Assault Horizon: Behind the scenes
How the story came to be
While it’s been set in a fictional universe, the Ace Combat
series has always featured realistic renderings of aircraft. When I was asked
to help develop what became Assault Horizon, I took that “core value” of the
game as a starting point – the story had to be as realistic as the aircraft.
Of course, the story had to be very exciting as well. And
the Aces team had a number of other things on their wish list, including
staging the story on as many continents and in as many geographic locations as
possible.
There was another subtle little requirement, though this one
wasn’t actually articulated by anyone. We all knew we wanted to have as many
cutting-edge aircraft in the mix as possible. That meant not only that
Americans would have to play a key role in the story, but so, somehow, would
Russians. Because between those two countries, you have most of the world’s
front-line jets.
(I initially wanted Chinese aircraft as well, but we had to
drop that idea for various reasons.)
Even before they asked me to help, the Team experimented
with flight models involving helicopters and bombers. The models were extremely
impressive. Incorporating them into the story became another early priority.
The process began with some very basic story ideas, each no
more than a few paragraphs long. After the team discussed and chose one, I
fleshed the story into a narrative outline, focusing on four different pilots.
Two of the pilots were fighter pilots – the characters that became Colonel
Bishop and Guts in the game. (I should explain that, in modern air force
terminology, a fighter can also take a ground attack role. Very few fighters
can “only” do one role – the A-10A, a superb attack plane – comes quickly to
mind as a notable exception.) Another was a helicopter pilot – DR or “D-Ray” in
the game – and the last was a bomber pilot – Jan Rehl. (Jan actually now starts
the game coming back as a gunship pilot. Her evolution, and the AC-130 itself,
is a separate story; that all came about during later discussions.)
We discussed the story outline during a long series of
meetings over several days or a week in California. We discussed everything
possible at these meetings, not just the story – how would the helicopter
scenes work, should we only have fast jets, etc. It was always great meeting
the Japanese team: they brought snacks from Japan with them, which I inevitably
ended up monopolizing. I did offer to share my cigars with them, but I had no
takers.
These sessions were extremely interesting. Writers,
especially novelists, generally work pretty much alone when they do their
thing; at most, they may interact with one or two editors. In this case, I was
working with a large team full of ideas; getting everything focused was
sometimes a challenge. The requirement that everything in the game be realistic
was both a blessing and a curse – the story had to be something that could
happen, which narrowed down the possibilities. We limited weapons and
engagement sequences to those likely to be encountered in the real world. (In
case you’re wondering, this also applies to Trinity, whose key ingredients and
mechanics are real.) At the same time, I had to find a way to use all of the
cool possibilities that the assets and engine they were developing were capable
of.
The story grew, shrunk, then grew again. Once I was fairly
confident of the narrative, I began translating it into an outline of cut
scenes – the cinematic pieces where players can’t interact with the game – and
missions. Once that was done, the team did some heavy editing for a number of
reasons related to the technical requirements of the game. I edited their edit
– also heavily – and we spent another week or so in California hashing things
out.
There are always limitations on what you can do. For
example, early on we wanted to have a V/STOL version of the F-35 - the F-35C –
involved in the game. I wrote a really cool mission for it, which would have
shown off all of the real airframe’s capabilities. But that proved just too
ambitious – maybe in Ace Combat 8.
When I wrote the original outline, I realized there was more
story than we could use, and this continued over into the mission outline.
There was a whole section of the game set in Paris, for instance; unfortunately
we just couldn’t get everything we wanted in.
After the outline was set, I started working on the cut
scenes. One of my goals from the very beginning was to tell the story through
gameplay as possible. This meant not only that the missions had to be tightly
integrated into the story – the missions always flow from them – but that
things that part of the story is told in the missions themselves. This made for
more work as we finished the cut scenes and started to get down to the
missions. Not only was the team very concerned about how the missions would
flow, but the dialogue had to be honed very carefully. And of course, the
missions had to be conducted in a very realistic manner. Working with them, I
was part writer, part military consultant, part designer. There were a lot of
changes and additions we had to make so that the missions would unfold the way
they do in real life.
Games are not real life. Pilots in real life often say that
a sortie or flight mission consists of six or eight (or more) hours of terrible
boredom punctuated by ninety seconds (or less) of sheer terror. In writing the
game, we had to reverse that equation – and then cut out the ninety seconds of
boredom. So there are some compromises in telling the story. But it’s as close
to real life as you can get in a game.
Besides the in-person meetings, we had many, many video
conferences. We used email extensively, and even occasionally resorted to phone
calls. Working with the team was an interesting and invigorating give and take.
While I’ve collaborated with people before, I had never collaborated with
anywhere near so many at one time.
And here’s something that gave me pause: At most sessions,
there were three translators struggling to tell the team what I was saying, and
vice versa. For someone who makes his living communicating, that in itself was
a humbling experience.
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