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Flight and developers

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When you consider that Flight was designed to be an online GAME with all addons controlled by MS I do not understand why the Developer Community is showing such interest.

For me it is the fact that I can customize my sim as desired using the knowledge base that the Developer Community have gathered over the years that makes MSFS one of the best investments that I have ever made.

As for me simming is much more than just game playing.

~~ Dale ~~
 
Hi Dale,

I don't think the developers are that enthusiastic about Flight at the moment, exactly because it is not clear how much development and tweaking can be done.

I think the announcement of the new simulator always gets interest, because developers always hope that the new product will give them more options.
 
Hi Dale.

I'd have to agree with you. Not much sense in wasting time on it, as far as developers go. If an SDK becomes available, and terms for adding content become clear and fair, then maybe we could get excited.

Dick
 
Hi Dale.

I'd have to agree with you. Not much sense in wasting time on it, as far as developers go. If an SDK becomes available, and terms for adding content become clear and fair, then maybe we could get excited.

Dick

Agree 100%....until an SDK is available, Flight is just a waste of time for Developers. Maybe devs will download it and fool with it a few times, curiosity is inherent in all developers, and then drive on with FSX or other...:cool:
 
Just took a quick peek whether any statements on an SDK were available after CES2012 - like any interviews had been made with i.e. the program manager for Microsoft Flight.

Well, this popped up in Google:

Creative Lead-IEB-Microsoft Studios (779637) Job
Date: Dec 14, 2011

So a rather new position. Does seem like they planned this for long. Also initially the SDK was there for sure. It must be the business folks at MGS playing heads and tails with the development team again.

Here is the "wish list" for this creative lead - hope he/she knows how to do them planes ... or it could have been Donkey Kong.

So this is the new creative focus of the leadership team for MS Flight that just got hired - setting the visions and goals for planes, sceneries and so on. I.e. the creative roadmap after the "demo" and the initial extras has been released. The MS Flight Studio I guess ...

Given the date ... it must have been a recent decision or MGS run that well that they don't hire people untill they need them (after the game engine, framework and sdk was done).

So my bet it that this is the "guy" who gets a production line studio team for addons - and gets the sdk of course.


Creative Lead-IEB-Microsoft Studios (779637) Job
Date: Dec 14, 2011

Join the team responsible for building the most fun and rewarding flying experiences available on any platform. Microsoft Flight is a reinvention of the classic software franchise, bringing the wonder of flight to whole new audiences. The Creative Lead will be part of the core studio leadership team, responsible for defining and driving the vision of the product while providing inspiration, leadership, and creative focus, for the team. Boundless imagination is balanced with a deep understanding of the game development process; the ability to ideate is combined with the communication skills to concisely direct the creative efforts for the team. As Creative Lead you will work with the studio leadership to define the vision and execute on that vision with excellence. If you are a strong, collaborative creative leader who wears many hats, thinks conceptually and strategically and is passionate about all things Flight, this position may be the perfect place for you.

Responsibilities:
Direct the tone and timber of the project with an eye towards technical innovation, experiential innovation and cross platform immersion.
Set clear creative goals and deliverables; lead and focus efforts across the team to ensure a cohesive experience on all platforms and services.
Anticipate threats to quality and innovation and work effectively with the team leads to mitigate.
Build and maintain a collaborative relationship with Art, Dev, Design, Audio, and Production.
Contribute to the building of a strong and successful creative team.
Communicate, document, and represent direction to team members, senior management and key stakeholders.
Expertly craft documentation to represent the team’s vision around user experience, including: storyboards, schematics, style guides, movies, PPTs and prototypes.
Ensure the experience vision is driven by a well-defined nucleus of user needs, tasks, marketing and business requirements.
Effectively communicate with team through implementation phase to realize creative vision.

Requirements:
5+ years working on internal development teams in a senior creative role (Art Director, Creative Director, Design Director, etc.).
Experience in design of a consumer experience with an emphasis on conceptual, visual, interaction design and strategic thinking.
Have strong visual design skills, think conceptually about design, present excellent problem solving skills, and exercise the ability to work well in a collaborative team environment.
Excellent communication, presentation and organizational skills.
Multiple shipped titles from concept to reality.
Ability to shepherd non-creative people through the creative process.
Understand the array of technical constraints, user goals and business requirements that shape a product.
Demonstrate ability to work confidently with other Creatives, Program Management, Development, Product Planning, Brand, Marketing and Usability.
Proficiency with Premier, Photoshop, Illustrator, 3DMax/Maya, with an understanding of rapid prototyping platforms such as Flash, Director and After Effects.
A minimum of a BA/BS degree.

SC:ME

*To consider similar job openings within Microsoft Game Studios on MS Career, use keyword: Microsoft Studio
 
To the most discerning reader, this is the most significant item of interest for developers:

Communicate, document, and represent direction to team members, senior management and key stakeholders.
 
They are getting efficient at cutting loose steak holders, if I am defining steak holders correctly....
 
.....
Well, this popped up in Google:
Creative Lead-IEB-Microsoft Studios (779637) Job
Date: Dec 14, 2011
So a rather new position. Does seem like they planned this for long. ....

I really don't think you can read too much into this. This is simply recruiting / personnel mumbo-jumbo.

"key stakeholders" is one of those phrases that is used when the author doesn't know (or doesn't want to say) who the "named" parties are.

In my other line of a work a recent document (about my section) referred to consultation with "key-stakeholders" .. and we hadn't even been consulted!! (thus illustrating the correct usage of the phrase)

If Microsoft are planning to let 3rd parties develop, there will be an SDK (or a clear announcement to that effect)
 
Yes that's a good point.

The business model working on top of the cloud game service (i.e. variable) and the content or creative work may just be what has to be settled on first.

There after SDK and collaboration can come into play for whoever wants to join in. It may just be about uncertainties getting fixed as we go - and getting to a quick release of the game platform itself and a game.

Cloud can open up new possibilities when it comes to release management and roadmaps.

May be this just means that potential collaborations extending the game will be dealt with from here ...

Like the game infrastructure or technology is one thing. While the content is another.

I.e. difference between camera and editing technology in movie development and so on (that part of Flight is almost ready now) while movie making (the content and creative use) - and a production line for that (including 3rd parties) is another ...

It may be so ... if so, it's an interesting perspective in possible changes in release management or game publishing for production work.

I.e. concentrate on the platform first - build constructions first. Do a "proof-of-concept movie" using the new moden facilities ... Afterwards recruit folks to make movies and deal with collaborations then ...

So yeah, let's see. It may even take the game to be released first to measure initial demand by counting downloads of a few avialable aircrafts extras and sceneries to see if it a go or no go for some "plays" - i.e. like the A/B audience test's done for movies. I.e. whether the movie get's changed or really what should come quickly out of the production line to meet demand.

It's possible stuff in this "new kind" of game publishing ...

This might just be the challenge for us to understand here ... may be - just may be, Flight is again the new contemporary breed of game infrastructure now all purposed and setup for online. With FSX we where all head and heels over the design for parallel computing and performance scalability.

So let's see if Flight is really some new platform setting a state-of-the-art way for online games on how to roll out content - i.e. potentially matching the huge number of FS stuff out here.

Looks like they are taking there their to do this right - but still releasing as we go (i.e. scrum - focus and release that business-final quality - there's a business risk too in waiting. Just release continously at the start...). So I think I may just lean back for a while - and wait. The way this game is published and distributed is nothing like previous release.

But MS is silent about this. May be about competition in the game industry. And Microsoft has setup a new kind of online business for MGS. And may be Flight is just one of those first works that's going to test it out. If it works for flight - also in a 3rd party collaboration scenario due to number of devs - then it can work for any game.

So all in all - yeah, what reflects right now is just that the digital distribution just makes all this a variable thing - like inherent to software itself.

But here goes the speculation again :o)
 
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And I still would very much like to develop for flight ... anywhere the customers or users are ... and it looks good to (even though I did find those "medals" and graphical honors below my personal ambition level for "playing" flying)
 
They are getting efficient at cutting loose steak holders, if I am defining steak holders correctly....

Nope, a steak holder, by definition, holds steaks. :D

However, stakeholders are everyone who can be directly affected by Microsoft's decisions one way or another, including us.


I honestly think Flight discussions are overdone, and we've all ranted enough, so it's really time to stop beating the dead horse and move on...

Discussions about P3D might be intriguing, but, apparently, Flight is a dead end.
Let's move on, people... :duck:
 
Discussions about P3D might be intriguing, but, apparently, Flight is a dead end.
Let's move on, people... :duck:

Until and unless Microsoft themselves make their intentions clear, and present a list of requirements and a clear path for developers...

...it is indeed a dead end, as we have absolutely nothing to discuss. :o
 
With most of the members agreeing there is nothing to talk about, I'll lock this thread and let it fall to the bottom of the thread list, as well.

Dick
 
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