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NEWSIntroducing “Microsoft Flight”
Microsoft announces the development of “Microsoft Flight,” a new LIVE enabled Windows
exclusive inspired by the best-selling Flight Simulator Franchise.
Twenty-eight years after the debut of “Microsoft Flight Simulator 1.0,” Microsoft
Game Studios announces the internal development of “Microsoft Flight.” “Microsoft
Flight” will bring a new perspective to the long-standing genre, welcoming everyone,
including long-time fans to experience the magic of flight. For continual updates
over time and to view a teaser of the future of Flight on the Windows PC, visit
www.microsoft.com/games/flight
“Today, we’re bringing powerful, inventive gaming experiences to the Windows-based
PC. Over the years, our PC heritage captured the hearts and minds of millions of
players. Reinventing these iconic franchises with social, shared experiences at
their core marks the beginning of our return to PC gaming in bold new ways.”
Phil Spencer Corporate Vice President Microsoft Game Studios. Click here to read the Microsoft 2010 Gamescom Press Announcement |
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NEWS FROM THE DEVELOPMENT TEAMWednesday, December 8, 2010 — Welcome to News from the Development Team!
Welcome! We’ve created this section to provide news and updates direct from the
Microsoft Flight development team. We’ve been getting all your emails and
comments and are creating this central point of contact to respond to your questions.
Currently, we’re still early in the development process, so there are many things
not yet ready for detailed discussion. We’ll address what we can for now and will
provide more in-depth information over time.
Since the very first introduction to Microsoft Flight at Gamescom back in
August 2010, we’ve received a tremendous response from both new and longtime Flight
Simulator fans. We truly appreciate the warm welcome back. For this inaugural
“News from the Development Team” update, we want to give you some context for our
new direction. For starters, we’re still some time away from launching the product
— far enough out that we are currently unable to provide any details, such as the
launch date. We apologize for any frustrations this may cause. We can’t wait, either,
to deliver this new experience to all of you! We’re delighted to be able to provide
a view into our game at such an early time and to share our progress as we get closer
to finalizing the product. We’ve never reached out this early in the development
cycle before, so hang in there, and we hope you enjoy the sneak peek.
A number of you have asked, “Why did you drop ‘Simulator’ from the title of the game?”
In addition to the FAQ on this topic, we want to directly address the concern that
by dropping the “Simulator” from the name, we’re dumbing down the experience. Quite
the contrary! We’ve developed on the “simulation” aspect for many years and have
no intention of losing that legacy. What we’re doing now is improving the total
experience while building on this legacy, enhancing the enjoyment for all who share
a passion for flight. The more people who join us in the Flight experience,
the greater the opportunity we’ll have to do even more.
Many of you are concerned that because we want to appeal to a wider audience, we
must be building an arcade game.
We don’t need to create an arcade game to welcome a wider audience. But we do need
to improve the total user experience if we’re to be successful in welcoming new
audiences into the experience of Flight. The passion and fascination of flight
is powerful, with so many different aspects to aviation and different levels of
enjoyment to experience. There is distinct value and strength to be gained by welcoming
a wider audience, and we can’t claim to have done the best job of it in the past.
What does appealing to a wider audience mean?
It means improving the user-interface experience, achieving better performance on
today’s hardware, providing more focused challenges for people who aren’t quite
sure what to do next, and introducing more persistent experiences for people who
return often. It also means keeping alive the freedom to go where you want, when
you want, and to do what you want. Regardless of their hardware power, piloting
experience, or level of interest, many people have enjoyed the traditional flight-simulation
experience as a solitary activity. We see a compelling social aspect to the experience
inherent in the fun, and we need to better enable and support this dynamic to strengthen
the entire Flight experience for everyone.
Based on the previous webisode, we’ve heard, “This doesn’t look any different from
FSX!”
As we said in the introduction, we’re still early in the development cycle, so the
fact that you comment on the similarity to FSX is great! This comment alone should
ease some of the arcade concerns. Please follow along with our progress as we continue
to release more webisodes, screenshots, and additional information. In the end,
we hope that you’ll have a great time looking back at these early samples and being
part of the evolution. Thank you for all your enthusiasm and support!
If you want to get advanced notice of updates to this section and the website in
general, please sign up for our mailing list at https://live.xbox.com/en-US/MyXbox/ContactPreferences.
Thank you,
The Microsoft Flight Development Team
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NEWS FROM THE DEVELOPMENT TEAMOctober 13, 2011 – Microsoft Flight Missions
As we, the collective team working on Flight, sit at our desks writing code, creating
pretty aircraft and scenery, and thinking up fun ways to explore Flight, it’s easy
to get lost in the details of building a game. As we get closer to releasing a game
that you, our customers, will be playing, we need to stop and think about what you
will experience and how we can express what “it” actually is.
As game designers, we are tasked with creating a fun flying game that will appeal
to a wide variety of players. In this article, we look at that problem and some
of the mechanics we are employing to reach our goals. Ultimately, you will be the
judge of how successful we have been, and you can, in turn, influence where we take
the game in the future.
Most games are very direct in establishing what the player is expected to do in
order to succeed. Whether these are tasks, activities, challenges, missions, or
whatever, the player is drawn through the game in a carefully designed sequence.
This sequence typically increases in difficulty over what we call a “challenge ramp,”
with careful consideration given to balance how much challenge the player must face
in fun and exciting gameplay against potential frustration if the ramp is too steep.
Flight is a game that is designed for a wide range of players, not just a typical
simulation enthusiast. Anyone interested in flying or aviation at any level will
find enjoyment in Flight, whether it is through missions or via an ad-hoc Free Flight
mode. This creates an interesting problem when designing the challenge ramp for
game missions, because we must account for a very broad range of knowledge and skills,
while keeping the experience fun, interesting, and rewarding for all players.
Missions in Microsoft Flight are designed to guide the player through the game objectives,
from simple tasks like flying to a waypoint to performing challenging aerobatic
routines to transporting scared passengers through bad weather at night. We have
tackled the challenge ramp design problem by creating a variety of missions for
our players to experience, each helping them to become more accomplished and skilled
along their career path. The pathway to becoming a skilled virtual pilot in Flight
is not linear like in a traditional game, but rather it splits into multiple paths
which converge further along in their overall career.
We are using awards, achievements, and experience points to “reward” players that
accomplish something in the game. How much the player earns is often directly related
to how successful they are in a given mission, such as how well they land the aircraft.
This way, players of all ability levels can earn something and aspire to do better
with each attempt until they can get a perfect score.
Players can fly quick and exciting challenges that test their skills even if they
only have a few minutes to play. Alternatively, players can fly “story-based” missions
such as finding a missing person or playing a key role in an event. Another way
to play is flying jobs such as carrying cargo or passengers from one location to
another using piloting skills and knowledge to get them to the destination safely.
Of course, players can always choose to fly freely without guidance in order to
simply enjoy the beauty of the world, fiddle with the knobs and switches in the
cockpit, or put an aircraft through its paces. Each of these experiences is different
and enriches the game overall, providing short-term and longer-term gameplay.
There are other ways we have designed fun activities into the game that we will
discuss in future articles. Ultimately, players of all skill levels will find fun,
challenging, and beautiful experiences in Flight.
Thank you,
The Microsoft Flight Development Team
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NEWS FROM THE DEVELOPMENT TEAMNovember 15th, 2011 – Performance & HardwareLearn about how Microsoft Flight was developed with performance in mind
Amongst the most popular questions the Flight team has been asked via e-mails to
msflight@microsoft.com are those about
the release date and game performance. While we aren’t quite ready to talk about
a release date, we did want to share a bit about our approach towards performance
and hardware.
Performance optimization has been a core focus of our development from an early
stage. To achieve this, we constantly monitored game performance metrics across
a range of hardware configurations and reacted each time we saw a new feature or
code change that caused a dip below the established thresholds. The end result is
that Flight looks fantastic on a brand new PC, but because of the emphasis on performance
throughout development, it also runs well on older desktops and budget laptops.
We’ve found the game runs well on low graphics settings with hardware meeting
the following specifications:
It was also one of our goals to ensure that the game can run well with high
settings on hardware that is attainable today. Based on our testing of core scenarios,
the game runs smoothly on high graphics settings with the following hardware specifications:
The graphic below illustrates the visual difference between the low and high settings.
Please continue sharing your feedback
with us and check back in December for an exciting announcement.
Thank you,
The Microsoft Flight Development Team
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NEWS FROM THE DEVELOPMENT TEAMDecember 1, 2011 - Beta Program Now Accepting Applications
As promised in our November update, we have big news for all of our Flight fans:
the Microsoft Flight launch sequence has begun!
We’re thrilled to announce that the Microsoft Flight Beta is scheduled to
kick-off in January 2012 and we are now accepting applications to participate in
the beta program – to apply click here. Note that any beta applications sent via e-mail to msflight@microsoft.com will not be considered
for inclusion in the beta program.
We will be sorting through your applications over the coming month and will get
back to qualifying participants with additional details throughout our beta phases
in January. As we taxi for takeoff, we will continue to provide intriguing updates
about the future of Microsoft Flight so please keep checking in on our website
or on our Facebook Fan Page.
Fasten your seat belts, return your tray tables to their upright and locked positions,
and get ready for Microsoft Flight to takeoff!
The Microsoft Flight Team
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NEWS FROM THE DEVELOPMENT TEAMDecember 15, 2011 – Microsoft Flight Audio Philosophy: “I Make Airplane Noises”
With Mt. Rainier in the background, a vintage, fully remodeled, freshly waxed, and
dearly-loved Stearman takes off from a backyard runway. Two men are strapped into
the seats – one, a seasoned commercial pilot with deep-rooted love for these antique
crafts, mans the helm while the other, a first-time occupant of an open-air craft,
is crammed into the front seat with a heap of audio recording equipment packed around
him for the voyage.
The two men sit silently as they ascend into the air on this beautiful spring day.
The air is whizzing through their hair as they climb to altitudes of 600-700 feet.
A serene feeling takes over the pair as they enjoy the ambient sounds of the air,
the sun warming their skin, and the calm feeling of gliding through the sky. Then,
seemingly out of nowhere, this peaceful cruise ends as the pilot jolts into thrilling
aerobatics that the Stearman handles masterfully. Once back on the ground the two
men smile and the passenger exclaims that, while he was understandably alarmed with
the sudden turns, he had “more fun than fear” in his first open-air flight. The
passenger sets down his gear and then remembers this is his job; he gets
paid to occasionally fly around in awe-inspiring planes. This man is the Audio Supervisor
for Microsoft Flight, Jason, and he pours this same passion, wonder, and
excitement for flying into his work every day.
The first thing that greets you as you walk into Jason’s office is a sign that reads
“I Make Airplane Noises.” While brief, the proudly displayed sign really says it
all. You won’t have to guess; Jason will be the first to tell you how exciting sounds
are to him. When he joined the Flight team in late 2010 from a sister Microsoft
studio for the racing game Forza, Jason set out to create a new audio architecture
and, in his own words, “evoke a cerebral and visceral level of immersion for the
player” since the full experience of Flight rises to the next level of greatness
when paired with the right sounds at key moments.
Jason took some time to sit down and explain his philosophy for our community –
here’s how he thinks about audio while developing Microsoft Flight:
Every game has a zenith for which its audio works to achieve greatness. For instance,
a race-driving game might focus on the sound of its car engines; or, a first person
shooter might envelop the user with a barrage of incredible sounding weapons and
explosions. While the aircraft sounds themselves remain an important aspect to Flight
audio, it’s really how the aircraft interacts with the world that works to immerse
the user in a visceral and exciting experience. In this sense, the world of Flight
presents a unique challenge for audio design where an immense breadth of different
experiences and gameplay modes exist for which audio needs to succeed.
What should it sound like when an aircraft goes from floating softly and slowly
to barreling toward Earth in a violent spin then back again? What is the difference
in sound when pulling 5g’s compared to 10g’s? How should the sound of a soft landing
differ compared to a rough one?
Whether sitting on the tarmac or performing aerobatics, at any point during gameplay,
the user should have a variety of audio cues that inform them of what is happening
in their world. These types of questions and ideals drive the design and development
of the various audio systems for Flight. To this end, Flight audio has been carefully
crafted to provide a dynamic and engaging experience that adapts to the exploration
offered by Flight.
Here are three in-game audio clips that were captured directly from Microsoft Flight.
We have Flight’s Maule aircraft performing a soft landing, hard landing, and rough
landing; listen intently and see if you can hear the difference in wind, skidding,
and fuselage sounds, as well as the other variables of sound design that were included
in each of these clips.
soft landing: hard landing: rough landing:
As you can see, Microsoft Flight has a talented and passionate development
team. We’re proud to have teammates like Jason and look forward to sharing more
insights into our development processes and philosophies as we move closer to take
off.
The Microsoft Flight Team
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NEWS FROM THE DEVELOPMENT TEAMDecember 22nd, 2011 - Happy Holidays from the Microsoft Flight Team
Happy Holidays from the Microsoft Flight development team!
We’re pleased to announce that we will be showing off Microsoft Flight at
the International Consumer Electronics Show from January 10th to 13th,
2012. If you’re attending the show, make sure to swing by our CES booth.
We hope you all have a wonderful holiday season and we look forward to sharing more
frequent updates about Microsoft Flight in early 2012.
The Microsoft Flight Team
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PRESS RELEASEJanuary 4th, 2012 – Microsoft Flight Takes to the Skies
Today, Microsoft Studios premiered Microsoft Flight, a PC game that lets
players jump into the challenge, fun, and freedom of flight. Microsoft Flight
will be available as a free download this spring, giving players the freedom to
fly the skies over the beautiful Big Island of Hawaii, complete a variety of exciting
missions, test their skills in flying challenges, or find hidden aerocaches on the
island.
In Microsoft Flight, players view the world from above in a visually stunning
and realistic representation of the earth, complete with region-specific weather
patterns, foliage, terrain and landmarks. Players can choose to take the helm using
highly rendered, accurate cockpits and authentic piloting procedures, or simply
use their mouse and keyboard to control the plane in an exterior view. More experienced
players can tailor the flight controls to match their skill level, making Microsoft
Flight easy for beginners while still challenging for the most accomplished
PC pilots.
“Many people dream of flying, but few have the chance to experience the fun of exploring
the world from above. Microsoft Flight provides players the opportunity to
explore that curiosity and interest,” said Joshua Howard, executive producer of
Microsoft Flight. “Aviation can be incredibly technical, but we’ve taken
great care to build an experience that makes taking to the skies thrilling and accessible
for everyone.”
Start Exploring For Free
After downloading Microsoft Flight for free, players can jump into hours
of exciting gameplay on the Big Island of Hawaii.
In addition, players who sign in to their Games for Windows – LIVE account automatically
receive additional free content, including the legendary Boeing Stearman plane,
supplementary missions, and access to Achievements and an Online Pilot Profile.
Those looking to deepen their experience can purchase and download additional content
that adds new aircraft, regions and customization options. The frequently released
new content for Microsoft Flight includes daily aerocache challenges and
updates that make every flight unique and fun.
Be the First to Fly the Definitive Light Sport Aircraft ICON A5
Microsoft Studios worked with the personal airplane manufacturing team at ICON Aircraft
to give aviation fans the exclusive opportunity to fly the all-new ICON A5 before
real-world production starts at the end of 2012. Designed by the world-class aeronautical
engineers behind the Voyager spaceship, X-Prize winning SpaceShipOne, and Virgin
Galatic’s SpaceShipTwo, the ICON A5 is the “jet ski for the skies,” a high-wing
amphibious monoplane with a carbon fiber airframe and a comfortable, automobile-inspired
cockpit with space for two. The ICON A5 will be the first aircraft available to
players for free in Microsoft Flight.
“ICON Aircraft and Microsoft Flight both share the goal of making the fun
of flying accessible to everyone who’s ever dreamed about it. ICON does this by
fusing world-class product design with the very best engineering, and Microsoft
by combining the excitement of a great gaming experience with the authenticity of
a top notch flight simulator,” said ICON Aircraft CEO Kirk Hawkins.
Be the First to Experience Microsoft Flight
Today the team behind Microsoft Flight released an exclusive video that features
all-new footage of Microsoft Flight. To view it, click on the 'Video' tab.
Additionally, sign-ups for beta are still open! Be among the first to try Microsoft
Flight by applying for the closed beta at:
https://connect.microsoft.com/site1134/InvitationUse.aspx?ProgramID=6087&InvitationID=FLY-BRQX-BXTB.
The voyage continues at this year’s Consumer Electronics Show in Las Vegas from
January 10 – 13. Those that attend will have the chance to play Microsoft Flight
before it releases this spring at the Microsoft booth, located in the Central Hall.
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NEWS FROM THE DEVELOPMENT TEAMFebruary 6, 2012 – Microsoft Flight Launches February 29, 2012
Prepare for takeoff! On the heels of a successful beta, we’re excited to announce
that “Microsoft Flight” will be available to download worldwide for free starting
February 29, 2012, right here at
www.microsoftflight.com. In addition, the Hawaiian Adventure Pack – which
includes the remaining Hawaiian Islands, a new plane and 20 new missions – will
be available to purchase the same day through Games for Windows—LIVE.
Microsoft Flight lets players jump into the fun, freedom, and adventure of flight
with no special hardware or past experience. If you have a mouse and a PC, you can
fly!
Explore the Hawaiian Islands From Above
In addition to exploring the Big Island of Hawaii for free, you can unlock access
to the skies over the remaining Hawaiian Islands by purchasing the Hawaiian Adventure
Pack, the first in a series of expansions for Microsoft Flight, which includes:
The Hawaiian Adventure Pack will be available via Games for Windows –LIVE for 1600
Microsoft Points.
Tour the Skies in Two All-New Planes
At launch, players will have the ability to purchase two new planes that offer entirely
different flying experiences:
The Maule M-7-260C is a rugged utility aircraft that is especially adept
at handling take-offs and landings on rough, unprepared surfaces. Players can find
out what makes the Maule the plane of choice for adventurous bush pilots by trying
tricky landing challenges that push the aircraft’s ability to land on rough airstrips.
They can enter the Maule’s cockpit and take the controls to transport people and
cargo to complete jobs and advance their pilot career.
The Maule M-7-260C including a richly detailed external model and a beautifully
created cockpit will be available via Games for Windows—LIVE for 1200 Microsoft
Points.
The North American P-51 Mustang is a historical fighter plane with strong
performance characteristics, maneuverability and sharp looks. Stripped of guns and
some weight, this version represents a restored Mustang that might be found at airshows
today. The Mustang’s superb agility makes it a great option to choose to complete
hoops courses and master many other skilled challenges and missions found in the
game.
The North American P-51 Mustang flyable from the outside will be available via Games
for Windows—LIVE for 640 Microsoft Points.
All the aircraft have been created with detailed graphics and accurate physics:
Some models allow players to take the helm using highly rendered, accurate cockpits
and master authentic piloting procedures, or they can simply use their mouse and
keyboard to control any plane in an exterior view. Players can tailor the flight
controls to match their skill level, making Microsoft Flight easy for beginners
while still challenging the most accomplished PC pilots.
Find out more about the meticulous detail and passion that goes into building Microsoft
Flight’s aircraft with a behind-the-scenes look at the creation of the ICON
A5.
From early design modeling to the integration of unique speed and flight physics,
the following video is a great chance to explore the accuracy and attention to detail
that define the gameplay experience in Microsoft Flight.
You need Flash player 8+ and JavaScript enabled to view this video.
Thank you to our Beta Testers
We’d also like to thank our beta testers for their invaluable help in getting Microsoft
Flight ready for takeoff.
Our executive producer, Joshua Howard, had this to say: “There was an overwhelming
demand for access to the ‘Microsoft Flight’ beta and the number of requests was
far more than what we initially planned for. We received amazing feedback from the
beta participants and it’s great to see this level of excitement from fans as we
move toward the release of Microsoft Flight.”
We hope you’ll come fly with us on February 29th!
— The Microsoft Flight Team
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CONTACT USGet your Games for Windows - LIVE Gamer Tag now
Send your comments to the Microsoft Flight team:
msflight@microsoft.com
Press only inquiries:
Microsoft Flight Press
MicrosoftFlightpress@edelman.com
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FREQUENTLY ASKED QUESTIONS
Q:
What is "Microsoft Flight?"
A:
"Microsoft Flight" is a new PC game from Microsoft Game Studios. The new
title will be available on the Games for Windows - LIVE service and will bring a
new perspective to the long-standing "Flight Simulator" franchise. From new game
play elements and enhanced scenery and terrain to new aircraft and integrated content
marketplace, it is an entirely new breed of virtual flight. The Games for
Windows - LIVE platform sets the stage for all your virtual flight needs while connecting
you to a global base of users, content and endless exploration. Microsoft Flight
builds off its heritage of deep, immersive simulation and is redesigned to make
the experience easier for virtual fliers of all interests and skills.
Q:
How does “Microsoft Flight” differ from “Flight Simulator?” Why the new name? What’s
changed?
A:
With “Microsoft Flight” we’re approaching the virtual flight genre from the ground
up, with the focus on the universal appeal of the experience of Flight. We believe
the simplicity of “Microsoft Flight” perfectly captures that vision while welcoming
the millions of existing Flight Simulator fans. The new “Microsoft Flight” retains
the full fidelity simulation longtime fans have come to expect while offering all
players a whole new look and feel, a wide range of new game play and challenges,
persistent experiences and social connectivity.
Q:
How does Games for Windows – LIVE factor in?
A:
Games for Windows – LIVE introduces a new level of connectivity to virtual flight,
enhancing both the social and game play experiences of the title. Content is updated
virtually. You can fly solo or join an entire global flight community online. You
can easily connect with and facilitate flight experiences with your friends. The
addition of Games for Windows - LIVE creates an ubiquitous virtual world of flight
that offers easy and engaging access to the magic of flight for all.
Q:
Are the screenshots and webisodes shown on this site taken from in-game?
A:
All screenshots published on this site, as well as all webisodes starting with webisode
2, are captured in-game.
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