Games PC Flight Simulator 2004
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Microsoft Flight Simulator 2004: A Century of Flight [PC Game]2003 - Flight Sim
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Platform: PC
Release Date: August 1, 2003
UPC: 0805529340411
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Distinguishing Simulation Games from Simulators by considering Design Characteristics
Viknashvaran Narayanasamy, 1Kok Wai Wong, 1Chun Che Fung, 2Arnold Depickere
Centre for Enterprise Collaboration in Innovative Systems, 1 School of Information Technology, Murdoch University 2 Division of Arts, Murdoch University South Street, Murdoch Perth, Western Australia {V.Narayanasamy|K.Wong|L.Fung|A.Depickere}@murdoch.edu.au
ABSTRACT
The advent of powerful personal computers has made it possible for home users to experience simulation technology through Simulation Games (a.k.a. Sims). In recent years, the cross-boundary transfusion of technology along with other reasons has contributed towards the confusion, as to what makes a Simulation Game and what makes a Simulator. This paper provides a definitive comparison of the similarities and differences involved in Simulation Game and Simulator design. This paper also introduces a way to distinguish Simulation Games from Simulators using the design characteristics. As there are many different types of Simulation Games and Simulators available, this paper also provides methods to help identify the various types of Simulation Games and Simulators available.
2. COMPUTER SIMULATION GAMES
Computer games are categorized according to their genre. As, Simulation Games (a.k.a. Sims) are just one genre of computer games, it is important to distinguish Simulation Games from the pool of available computer games. All games involve some form of simulation. This is because all games attempt to recreate some aspects of the real-world within the game itself. However, in contrast to other games, Simulation Games do not always have specific predetermined goals in place within the context of the game. Games such as The Sims 2 belong to the Simulation Game genre as it does not have a predetermined goal-oriented activity in place Simulation Games can be defined as a mixture of a game of skill, chance and strategy that results in the simulation of a complex structure. There have been recent attempts to categorize simulation games into Participatory, Iterative, Procedural and Situational Simulation Games [8]. The next few paragraphs describe the characteristics and a method to identify the different types of Simulation Games. Participatory Simulation Games, involves physical simulations, and places the player in the game setting itself. The game requires the player to perform actions in the game, often within a fake setting or under fictional circumstances. Examples include virtual reality and augmented reality game systems. A good example of a computer game that employs participatory simulation is Dance Dance Revolution [9]. Iterative Simulation Games are designed to give the player the ability to create an end result such as a business model or computer simulation module, by plugging in known variables one at a time and observing the results of the iterative changes. An example would be some of the titles published by Lavamind [10]. Procedural Simulation Games create a simulation based on an action-consequence model, much like in real-life. Procedural Simulation Games encourage users to complete a process by procedure. All vehicle simulators are good examples of Procedural Simulation Games. Situational Simulation Games are built around a simulation model that deals with a group of circumstances, primarily relating to behaviors and/or emotions of people. Situational simulations are usually limited to the behavioral characteristics of groups of human players. However, with the introduction and application of advanced artificial intelligence systems in complex environments in games such as The Sims, it is fair to consider all human, computer and nonplayer characters to be part of Situational Simulation Games. Just like Simulation Games, there is also a classification for Simulators. The next section gives an introduction to simulation technology, describes the characteristics of
Keywords
Simulators, Computer Simulation Games
1. INTRODUCTION
In the past, simulation technology was used only in dedicated high-end industrial and military systems, or used for running computationally intensive models of real-world systems. Such applications normally would take days to run on common Personal Computers (PCs). With the advent of modern personal computers empowered with advanced computational capabilities, high resolution simulation environments can now run on commodity personal computer hardware at a very low price [2]. As computer simulation gained acceptance in many commercial, industrial and military applications, the definition of a simulation environment has also broadened over time. As a result of this, Simulation Games have also become popular in recent years. As Simulation Games become more realistic, there is an increasing trend on Simulators using elements found in Simulation Games. This has led to the cross-boundary transfer of technology between Simulation Games and Simulators. Furthermore, the word Simulator has been used for many titles of Simulation Games. Similarly, many Simulation Games have been used as Simulators in recent years. These are some of the reasons that have contributed towards the confusion in distinguishing Simulation Games from Simulators. This paper aims to resolve the confusion involved in identifying Simulation Games and Simulators, and proposes a method to so. It also proposes a method to identify the different types of Simulation Games and Simulators available. The next section introduces Simulation Games and describes a method to identify the different types of Simulation Games.
Copyright is held by the author/owner Copyright is held by the author/owner Proceedings of the Second Australasian Conference on Interactive Entertainment, Sydney, Australia ISBN 0-9751533-2-3/05/11
Simulators and introduces a method to identify the different types of Simulators. Table 1. Identifying types of Simulation Games
Participatory Procedural Situational Iterative
on this, Simulators are commonly classified by the Simulation Model that they adopt. A Monte Carlo model based Simulator makes use of state sequencing with no explicit representation of time. Discrete event model based Simulators specify state changes at discrete points in time. Continuous simulation based Simulators portray state changes as continuous over time. Combined discrete event and continuous models enable both techniques to be applied within the same Simulator. Hybrid simulation model based Simulators generally incorporate an analytical sub model within a discrete event model [5]. Table 2. Identifying types of Simulators
Monte Carlo Discrete Event Continu ous Combin ed Characteristics Is there an explicit representation of time ? Does the Simulator makes use of state sequencing Does the Simulator specify state changes at discrete points in time ? Does the Simulator specify state changes over continuous points in time ? Is an analytical sub-model incorporated within a discreteevent model ? Hybrid
Characteristics
Is an action-consequence noticeable in the game ?
Does it involve physical simulation ? Does it involve virtual/augmented reality environments ? Does it allow the player to experiment with in-game parameters to derive meaningful real-world results ? Does it allow players to iteratively provide new input, obtain results and reflect upon the results to provide more meaningful input the next try? Does the game encourage the player to make use of pre-defined procedures to complete the game ? Does the game present the player with a complex scenario that depends on the actions taken by multiple human and/or intelligent computer players ? Does the game heavily depend on emotional and behavioral characteristics of multiple players ?
Table 1 is useful in classifying Simulation Games according to their type. A tick( ) would indicate that the particular qualifying question will have to be absolutely true for a Simulation Game to be of the corresponding type. A dot( ) would mean that that particular characteristic is not an essential characteristic and a cross( ) would indicate that the type of Simulation Game in question will not possess the particular characteristic.
Using Table 2, the identification of Simulators can be done using the qualifying questions presented in the table.
4. COMMONALITY OF SIMULATION GAMES AND SIMULATORS
Both Simulation Games and Simulators share a common set of enabling technologies. Thus it does benefit both communities to leverage on the others innovative solutions to improve upon each other [13]. The increasing computational capability of PCs has enabled the game industry to produce titles that have begun to rival military Simulators in terms of level of detail and richness of experience. The cost effective computer game technology with its ability to motivate and engage a game-savvy generation of soldiers is now being used in various armed forces simulators. The advent of fully 3D games has made it possible to make use of these Simulation Games for military purposes. Such has been the case for Americas Army which started out as a recruitment tool, but has since been used to train future officers at West Point. There are also several COTS games such as Delta Force 2, Steel Beasts, and Falcon 4.0 that have been adapted by various armed forces to enhance their relevance to military training [14]. High resolution real-time computer graphics are no longer confined to expensive and proprietary computer systems as cheap personal computers have in some ways surpassed the capabilities of proprietary systems. For that matter, the visualization system used by present day games have in many cases proven to provide sufficient performance and realism for simulators. One such case is the UTSAF [2] project which performs 3D visualization using an inexpensive game engine, Unreal Tournament [3] game engine, to perform its visualization.
3. SIMULATORS
The development of Simulation Technology started in the post-war world, when new technologies developed for military purposes during the war began to emerge as new problem-solving tools in the world at large. However, up till the 1950s, computer simulation was not as useful as it is now, as it took too long and too many skilled people to build and operate a simulator. It was not until the 1960s that simulation became a useful tool. Traditionally, simulations were used to study the behavior of a system as it evolves over time. This is done by first modeling the system and then developing a simulation model. The model usually takes the form of a set of assumptions concerning the operation of the system. The assumptions can be mathematical, logical, or symbolic relationships between the entities/objects of interest [7]. The model has to be validated before it can be used to predict or reproduce the behavior of the system being modeled under varying sets of circumstances. More recently, simulation models are used in a real-time interactive mode to derive pleasure and enjoyment to provide entertainment. The study of simulation and modeling relates to the representation of time and state in a simulation model. Based
The fundamental design objectives for Simulation Games and Simulators influence the design of supporting technologies for these simulation applications. These differences prevent the convergence of game and simulator technologies. However, they do not prevent the emergence of hybrid simulators that do not require as much accuracy as traditional simulators, in certain functional portions of the system. For example military strategic mission planning simulators do not normally require an accurate visualization system [2]. The latest games have to some significant extent, incorporated technologies exclusive to Simulators (eg. Discrete-Event Simulation [11]). The similarities in Simulation Games and Simulators brought about by the fusion of technology are a major contributing factor towards confusion between the differences in the two simulation software packages. The next section attempts to provide a simple method to identify Simulation Games and Simulators based on their design characteristics.
whether a player discovers a Simulation Game has helped developed some of his skills, it is the intended purpose and objectives of the Simulation Game or Simulator that differentiates one from the other. The design objectives of games are as follows. Firstly, it is of paramount importance that a game is fun to play, as a fun game almost always sells well. The designer usually takes into consideration the audiences preferences in designing the Simulation Game. The Simulation Game would normally present an imaginative and coherent experience which is inline with the designers vision. The designer should have in turn drawn heavy influences from the game audiences preferences [4]. A Simulation Game would ideally offer a continuous and intelligent challenge and a smooth, seamless experience. A game that sells well has to be attractive, so the designer would also have to think about the aesthetic style of the game [4]. On the other hand, Simulator design stresses on achieving a higher accuracy in the situation/environment being simulated. Elements to make the game play interesting or exciting are either not considered or avoided. Simulators also strive to involve a greater level of participatory simulation by making use of custom physical interaction devices. Table 3 summarizes the key differences that distinguish a Simulation Game from a Simulator. The table can be used to distinguish Simulation Games from Simulators by observing the design characteristics during game play or simulation operation.
5. DIFFERENTIATING SIMULATION GAMES AND SIMULATORS
Formally, a game can be defined as a goal-directed and competitive activity conducted within a framework of agreed rules. In the context of game design, the goal refers to a predefined end states in the game [15]. The end state of the game signifies the end of the game associated with either the notion of victory, winning or reward [15]. For certain types of games, especially educational simulation games, the end state includes the objectives which the player seeks to attain. To learn how to play a game, one would normally have to learn the rules of the game. However, in modern game play, the emphasis on learning rules to play a game has diminished. Nonetheless the player is required to take a course of action that obeys the rules of play. As such, the rules in modern game design serve to only guide the player on the possible courses of action available and the resulting behavioral consequences. As a result of this action and consequence model of game play, patterns in game play emerge over time. However, Simulation Games do not necessarily involve specific predetermined goal-oriented activities. A simulation is usually defined as the representation of functions, operations or features of one process or system through the use of another. As such, Simulation Games are generally designed to imitate a real-world scenario or experience. It is because of this, there may be no obvious end state and no specific predefined patterns in Simulation Games. However, patterns in game play can emerge over time and tend to be different for different runs of the game. Even when repetitive actions are used within a Simulation Game, the patterns in game play are not normally directed towards any specific predetermined goal. This is due to the varying conditions in different runs of the same game. Unlike Simulation Games, Simulators definitely do not involve a specific goal-oriented activity. Instead, simulators have activities centered on scenario-based objectives. The closest notion of a goal in a Simulator is designed to imitate the operations and behaviors of a facility or process, so as to develop the skills or experiences of the users who use them. In Simulators, emphasis is placed on reproducing a real world experience with little emphasis for preserving the entertainment merits of the system. The intent of Simulation Games is to entertain its players. On the other hand, the intent of Simulators is to train and develop the skills of its operators. Regardless of whether a trainee finds a training simulator entertaining and regardless of
6. CASE STUDY
The method derived in Table 3, was used to identify which category, two popular computer games, namely Microsoft Flight Simulator 2004 and The Sims 2, belonged to. The results are presented in the Table 4. Table 3. Identifying Simulation Games and Simulators
Characteristics Involves simulation Goal Oriented Emerging patterns in game play Entertaining Skills Development Gameplay Gestalt Fun to use Imaginative Experience Type of Challenge Interesting to use Exciting to use Interface Simulation Games Yes Possible Desirable Yes Possible Possible Yes Possible Continuous and Intelligent Ideally yes Ideally yes Consumer devices Simulators Never Not desired Seldom Essential characteristic Not desired Seldom Never High degree of verisimilitude Not considered Not considered Proprietary devices
The comparison of the two popular games, Micrsoft Flight Simulator 2004 and The Sims 2 reveal interesting results. It can be seen that the Life/Social Simulator, is more of a simulation game then a simulator. However, the game also provides an optional goal-oriented activity, should the player be interested. Microsoft Flight Simulator 2004 is strictly a simulator. However, as it accomplishes this without requiring the need for proprietary devices, the realism of the simulation is questionable, when compared to other industrial flight simulator variants. The system of identification proposed can
be used to quickly identify a simulation game from a simulator. However, a more thorough methodology and metrics formulation is still required to grade the identifying characteristics, as the present method is still open to inconsistencies introduced by the interpretation of the identifying characteristics in Table 3 by different persons. Table 4. Identifying Simulation Games and Simulators
Microsoft Flight Simulator 1. Involves Simulation Flight Sim 2. Goal Oriented #No. User sets and achieves his/her own objectives. i.e. Landing the plane. Getting from City A to City B. #None. Simulation patterns are consistent. Variations provided only by differences in simulated conditions of physical reality. 4. Entertaining *To a small extent. 5. Skills Development Yes. Skills development quality comparable to industrial flight simulators. 6. Gameplay Gestalt User does not have opportunity to +cheat the rules of the system. 7. Fun to use: *Fun factor low. 8. Imaginitive experience No. Real-World Experience. 9. Type of Challenge Challenges depicted accurately with respect to the actual piloting of a real aircraft. 10. Interesting to use *Interest of audience variable. 11. Exciting to use *Audience variable. 12. Interface PC and PC based consumer hardware.
Note :
Games and Simulators available. The similarities and differences in design characteristics presented here, when considered carefully can be used to successfully distinguish a Simulation Game from a Simulator.
8. REFERENCES
[1] Deyo, R., Briggs, J. and Doenges, P. Getting Graphics in Gear - Graphics and Dynamics in Driving Simulation. In 15th Annual Conference on Computer Graphics and Interactive techniques (SIGGRAPH 88) (Atlanta, USA, June, 1988), R. J. Beach, Ed. ACM Press, New York, NY, 1988, 317-326. [2] Manojlovich, J., Prasithsangaree, P., Hughes, S., Chen, J., and Lewis, M. Agent models I: UTSAF: a multiagent-based framework for supporting military-based distributed interactive simulations in 3D virtual environments. In Proc. of the conference on Winter simulation: Driving Innovation (New Orleans, Louisiana, 2003), 960-968. [3] Epic Game Developers. Unreal Tournament, From March 30th, 2005, From http://unreal.epicgames.com/. [4] Rollings, A, and Adams, E. Andrew Rollings and Earnest Adams on Game Design, New Riders Publishing, Indianapolis, IN, 2003. [5] Shantikumar, J. G. and Sargent R. G. A unifying view of hybrid simulation/analytic models and modeling. Operations Research 31,6 (1983), 10301052. [6] Nance, R. E. and Sargent, R. G. 2002. Perspectives on the Evolution of Simulation. Operations Research, 50, 1, (2002), 161-172. [7] Banks, J. and Carson J. S. II. Discrete-Event System Simulation, New Jersey, Prentice-Hall, 1984.
The Sims 2 Life/Social Sim #No. However, presence of the Wants and Fears system provides optional immediate objectives.
3. Emerging patterns in game play #Emerging patterns generated within a fix set of rules. The objectives are to maintain entertaining merits of the game.
*To a large extent. #No. Essential skill development functionality not apparent in the game. *Cases of possible +cheats published on the internet.
*Yes Yes A continuous and engaging challenge.
[8] Payne, J. Distinct Types of Simulation Games, Course Information on Information Environments, IS 490, University of Tennessee, From http://web.utk.edu/~jpayne17/HelpLadies/ Types%20of%20Simulation%20Games.htm [9] DDRFreak, From http://www.ddrfreak.com/aboutddr.php [10] Lavamind, From http://www.lavamind.com/index.html [11] Garcia, I., Molla, R. and Camahort, E. Introducing Discrete Simulation into Games, From http://www.ercim.org/ publication/Ercim_News/enw57/garcia.html [12] Balachandran, A., Rabuya, L. C., Shinde, S. and Takalkar, A. 2000, Introduction to Modeling and Simulation Systems : Historical Perspectives, From http://www.uh.edu/~lcr3600/simulation/historical.html [13] Zyda, M. and Sheehan, J. Modeling and Simulation: Linking Entertainment and Defense, National Research Council, 1997. [14] Fong, G. Adapting COTS games for military simulation. Proc. of Int. Conf. on V. R. Continuum and its Applications in Industry (Singapore 2004), 269-272. [15] Sauv L., Renaud L. and Kaufman D Games & Simualtions: Theoretical Underpinnings, Proc. of 2005 International Digital Games Research Association Conference (Vancouver, Canada), 2005. [16] Salopek, J. J. Stop Playing Games. Training and Development, 53, 2 , 1999, 28-38.
excitement
PC, Video/Handheld/Mobile Game Consoles
* Results obtained based on opinionated feedback from players on the internet # Results based on design characteristics + Cheat refers to reproducible actions in the game, that are discovered through the process of playing the game and developing a game play gestalt.
7. CONCLUSION
The transfer of technology between Simulation Games and Simulators has indeed made it difficult to distinguish Simulation Games from Simulators. This paper has provided a method to distinguish Simulation Games from Simulators based on observed design characteristics from the users perspective. The distinguishing characteristics can also be used to classify hybrid applications of simulation technology as Simulation Games or as Simulators. This paper also provides methods to identify the different types of Simulation

PC Simulation Games (for the armchair pilot, businessman) Microsoft Flight Simulator 2004 Railroad Tycoon II Rollercoater Tycoon Gold Edition Capitalism 2 Airport Tycoon 2 Railroad Tycoon 2 Gold Edition
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