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Some of the guys at Rowan have been kind enough to talk to Ken "KC23" Cook about Mig Alley. I have colour coded the interview to make it easier for you to follow who says what. The codes are as follows. [ Rod Hyde ] Who started Rowan. [ Jim Taylor ] General lead programmer. [ Mark Shaw ] Designer and mission designer. All the rest is Ken "KC23" Cook.

Mig Alley Interview - Rowan Talks to KC23

Thank you for agreeing to meet with us and congratulations on your release of MiG Alley. A lot of people are anxious to hear your responses to some of the many questions that have been popping up since MiG Alley hit the stores shelves in Europe. But before we start how about you tell us a little bit about yourselves.

[ Rod Hyde ] Rowan Software Ltd was formed in 1987 to produce games and business software. Prior to 1987 we were engaged in similar activities, trading as H&H Software which was formed in 1983. Over the last 11 years, we have specialised in producing flight simulations for the entertainment industry We are currently working on the following:
Soccer Management game
Battle of Britain flight sim


[ Jim Taylor ] Mark and I have been with Rowan since Flight of the Intruder, back in 1990, although we both had a hand in Falcon mission disk 2, and Falcon Gold CDTV

[ Mark Shaw ] When I first started at rowan I was a 2d/3d artist. A couple of years later, I was given the chance to write the missions for dawn patrol. By the time I started flying corps I was involved with all aspects of design.

Being a Yank myself the question I hear most often is, when is MiG Alley going to be available in the States and what differences if any will there be between the US version and the UK/German version?

[ Rod Hyde ] Empire haven't finalised the marketing and distribution details yet for the release of MiG Alley in the States. So we don't have a date. The US version will contain some bug fixes. It could include some mods suggested by users. It just depends on when Empire call for a master.

Once the US version goes Gold will UK/German owners be able to download the patch right after it is done or will they have to wait till it gets packaged and hits the shelves in the US?

[ Rod Hyde ] I can't see why anybody should be made to wait. By the way we have mastered the Italian and French versions already. The Spanish is nearly there.


Rowan received high praise for the support of the hit title "Flying Corps Gold"; will MiG Alley also see this kind of support in fixing any stubborn bugs and/or multi-play issues?

[ Rod Hyde ] We like to spend time and money improving our games and implement improvements suggested by users. The more successful the game, the more we can spend. Flying Corps was very successful and so we spend a lot. With MiG Alley we have started by issuing a bug fix patch and first the game play patch will soon follow. How much we can do depends on the success of the game.


There is a rumor that multi-play was originally going to include cooperative play in the dynamic campaign is this something that is still possible for a future patch or perhaps the US version?

[ Rod Hyde ] When we started to put together the campaign multi-player option we realised that the basic design wasn't going to work very well. A big fix was required and I had to decide to use the available resource in other parts of the game. However we have learnt some lessons and we are designing Battle of Britain with them in mind. As far as MiG is concerned we could get multi-player campaign working if the game generates enough income.

Judging by the response of the various flight sim newsgroups and forums MiG Alley seems to be extremely popular. Were you surprised by the overwhelmingly positive response and do you think that might have an impact on any decision for an add-on for MiG Alley in the immediate future?

[ Mark Shaw ] I would certainly like to do an add-on. If not a full add-on then maybe a few more quick missions. It's all boils down to time and money. If the game is a success (worldwide) then it is a possibility. The decision ultimately lies with Rod and Empire.

Hypothetically if the decision was made to go ahead with an add-on which new aircraft(s) would you personably be most interested in seeing? What other interesting things might we see in a possible add-on?

[ Mark Shaw ] Some of the navy aircraft would be nice (panther, corsair), but adding a carrier and the ai to accompany it would be like starting a new project! It would be interesting (not to mention a great test of your pilot skill) to fly the meteor, the token british aircraft.

[ Rod Hyde ] Adding the Navy's input would be interesting. I would like to simulate 1950's carrier activity. That though, as Mark says, is like a new project. I suppose It could be a mission disk. Anything we do, needs to add a new angle and not be more of the same. So adding some more quick missions that explore new areas is a good idea. Any ideas are welcome!

As far as aircraft are concerned I would like to fly the F82.

I have personally been a very big advocate for dynamic campaigns, however the danger of repetitive boring mission types has scared off some of the most experienced flight sim developers. What is it about your design that made you feel confidant you could overcome this hurdle?

[ Rod Hyde ] When you are involved in games design, it is difficult to be confident of anything. Some things turn out better than expected, others things just don't work. To give you an example it took us three attempts at the campaign map screen before we got an interface that we liked. People have complemented us on the simplicity of the map interface: micro-management is possible but you only have to delve as far as you want and the game takes care of the rest. Well, it may appear to be simple but it took us ages to sort it out.

On the other hand the dynamic campaign system works pretty much as originally intended.

Overall, games design requires an iterative approach: design, implement, test, redesign, reimplement retest, etc. The more experience you have then the fewer the mistakes but then you get more ambitious. It is just not possible to get everything right first time. When we play the game, un-thought of improvements suddenly become obvious. This process continues after publication…


[ Mark Shaw ] The campaign engine is making decisions based on constantly changing information. It evolves as you do. If you repeatedly hit a supply dump then the engine will try to find a way of getting supplies around it. At the same time it will move more defences into that area. If you fly the same mission twice in the spring campaign, there's no guarantee that you will encounter the same sequence of events. This generates a great feeling of suspense. For example, I flew lead for a flight of mustangs on armed reconn. We went in and created merry hell with a supply convoy. I was nailed by ground fire so i flew the mission again. This time I was shocked to hear "MiGs, 10 o'clock high". The Migs had managed to get past the sabre patrols and were bearing down on my mustangs. It was a massacre! The game managed to take me by surprise and I am the designer!


In some of your promotion material there is talk of "Gold Missions" in the dynamic campaign. A hydroelectric dam was used as an example. About how many of these "Gold Missions" are there in MiG Alley's dynamic campaign and without giving too much away what generally triggers these events?

[ Rod Hyde ] Gold missions didn't fit the final design and so they didn't make it into the master. This is good subject matter for an add-on…

Sometimes when playing the dynamic campaign you are given a failure in the debrief for missions with several hundred tons of supplies destroyed while other missions you are given successes despite perhaps under a 100 tons of supplies destroyed. What is the over riding factor in your ground troops doing well. Is it Successes Vs Failures or the overall elimination of the enemy's supplies as measured in tons destroyed?

[ Jim Taylor ] The criteria used to flag a 'success' are based on absolute values the %target destroyed only, although the exact rules depend on the type of mission. [Capture a table from the FAQ we have prepared]. However, in order to keep the supplies down it is often necessary to attack a target that appears to be destroyed. The stores you destroy, or the small level of damage you do effect, do get applied to the state of the ground battle.

There have been very few game-play complaints about MiG Alley, however one that seems to come up occasionally is navigation. Some of the suggestions have been anywhere from improving the in-flight map mode to including waypoint designation in the in-flight info bars. Has there been any thought to improving this aspect of MiG Alley or do you feel that this is something that is just part of that era in warfare.

[ Jim Taylor ] This is one of the issues we are addressing in the gameplay patch we are working on currently. In addition to tuning the detail level on the in-game map, Paul (our 3d lead programmer) has also added more waypoint information in all the obvious places.

Many people are astonished at the number of aircraft that can be encountered in any particular mission, how is it that you can keep the frame so high where other developers with half the aircraft, weaker AI and no weather struggle to keep the game playable?

[ Jim Taylor ] "Trade secret" :-) It is all to do with making sure that what you don't see doesn't cost too much.

When fighting on the higher levels I've seen enemy AI aircraft go into spins when near the edge of their flight envelop and generally behave a lot like a human might in the same situation. Was this a particularly difficult aspect of the AI to program because it seems so few other sims come close to this kind of AI modeling?

[ Rod Hyde ] When the AI aircraft is on complex mode, the aircraft is actually being flown. By this I mean that the AI moves the aircraft's throttle, stick and rudder: it has the same interface to the flight model as the player. In these situations it is possible for the stick to be pulled too just much and a spin/start could be initiated. A different part of the ai recognises this and overrides. In this way, in complex mode, the AI pilot flies on the edge. The higher the skill of the ai pilot the closer he will try to get to the edge. When on simple mode, the AI aircraft is moved more directly and so spins etc are unlikely.


When flying 1 v 1 against the computer it is not hard to see the contrast in the different levels of difficulty. My question is what kind of contrast is demonstrated in the dynamic campaign with morale levels? In other words to what degree does a "Veteran" level pilot become better or worse depending on morale? Can he actually become a better than Veteran level pilot if his morale is excellent or is it just a penalty of anything less then excellent?

[ Jim Taylor ] Morale controls the tendency for the aircraft to take certain risks. A high morale, but low skill pilot will tend to attempt difficult manoeuvres and then screw up. Obviously a low moral Veteran may well be capable of brilliant manoeuvres, but be too timid to attempt them. Fear the happy hero pilot!

[ Mark Shaw ] There are other factors at work in the background that are applied across entire mig squadrons. For example, squadron aggression dictates which tactics a squadron will use. A very aggressive squadron will go looking for trouble with sabre patrols. A less aggressive squadron will generally avoid sabres and use safer hit and run tactics like dive and zoom. Aggression is like morale - Migs will become increasingly aggressive if you don't give them the occasional bloody nose.


There are several different attack patterns and flight formations to choose from in the "Task" dialog screen. Are there particular mission types and situations that each of these variables was designed for? If so can you give a couple of examples?

[ Jim Taylor ] The high level is designed primarily for the heavy bombers, although a flight of F80s carrying heavy bombs will work equally well. The carpet bombing effect is pretty effective against larger targets for very little risk. Low level bombing is designed primarily for napalm strikes against smaller targets, and dive bombing is required for rocket and gun runs. The idea with the patterns is to use the loosest formation that you dare, given the opposition in the form of AAA and MiGs. If you can only afford 1 quick pass, then a single file attack will send everyone against one location and guarantee a hit, or individual targets will split everyone up, but puts a lot less fire power against any one element. The spaced selection modes give each aircraft time to select a new target if the previous aircraft were successful. In either case, the bombers will concentrate on a particular building group in the target area until it is killed. To separate the bombers onto different building groups you need to use the task dialog.

The manual is surprisingly small for such a feature rich and deep simulation. Are there any plans for a strategy guide and/or FAQ?

[ Jim Taylor ] Dave should have told you about our first draft of FAQ. Any contributions are gratefully received …

Thank you so much for taking time out of your busy schedule answer some of our questions. We'd like to invite you to visit our forum and perhaps say a few words and answer a few questions from our readers.



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