This is my review of the game
Pluses
- Nearly every aircraft under the sun is represented
- Nearly every airport is represented
- Technical specifications are reasonably accurate
- Web Browser based interface means that game is not computing platform specific
- Easy to learn and start playing
Minuses
- Game mechanics are both unrealistic and not particularly entertaining
- There is basically ONE style of play if you want to be the #1 airline
- Completely devoid of music and animation
OK, that's the summary. Here's the detailed review...
First of all if you are interested in seeing your favourite aircraft model and it's specific subtype in the game you will not be disappointed. If you are interested in hanging specific engines on your planes you won't be disappoined either. The game runs in any web browser, so you'll be able to play on your PC, Mac, iPad or even mobile phone. That's the good part... but this doesn't offset all the fatal flaws of the game.
What's wrong with this game is that it is NOT particularly fun unless your idea of fun is data entry and waking up in the middle or the night or wasting time at work doing... well... more data entry. The cause of this is three primary -- and fatal -- flaws...
(1) The Game rewards Repetition. The game is extremely repetitive in this sense. log in one delivery day, start new route, type in ticket prices, keep chanign it until you get the highest price that still gets you full occupancy. As the game wears on, to end up doing dataentry for a lot of routes using a lot of planes... now REPEAT that 1000 times.
(2) The Game rewards ONE single minded startegy. You have to fill up your aircraft order book with as many types of aircrafts as you can afford. This is because the game will deliver an aircraft from any one family every 2~4 weeks. If you only buy one family of aircraft you can never grow at a rate faster than 1 aircraft per 2~4 weeks of game days. By the 3rd or 4th month you'll have money sitting around that will allow you to buy order 10 aircrafts a month. But you'll still won't be able to grow faster than adding one or 2 aircrafts a month unless you buy as many different families from as many manufacturers as possible. If you buy everything airbus, everything boeing has, everything bombardier has, everything everyone has you'll be able to add 20~30 aircrafts a month. This way you'll out pace the growth rate of your competition and win.
(3) The Game rewards life interrupting diligence (for most people whop have a life). One game day passes for every 15~20 mins of real time. To maximize your growth you will take delivery of new aircraft and start new routes every week or two of game days. This means you MUST log in every 2~5 hours and... well... do data entry if you don't want planes sitting around costing money while your grow stalls in comparison to your opponents. To play your airline optimally you have to log in the wake up 2~3 times a night and probably get fired from your job by playing 3~5 times during the work day.
Anyone with half a brain will realize what the entire game is about after playing it for a day or two. After that it becomes a competition to see who has the will power to do the same repetitive thing and mess up your life for up to 202 days or until every other leader in the gae gives up and walk away. Somehow, I don't find that very fun.
Enough of the criticism... this is how I'll design the game to inject some fun into it and recover some sanity for its participants.
(1) Have a playing schedule which makes sense. Instead of breaking the game turn down to 1 day every 15 or 20 mins of realtime, a much coarser time resolution will improve the game dramatically. First of all, nobody should have to wake up 5 times a night or risk getting fired at work to properly play the game. This means that each game turn should be 12~24 hours of real time. Given that humans sleep about 8 hours and work about 8 hours. The game should only require "attention" no more frequently than twice a day. Secondly, games should not last half a year in real time. At most it should last a month and change. This means that each game turn should be one game year instead of a game day. Hence, a 40 year campaign will go by in 20~40 days. Most people will find that a lot more palatable. Than a game lasting many months.
(2) There should be different ways to win. A special bonus system can be created to reward specific styles of play. The system is balanced such that you can succeed going by adopting different approaches such as beign a low cost carrier, being a national carrier, flying one type of aircraft or fly many types... all with specific advantageous and compromises. For example:-
- One Aircraft Type -- Airline flies only one family of aircraft -- -30% Maintenance
- Two Airrcraft Types -- Airline flies only two families of aircraft -- -20% Maintenance
- Few Aircraft Types -- Airline flies up to three families of aircraft -- -10% Maintenance
- Multi-Source -- Airline has at least 30 planes each from two or more manufacturers -- -10% acquisition cost
- Launch Customer -- Airline places order for aircraft before 1st delivery -- -25% discount on that order; specifications sometimes reduced (random)
- Advanced IFE -- Airline has the latest IFE systems installed on 75% of fleet -- + 10% passengers
- Point-to-point carrier -- Airline operates at least 50 routes with NO hubs -- +25% passengers
- Hub-n-Spoke carrier -- Airline opeartes at least 50 routes with EVERY route connected to a hub -- +25% connecting passengers
- Budget Carrier -- Airline only offers economy class seats -- -5% aircraft acuisition cost, -10% cabin crew, -20% inflight service cost
- Luxury Carrier -- Airline offers only Business and/or First Class seats -- +25% first/business class passengers
- Safe Carrier -- Airline is at least 5 years old and with no accidents for the last 10 years -- +10% passengers
- International Carrier -- Airline flies to at least 10 countries -- +10% passengers
- Large Network -- Airline has more than 100 destinations -- +25% transfer passengers
- Best Service -- Airline has #1 service quality rating in game -- +5% economy, +10% business, +15% first class passengers
- Most Punctual -- Airline has #1 on time performance -- +10% passengers
- State Sponsored -- Airline starts as national carrier -- +25% labor costs, Up to 10 gates free in country, reduced loan interests
- Long Haul Carrier -- 5 or more routes > 7000 nm -- +5% passengers
- Etc. etc. etc...
(3) There should be events to break the monotony, cause crisis and shower unexpected windfalls. Accidents, political events, wars, olympics, tourism booms, bad weather, etc.
(4) There should be fewer airports and # depends on maximum airlines allowed in game. Forces players to compete and comete early.
(5) AI takeovers. At the beginning of the game there are always the maximum # of airlines. A 100 airline game starts with 100 airlines. If there are only 77 players there are 23 AI airlines. Airlines don't disappear if a player quits. The AI takes over and the airline stays in the game. Once the game starts, late joining players CANNOT start a new airline. They CAN however take over an AI airline which might have been started as an AI airline or was a player airline which was abandoned. Players can rename the airline they take over when joining. Players who abandon an airline cannot re-enter that particular game -- you qui,t you are out.
(6) Specializations. When starting the game, a player can select up to two specialities. Players can double specialize for double the bonuses.
- Great Promoter -- +25% Advertising
- Expansionist -- -25% new routes costs
- Financial Expert -- -25% loan / bond interest
- Technologist -- -25% IFE costs, IFE systems available 1 year earlier than standard
- Safety Expert -- -25% accident rate, accident severity reduced, +10% maintenance crew rating
- Logistics Expert -- -25% Maintenance costs
- Aviation Enthuiast -- +25% Launch Customer Discount, Launch specifications reductions less likely and less severe
- Motivational Speaker -- +10% on all personel ratings, personel ratings grow at 10% greater rate, strikes less likely
- Sales Guy -- +50% in duty free flight sales, +25% paid IFE sales
- etc... etc... etc...
Ideas Supplemental (added 1/14/15)
(7) Realistic Delivery Schedules. The following aircraft delivery model is both more realistic and does not steer everyone towards the need to buy plane family from everyone if they want to expand. It will also make "popular" aircrafts harder to get and less popular ones easier to acquire -- which is how it is in the real world.
- Every Aircraft Family has a production rate. In a 1 year / turn game it's annual production, if the game is based on quarterly turns it's quarterly production rate. For example, the Boeing 787 may have a 168 unit/turn production rate (in an annual turn game).
- Aircraft Production are available in first come first serve basis for delivery in the following turn. However, no leaser may "hog" more than 10% of the entire production and no purchaser may "hog" more than 50%.
- Every Aircraft Family also has an inventory. Any produced aircraft not spoken for by any airline goes into inventory.
- Aircrafts in Inventory are available for immediate delivery. There is no percentage limitations.
- The moment inventory is not 0, the manufacturer will cut production rates by the inventory count at the start of the next turn.
- The moment inventory is 0, the manufacturer will increase production rates by 0~20% (Random)
- When acquiring aircraft, the player sees the max number available to him now (inventory planes), the number available in subsequent turns (production planes) and the scheduled production during the next 5 turns.
- Eg. Inventory (15) -- 2000 (78/120) -- 2001 (31/120) -- 2002 (7/120) -- 2003 (0/120) -- 2004 (0/120)
- He can buy or lease as many inventory planes has he has money to buy or lease and receive them now.
- He can lease as up to 10% of the unbooked schduled production for delivery during subsequent turns.
- He can buy up to 50% of the production per turn if he can afford it.