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1st-Person Tactical Shooters: COTS Games with Military

Training Potential?
Michael Barlow; Peter Morrison and Adam Easton
spike@adfa.edu.au, morpj97@hn.ozemail.com.au, aceaston@hotmail.com

School of Computer Science


University of NSW @ ADFA
Northcott Drive ACT 2600

Abstract: One of the more popular genres of modern computer games is that known as the “1st-Person Shooter”.
In a 1st-Person perspective view players control heavily armed characters fighting in a fully-realised 3D world
inhabited by multiple participants. A relatively recent innovation to the genre is that known as tactical (or squad-
level) shooters; these have more detailed combat physics models and an inherent recognition of hierarchies of
command and the section as a unit. The paper discusses a preliminary evaluation of one such game – Operation
Flashpoint. Scenarios were designed for the game based on small unit tactics training- with the game being
enhanced to support Australian Army units, operations up to company level, and other dynamic behaviours not
in the original game. The system was demonstrated to a number of Lieutenants of the Australian Army who had
recently completed tactical training and their responses elicited. The article concludes with a number of
recommendations.

1. INTRODUCTION controlling. FPS games are action (fast paced) titles


This paper is a preliminary study of the potential in which players invariably control a heavily armed
military training aid offered by a COTS character in a hostile environment – both computer
(Commercial Off The Shelf) game. The potential, controlled forces and, potentially, characters
and associated risks, offered by employing controlled by other human players seek the
computer games for military training or analysis are destruction of the player’s character.
not yet well understood. However a number of such Other common features in modern FPS games
applications of computer games are beginning to include a range of weaponry and equipment that the
emerge [1,2,3,4]. character may be armed with, increasingly
The article has the following structure. The sophisticated physics simulation engines, multi-
following section outlines the features of the First player support, and “AI” (Artificial Intelligence)
Person Shooter genre, and more particularly that of opponents - computer controlled characters. FPS
the tactical 1st person shooter. The next section games differ in the setting - the backdrop against
details the investigation of the game Operation which the action takes place; these range from
Flashpoint - giving details of its features, the fantasy worlds through modern settings to futuristic
scenarios that were developed as a test of its and science fiction. A currently popular setting is
versatility, and the subjective evaluations modern military or paramilitary. Examples of this
performed. The article concludes with a discussion include Operation Flashpoint from Bohemia
of the potential this genre of game may offer and Interactive Studios and Ghost Recon from UbiSoft.
the challenges that must be met for that potential to Further, popular titles such as Quake III and Unreal
be realised. Tournament attract an active and dedicated
community of users interested in extending the
2. THE 1ST PERSON SHOOTER GENRE game. These extensions are known by two names.
Skinning is the activity of adding new objects or
One of the more popular genres of modern altering the surface look and feel of the game.
computer games, accounting for 3-4% of sales [5], Modding is more sophisticated and involves
is that known as the 1st person shooter. The genre employing the game engine in new ways - new
was started in 1992 with the famous title types of settings and ways to play the game.
Wolfenstein 3D from ID Software [6]. That release Currently Urban Terror mods - those focusing on
created a new game genre, known as the 1st person modern settings and equipment, with lethal combat
shooter, that has lasted a decade, and for which engines, are very popular.
many titles are available and in development at any
one time. 2.1 Tactical 1st person shooters
First-Person Shooters (FPS) share a number of While a number of the features of FPS games make
common features – a 3D environment is shown to them a possible training or evaluation tool for the
the user from a first person’s perspective; that is military, a number of other features of the genre
through the eyes of the character they are have meant their full potential in this regard has not
been realised. Increasingly sophisticated combat 3.1 Evaluation Scenarios
physics engines have emerged – ones that semi- Operation Flashpoint comes provided with a
accurately model modern ordinance and its effects number of scenarios for single and multi-player
such as the ability of a single round to kill or of play. These scenarios are intended for
structures to be demolished. However play has entertainment, and while well designed are not
typically revolved around a style known as necessarily true to military doctrine little alone
“deathmatch” – players roam a set of rooms and specifically targeted to test the military training
corridors killing all other characters they encounter. potential of the game. In order to examine this
A sub-genre of the FPS that has recently emerged is aspect a suite of scenarios was designed.
that known as 1st Person Tactical Shooters (FPTS), OFP possesses a number of powerful scenario
or alternatively 1st Person Squad Shooters. creation features that enabled specific doctrine-
Examples of games in this area include Tribes and based scenarios to be created. The game is
Tribes 2, Operation Flashpoint, Rainbow Six, and equipped with a scenario editor that allows the
Ghost Recon. These games have built-in support for placement of units on the map and basic scripting
team play at the section or squad level. They also of behaviour. Movement can be programmed as a
tend to support realistic and open environments, series of waypoints, markers can be placed, and
have a richer set of interactions between the triggers can be used to initiate new actions when
characters and the environment (e.g., vehicles that game events occur. A powerful scripting language
can be entered and controlled), and more realistic is also part of OFP. The language has many features
combat systems that standard FPS (single shots can of a 3rd generation programming language with
kill, damage to different parts of the body many game specific operators. With the scripting
incapacitates in different ways). language it is possible to program complex
FPTS appear the most likely candidates of the FPS behaviours and actions not incorporated in the
genre as a training tool for the infantry. The game original game. Finally, it is possible to modify the
engine more closely supports the level of realism multimedia aspects of the game – adding news
demanded for military training and the settings skins – textures for the 3D models, or sounds. All
more closely match those of real life and the these features make it possible to extend OFP in
potential scenarios used in training infantry. new directions, and thus potentially explore its
utility for military training.
3. OPERATION FLASHPOINT Three different scenarios were designed. Each
In order to determine whether a FPTS could be scenario represented a different tactical operation –
employed as part of infantry training a pilot study assault by a mechanized platoon, a defence or
was conducted. The most likely candidate from the fighting withdrawal, and a special operation in the
current pool of FPTS was selected. That game was form of a search and destroy. Each scenario also
then analysed in two regards. First, how easily, and served a different secondary role in terms of
to what extent could the game be tailored for a exploring different game, or added features. In one
military training environment and scenarios? case heightening the sense of immersion and
Secondly, just how effective was the modified relevance to Australian soldiers, in others allowing
version? what-if scenario analysis or high-level control.
The game that was selected for evaluation was
Operation Flashpoint (OFP) [7]. Released in mid 1.1.1. Mechanised Platoon Assault Scenario
2001, the game takes place against a mid-80s cold- The first scenario constructed and also used in later
war in which America and Russia have begun a evaluation was a single-player mechanized platoon
limited conventional war. The game has won assault. The scenario was entitled “Operation Axe
numerous awards for its playability and veracity. Point”. The player controlled one of the sections
Due to the modern equipment available to involved in the assault and careful attention was
characters, the open outdoor environments, the paid to ensuring that the briefing and mission itself
“realistic” game engine, and powerful editing were conducted according to Australian Army
capabilities the game was selected as the best doctrine.
possible candidate currently. Indeed this closely To this end considerable effort was expended in not
parallels a recent decision by the USMC to employ only structuring the attacking and defending forces
a version of the game for training [2]. appropriately but also in heightening the sense of
To that end a number of copies of OFP were reality or immersion of the mission. Military map
installed on dedicated desktop machines. The symbols were created and utilised for the 2D map
machines were networked and equipped with based briefing, which was also performed
headset microphones for inter-player according to the military appreciation process.
communication. Further, models of Australian Army units, not in the
game, including small arms, cammo, and vehicles
were employed. Radio traffic in support of the
assault was recorded with Australian voices and the computer controlled insurgents (if no human was
squelch and noise transmission qualities of the controlling them) more interesting a script was
service radio equipment was added to those employed so that different escape choices and
recordings. routes were selected each time the scenario was
It was found that OFP supported a mechanized replayed, making the computer oppnent
platoon assault scenario with a high degree of unpredictable.
doctrinal veracity and one that was made directly
pertinent to Australian soldiers. 3.2 Subjective Evaluation
In order to complement the constructive evaluation
1.1.2. Fighting Withdrawal Scenario discussed in the previous subsection, a subjective
The second scenario constructed was a multi-player evaluation was also performed. A group of twelve
fighting withdrawal. The scenario was entitled (12) Australian Army lieutenants was enlisted All
“Forward Echelon” and involved a platoon facing a officers were graduates of RMC, and familiar with
company level assault ahead of which it had to infantry minor tactics and low level operations.
withdraw in good order. Players could play one of Further, all had experience with computer-based
the three section leaders, or indeed one of the training such as the Weapons Training Simulation
individual section members. System (WTSS), and all were familiar with the
operation of computers and computer games.
Emphasis was placed in the scenario construction
on checking the game’s ability to support the The evaluators were systematically guided through
coordination necessary between the different an introduction to and evaluation of the game. On
sections in order that the withdrawal was made in average this took 1-hour per responder, at the end
good order. of which period the evaluator completed a series of
13 questions pertaining to the game.
To that end voice communication via headset
microphone was found to be particularly useful for The evaluation process comprised an introductory
player coordination. Further, a sophisticated script briefing followed by hands-on play in a simple
was incorporated in the scenario that allowed a scenario that taught movement and firing skills.
human player to control a section of which they That was then followed by play in 2 of the 3
were not a member by employing the in-game scenarios designed as part of the constructive
radio. This allowed even a single player to control evaluation - the multiplayer search and destroy
the entire platoon as well as supporting multi-player mission known as "HQ Discovered", and the single
play in which one or more sections did not have a player mechanized platoon assault known as "Axe
human player as member. The script was found to Point".
be very powerful but limited by the simple model The culmination of the evaluation for each
of radio communication that the game supported. participant was the completion of a questionnaire.
The questionnaire comprised 13-questions
1.1.3. Special Operations Scenario pertaining to the training potential of Operation
The third scenario constructed was a multi-player Flashpoint. For each question responders selected
special operations mission. Players could play between one of 6 responses ranging from very poor
either side in the mission – on one side a section (-5), through poor (-3), below average (-1), above
that had penetrated deep into enemy territory and average (+1), good (+3) and very good (+5).
needed to escape. On the other side platoon Evaluators were also provided space to write
members of a larger search to find and destroy the comments on each of the questions.
insurgents before they escaped. The mission was The questions fell into two categories. The first
entitled “HQ Discovered”. group pertained to the veracity of the game - its
Emphasis was placed in the scenario on checking ability to realistically model low level operations.
the game’s ability to support both cooperative and The responses to these questions are found in
opposed team play. The scenario was designed to Figure 1. The second category pertained to the
allow each side to attempt a number of approaches training potential of OFP. The responses to these
in achieving their goal – supporting a form of what- questions are summarized in Figure 2. Table 1 is a
if analysis. complete summary of the 13 questions showing the
mean and standard deviation of responses to each.
Special scripts were written that extended the game
in a number of ways. The insurgents could call for a
dynamic helicopter extraction, or summon a boat to
one of several pre-defined pickup points. The
searching side had a number of computer controlled
units involved and scripting was employed in order
that these units would report any contact they made
with the enemy. In order to make pursuit of the
Question Mean σ The fourth question of the veracity set was How
Simulation of Physical aspects 3.2 1.8 realistic is the carrying capacity of individuals in
Sense of Scale of Combat Env. 0.3 2.7 the game? Some participants believed that the
Utility of 2D Map 4 Tac. Appr. 3.5 1.2 carrying capacity was unrealistic, whilst others
Realism of carrying capacity 0.2 3.1 thought that it was accurate. The primary concern
Veracity of command structure 0.8 3.0 of a number of participants was that the speed of
AI decisions & actions 2.2 1.8 movement appeared unaffected when heavily
Section Level potential 4.0 1.3 loaded. According to doctrine, units in the game
Platoon Level potential 1.8 2.2
carry more than in reality.
Company Level potential -0.8 2.0
Tactical Training potential 3.5 1.2
Teamwork & subunit training 1.8 2.2
Battlecraft training potential 0.0 1.8
Training Aid potential for 3.8 1.3
Australian Army
Table 1: Mean and standard deviation of responses
to the 13 questions asked of the 12 army lieutenants
in the subjective evaluation. Responders chose from
one of 6 possible responses ranging from very poor
(-5) through to very good (+5).

The first group of questions numbered six and


pertained to the veracity of the game - its ability to
model the physical aspects of a low-level infantry
engagement, and provide a sense of immersion
within that environment. Those results are
summarized in Figure 1.
The first question of the veracity set was How
effective is the game in simulating the physical
aspects of combat? Generally responders thought
Figure 1: Subjective evaluation by 12 Australian
that the physical representation of combat was
Army officers of the veracity of Operation
good. Weapon effects were considered accurate,
Flashpoint. The 6 criteria were physical
especially for those of an explosive nature. Damage
representation of combat, sense of scale of the
from projective weapons was seen as too weak –
combat environment, utility of the 2D map, realism
participants thought that a bullet would affect
of carrying capacity, match of command structure
aiming and movement to a greater extent than in the
to field commands, and reality of actions of the AI.
game. Some also thought that the movement speed
Responders rated each criterion on a 6-point scale
of units in the game was unrealistically fast.
from Very Poor to Very Good.
The second question of the veracity set was How
well does the game provide a suitable sense of the
scale of the combat environment? The officers were The fifth question of the veracity set was How
sometimes put off or disoriented by the computer closely do the commands available to you as a
screen which affected their sense of scale, in that commander in OFP match the commands you
they were unable to gain an accurate sense of scale. would employ in the field? [Generally, participants
Generally people thought the size of objects were thought that all of the required commands were
realistic compared to landscape features of the present, given that OFP doesn’t support inter-
terrain. section groups. The method of target indication was
considered accurate, although it differs slightly
The third question of the veracity set was How
from the methods used in reality to identify the
effective is the 2D map provided in facilitating the
position of features on the ground. Some
tactical appreciation process? Participants
participants suggested that the commands must
commented favourably on the 2D map within the
match those used in reality to a greater extent for
game, primarily because it was of so much higher
the game to be really useful.
detail when compared to similar first-person games.
The topographic nature of the map suited RMC The sixth and final question of the veracity set was
graduates who were used to that form of terrain How well do the tactical movements and actions of
representation. However, the inclusion of every tree the computer controlled section members resemble
and bush on the map was seen as unrealistic. The those you would expect from trained soldiers in the
map was viewed as an appropriate planning tool for field? The animations of characters firing and
scenarios within the game. moving were considered realistic. However, tactical
movement in reality is done in fire teams, pairs or Participants thought that Operation Axe-point, one
groups, and as such this was not simulated. The of the designed scenarios, was a very realistic
characters used cover and concealment where representation of a platoon assault, and that OFP
available which was viewed favourably by the can represent platoon scenarios well. However,
participants. Actions such as reloading and controlling sections via the radio – the work-around
changing weapons were completed slightly faster employed to lift OFP above section level by
than in reality. simulating a platoon commander’s role - was
Six questions were also asked in order to gauge the considered very difficult by the participants. This
training potential of OFP - its applicability at was due to the limitation of the radio being the only
various tactical levels as well as to particular form of input available in the game.
tactical skills. Those results are summarized in The third of the training potential questions was
Figure 2. How effective do you believe the game could be in
representing company scenarios? Participants
thought that OFP would not be good at representing
company scenarios. The primary reason is that on a
19-inch monitor situational awareness is not very
high. Although it was considered feasible to
participate in a company assault, platoon level
scenarios were considered the highest level that
OFP could effectively simulate.
The fourth of the training potential questions was
How effective would OFP be as a training aid for
tactics? Participants commented that OFP would be
a good training aid for tactics. The high-detail map
combined with realistic contacts and weapon effects
was seen as suitable for representing infantry,
armoured and combined tactics.
The fifth of the training potential questions was
How effective would OFP be as a training aid for
teamwork and sub-unit cohesion? Generally,
participants suggested that OFP could provide an
above average training aid for teamwork and sub-
Figure 2: Subjective evaluation by 12 Australian unit cohesion. Situational awareness was raised as a
Army officers of the veracity of Operation limiting factor, as situational awareness on the
Flashpoint. The 6 criteria were effectiveness for battlefield is seen as very important. Voice
section, platoon, and company level training, communications over the game was viewed as very
effectiveness as a tactical training aid, effectiveness beneficial when working in a multiplayer
for treamwork training, and effectiveness for environment.
training battlecraft skills. Responders rated each The last question of the training potential set was
criterion on a 6-point scale from Very Poor to Very How effective would OFP be as a training aid for
Good. individual battlecraft skills? Some participants
The first question of the training potential batch of thought that individual battlecraft skills such as fire
questions was How effective do you believe the and movement, choosing appropriate cover, battle
game could be in representing section scenarios? drills (ambushes, moving in harbours etc.) and
OFP was seen as a good medium to represent action on contact could be improved by OFP.
section scenarios. Command techniques within the Weapons drills were noted impossible to simulate
section were easy for most participants to pick up, in the game. Aiming of the weapon, however, was
and accurate movement of section members was considered fairly realistic (for example aiming off
possible. However, the lack of correct section sub- when firing at a moving target and long-range
groups (gun, assault and scout groups) was targeting).
commented on. In reality groups within the section Finally, a general summative question was asked
support one another, for example, during an assault concerning the suitability of the game as a training
the gun group may cover the scout and assault aid for the Australian Army: How effective do you
groups moving towards the objective. This is feel OFP would be as a training aid for the
impossible to achieve in OFP. Australian Army? The results are summarized in
The second question of the training potential batch Figure 3. With a mean response value of 3.8 most
of questions was How effective do you believe the participants felt it was a good to very good option.
game could be in representing platoon scenarios? Participants enjoyed their experience with OFP and
felt that it could be used in a number of pertinent Much work remains to be done in this area – far
training areas, both at the soldier and officer levels. larger studies in which such games are actually
employed as part of training are necessary. New
games with more sophisticated features are
emerging all the time. Finally, the risks posed by
employing these games for training also need to be
studied.

5. ACKNOWLEDGEMENTS
The authors would like to acknowledge the
assistance of Bohemia Interactive Studios in
providing the models of the Australian units.
Further, the authors wish to thank the participants
in the subjective study.

6. REFERENCES
1. Robinson E. (1998) “The Pentagon Finally Learns
How to Shop”, Business 2.0 Magazine,
http://www.business2.com/articles/mag/0,1640,4771,FF.h
tml
2. Virtual Battlefield Systems Homepage,
http://www.virtualbattlefieldsystem.com/
3. Appleget J.A., and Illingworth J.E. (2001) “Land
Warrior Training Initiative”, SimTecT 2001 Conference
Figure 3: Subjective evaluation by 12 Australian Proceedings, p319-324.
Army officers of the training aid benefit potential to 4. Smith J.D. (2002), Private Communication
the Australian Army of utilizing a game such as 5. Interactive Digital Software Association,
Operation Flashpoint. Responders rated the www.idsa.com
potential on a 6-point scale from Very Poor to Very 6. History of ID Software,
Good. http://www.idsoftware.com/corporate/index.html
7. Operation Flashpoint Homepage,
http://www.flashpoint1985.com/index2.html
4. DISCUSSION
The paper has presented a preliminary evaluation
and study of the potential infantry training benefits
offered by a COTS (Commercial Off the Shelf)
FPTS (First Person Tactical Shooter) known as
Operation Flashpoint. A number of scenarios were
created to investigate the ease and extent to which
the game could be altered to suit infantry training.
That was followed by a subjective evaluation of the
game and its potential by a dozen Lieutenants from
the Australian Army.
Using a combination of the game’s own setting and
objects, the in-built scenario editing capabilities,
and non-trivial programming in the game’s
scripting language it was found possible to create
attack, defence, and special operations scenarios
comparable to those studied as part of an infantry
minor tactics course. Indeed, the fact that the game
offered the powerful mission creation and scripting
capabilities was vital in the success of this aspect of
the study.
The subjective evaluation highlighted a number of
areas in which participants felt the game had
significant potential as a training aid. In particular
training for section-level tactics and operations was
seen as one area where the game could be of aid.
All participants believed the game had potential as
a training aid for the Australian Army.

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