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Reading this article makes me feel like the team that built this wasn't just building a game. It feels like a passion project where the detail was important, not because it made for a better game, but because it mattered to the people building it.


Microsoft clearly learnt a lot since their past catastrophic management practice post-acquisition of gaming studios.


This isn't a Microsoft product... Microsoft is paying a third party to put their name on it.


This version was developed by Asobo Studio, which is independent and not owned by Microsoft.


Or maybe the gaming studios learned a lot about Microsoft.


> It feels like a passion project

FS was Bill Gates' hobby project. The game team was disbanded (licensed to Lockheed as Prepar3D) one year after he stepped down.

Around FS2000 an oceanographer was hired to model the ocean waves.

So very focused, deliberate effort has always gone into FS, but that's more to achieve realism than for fun.

My theory is that military sim applications drive the realism, and probably there is military funding, so it's not really a "passionate gamers" angle. This would explain the quick licensing to Lockheed (for govt. contracting requirements), which is unprecedented for a game if you think about it.

(Atari Battlezone was likely also studied and used by the US military. I have some high scores on that. There's one in the SF pier historical arcade, as well as most of the Atari classic machines.)


Wasn't there a team training simulation / propaganda game for the US Army based on an Half-Life mod or the like ?


You might be thinking of America's Army [0], but that uses Unreal Engine.

[0] https://en.wikipedia.org/wiki/America's_Army




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