to its level.[21][1] It has been credited as opening the door for future online
persistent worlds, such as Second Life and World of Warcraft,[41] and as being the first truly open-ended game.[23][49] 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.[24] The latest incarnation of
the franchise, titled Elite: Dangerous was released on the 16 of December 2014, following a successful Kickstarter campaign.

Trade Wars [ edit ]


Main article: Trade Wars

This section needs additional citations for verification. Please help improve this article by
adding citations to reliable sources. Unsourced material may be challenged and removed.
(November 2014) (Learn how and when to remove this template message)

Though not as well known as Elite, Trade Wars is noteworthy as the first multiplayer space trader. A BBS door, Trade Wars was released
in 1984[50] as an entirely different branch of the space trader tree, having been inspired by Hunt the Wumpus, the board game Risk, and
the original space trader, Star Trader. As a pure space trader, Trade Wars lacked any space flight simulator elements, instead featuring

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abstract open world trading and combat set in an outer space populated by both human and NPC opponents.[citation needed] In 2009, it was
named the #10 best PC game by PC World Magazine.[51]

Other early examples [ edit ]

Elite was not the first game to take flight game mechanics into outer space. Other notable earlier examples include Star Raiders (1979),
Space Shuttle: A Journey into Space (1982), Rendezvous: A Space Shuttle Simulation (1982),[4] and Star Trek: Strategic Operations
Simulator (1982),[52] 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.[53] Other early examples include Nasir Gebelli's 1982 Apple II computer games
Horizon V which featured an early radar mechanic and Zenith which allowed the player ship to rotate,[54][55] and Ginga Hyoryu Vifam,
which allowed first-person open space exploration with a radar displaying the destination and player/enemy positions as well as an early
physics engine where approaching a planet's gravitational field pulls the player towards it.[56] Following Elite were games such as The
Halley Project (1985), Echelon (1987) and Microsoft Space Simulator (1994). Star Luster, released for the NES console and arcades in
1985, featured a cockpit view, a radar displaying enemy and base locations, the ability to warp anywhere, and a date system keeping
track of the current date.[57][58][59]

Some tabletop and board games, such as 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.[2][60]

Wing Commander [ edit ]

The Wing Commander (1990-2007) series from 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" flying missions against the
predatory, aggressive Kilrathi, a feline warrior race (heavily inspired by the Kzinti of Larry Niven's Known Space universe).[citation needed]
Wing Commander (1990) was a best seller and caused the development of competing space combat games, such as LucasArts' X-
Wing.[61] Wing Commander eventually became a media franchise consisting of space combat simulation video games, an animated
television series, a feature film, a collectible card game, a series of novels, and action figures.

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-

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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.[62]

Decline [ edit ]

The seeming decline of the space flight simulators and games in the late 1990s also coincided
with the rise of the RTS, FPS and RPG game genres, with such examples as Warcraft, Doom
and Diablo.[12] 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.[12][13] 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.[12] There were
outliers, however, such as the X (1999-2016)[12] and Eve Online video game series.

Resurgence [ edit ] Vega Strike, a space flight simulator


game: a Llama class ship docks on a
Crowdfunding has been a good source for space sims in recent years, however. In November mine base (2008)
2012 Star Citizen set a new record, managing to raise more than $114 million as of May 2016,[63]
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.[64] The game was completed and released in January 2013. Lastly, the non-
linear roguelike-like space shooter Everspace garnered almost $250,000 dollars on Kickstarter, and is currently in Early Access.[65]

No Man's Sky (2016) is another self-published, open-ended space sim (though this one was not crowdfunded). According to the
developers, through procedural generation the game is able to produce more than 18 quintillion (18*10^15 or 18,000,000,000,000,000)
planets for players to explore.[66] However, several critics found that the nature of the game can become repetitive and monotonous, with
the survival gameplay elements being lackluster and tedious. As summarized by Jake Swearingen in New York, "You can procedurally
generate 18.6 quintillion unique planets, but you cant procedurally generate 18.6 quintillion unique things to do."[67] Further, there was
considerable disappointment upon its release among players, as players did not feel it lived up to its perceived hype.[68] Players felt that
promotional materials were misleading, and the game was not like what was promised during development.[68] In November 2016, the
game's developer released the Foundation Update, which added some of the missing features players had initially hoped for.[69] A
second update featuring working multiplayer may be forthcoming.[70]

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Star Citizen, Elite: Dangerous and No Man's Sky are three ambitious games that many players hoped would fulfill the long-held dream of
an open, persistent universe that they can explore, share, and fight each other in.[71] All three succeed and fail at fulfilling this promise in
different ways. In a Polygon opinion article, Charlie Hall compared the three games, praising Elite: Dangerous for its look and feel, as well
as its combat, but criticizing it for not allowing players to step outside of their ships. He praises Star Citizen's combat module, Arena
Commander, but says the persistent universe module is currently unfinished and unstable. He praises No Man's Sky for the letting the
player explore and walk on a planet's surface while encountering alien life forms, but says it is least like the others, having poor combat
and a smaller scope overall. (The game does not yet have working multiplayer, for instance.[70]) He concludes by writing that players
disappointed with any one of the three should be satisfied to try all of them, since each fills its own niche and brings something new and
unique to the table.[71]

PC Gamer writer Luke Winkie also compared Star Citizen to No Man's Sky, describing Star Citizen as "the other super ambitious,
controversial space sim on the horizon", and indicating that fans of the genre, disappointed in No Man's Sky were turning to the as-yet-
unfinished Star Citizen, while sometimes expressing concerns should the latter fail to deliver.[72] Dan Whitehead of Eurogamer gave the
initial release of Elite: Dangerous a score of 8/10 and considered it to be "probably the most immersive and compelling recreation of deep
space ever seen in gaming", while finding some of the gameplay repetitive.[73] Other sandbox space sims include the Evochron series
(2005-2015), and the as-of-yet unfinished Infinity.[74]

On March 10, 2013, the space flight simulator Kerbal Space Program reached the top 5 best selling games after its release on Steam.[75]

The open source community has also been active, with projects such as FS2 Open and Vega Strike serving as platforms for non-
professional efforts.[13] Unofficial remakes of Elite[citation needed] and Privateer[76] 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 software.[77]

See also [ edit ]

List of space flight simulator games

References [ edit ]

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VTE Video game genres [hide]

List

Beat 'em up (Hack and slash) Fighting Maze (Pac-Man clone) Platform Shooter (First-person Third-person Side-scrolling
Action
Top-down isometric Light gun Shoot 'em up Tactical) Survival (Battle royale)
Action-adventure Grand Theft Auto clone Immersive sim Metroidvania Stealth Psychological horror Survival horror

Adventure Escape the room Interactive fiction Interactive movie Point n' click Visual novel

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MMO MMOFPS MMORPG MMORTS

Role-playing Action role-playing Dungeon crawl MUD Roguelike Tactical role-playing


Construction and management (Business City Government) Life simulation (Dating sim Digital pet God Social simulation)
Simulation
Sports
4X Multiplayer online battle arena Real-time strategy (Tower defense Time management) Real-time tactics
Strategy
Turn-based strategy Turn-based tactics (Artillery) Wargame
Vehicle simulation Flight simulator (Amateur Combat Space) Racing (Kart racing Sim racing) Submarine simulator Train simulator

Breakout clone Eroge Exergame Incremental Music (Rhythm) Non-game Party Programming Puzzle (Sokoban
Other genres
Tile-matching)
Advertising Arcade game Art game Audio game Casual game Christian game Crossover game Cult game
Educational game FMV Gamification Indie game Multiplayer video game Nonlinear gameplay (Open world)
Related concepts
Nonviolent video game Online game (Browser game Multiplayer online game Social network game) Pervasive game
Serious game Toys-to-life Traditional game Twitch gameplay Video game clone

Categories: Video game genres Space flight simulator games Space trading and combat simulators Video game terminology
Spaceflight in fiction

This page was last edited on 25 September 2017, at 23:18.

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