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National
Security Reform Program
Full
Spectrum Welfare: How Taxpayers Paid for One of the Nation's Most
Profitable Video Games
Written
by Britt Conroy, with editorial assistance from Austin Clemens, Michelle
Shefter, and Keith Ashdown
February 23,
2005
The video game
market is booming, and now it's receiving investment capital from
an unlikely source: The U.S. Army (Army). The Army recently paid
more than $5 million to create a video game to teach troops urban
combat. The final result was a best-selling video game that has
become a cash cow for the game's developers but left the Army with
a sub-par training tool.
Full Spectrum
Warrior was born out of the Army's desire to provide cost-effective
immersive training aids to its soldiers. In 1999, the University
of Southern California's Institute for Creative Technologies (ICT)
was created explicitly for this purpose. Since its inception, ICT
has called on the experience of USC faculty and Hollywood talent
to build computer simulations of urban combat scenarios to help
troops improve leadership and decision-making skills.
A Cash Cow
for Hollywood Video Game Developers
The Army's search
for a game developer capable of creating cutting-edge training simulations
led them to California, where Simulation, Training and Instrumentation
Command (STRICOM) officials hoped to draw on the state's high-tech
prowess in the game-making industry, as well as the creative talents
of Hollywood. According to Cornelius Sullivan, Vice Provost for
Research at USC, the Army conducted a thorough search before settling
on ICT.1 The head of
ICT, Jim Korris, was the chief author of a proposal for a series
of increasingly sophisticated training aids that could help prepare
American soldiers for urban combat, and the Army awarded ICT $45
million to fund various projects starting in 1999 and continuing
through 2004. As part of that contract, the Army paid Sony Picture
Imageworks (Sony), Pandemic Studios, and their partners at ICT $5.4
million to develop an urban combat video game for Microsoft's Xbox
gaming system.
The game, which
was eventually titled Full Spectrum Warrior, received increased
attention from the military after 9/11 and the ensuing war in Afghanistan.
Full Spectrum is an Army term that refers to the full spectrum of
military operations, from construction to support to active combat.
It includes those duties performed in Kosovo while conducting a
peacekeeping mission as well as those utilized in clearing Fallujah
of enemy combatants. An example of the diverse operations depicted
in the game is a mission entitled "Election Day," where
soldiers must maintain security at polling stations in the face
of locals who shout "no voting," and call U.S. troops
"American pigs," and "capitalist pigs."
To make the
game a reality, ICT chose Future Combat Systems, LLC, a partnership
of Sony Pictures Imageworks and Pandemic Studios. Sony brought its
experience in creating artful digital imagery and animation to the
project, while Pandemic drew on its own extensive experience in
the gaming industry that included the creation of real-time strategy
games like Dark Reign 2 and Battlezone II.2
The subcontract between the University of Southern California and
Future Combat Systems stated that the Army, through ICT, would pay
Future Combat Systems $4.44 million for the game's development,
and USC would put $450,000 worth of its own resources into the project.
Additionally, Future Combat Systems partners Pandemic and Sony agreed
to expend $2.5 million of their own money to bring the game to fruition.3
Later, after
the Army received its version of the simulation training aid,
FCS
approached game producer THQ, Inc. to prepare the game for commercial
sale. THQ added cinematics and other flashy features, promoted
the
game and released it on the Xbox platform. Full Spectrum Warrior,
the commercial game born of this effort, has grossed roughly
$50
million from the sale of approximately one million units which
retail for $50 a piece.4
Sony will release a Play Station 2 version of Full Spectrum
Warrior in the spring of this year.
A Massive
Investment with Limited Return to the Army, Taxpayers
Internal documents suggest that the developers were fixated on the
commercial success of the game. In a memo on Feb 7, 2001, Tom Hershey,
Vice President of Operations for Sony Pictures Imageworks, outlined
the goals of the game as follows: "1) Creation of state-of-the-art
entertainment, 2) creation of a commercial success, 3) the showcasing
of advanced game design R & D, and 4) potential use as a demonstration
and/or training tool."5
Full Spectrum
Warrior is, by all accounts, an excellent commercial video game.
It earned the E3 Games Critic Award and received first place, tied
with The Sims 2, for Best Strategy/Simulation category at the 1UP
"Best of" Awards Show. The game is replete with absorbing
environments that let you hear the pound of your squad's footsteps
as they run for cover, the buzz of flies hovering over dead enemy
combatants, and the light rattle of gun shots emanating from distant
alleyways.
However, according
to Sony employees and documents obtained by Taxpayers for Common
Sense, the developers' desire to make the game more marketable to
commercial customers was at the expense of functionality for the
Army. The development team's focus on impressive graphics compromised
important features required by the Army. The game's eye-popping
graphics hog most of the Xbox's processing power, leaving less available
for the creation of a realistic setting. An Army official declared
the game to be unsatisfactory after looking at it midway through
the project, prompting an ICT representative to write "we have
a huge problem on our hands."6
Despite these early concerns by Army officials, there are no indications
that anything was done to address them.
Andrew Paquette,
an art director on the project who has since been fired by Sony,
argues that the game's environments are poor reproductions of those
that soldiers might actually face in the Middle East. Glass doors
on shops and businesses are all opaque and windows are all either
opaque or boarded up, regardless of location. Soldiers are unable
to enter most buildings to root out enemy combatants or take cover
from incoming fire. In the buildings one can enter, rooms are largely
bare and not subdivided as one might expect, and there are no landings
between stories, as is common in Middle Eastern architecture. Troops
cannot climb higher than the second story, so the game cannot simulate
situations where enemies are attacking from both above and below.
According to
Fred Lewis, retired Rear Admiral of the U.S. Navy and President
of the National Training Systems Association (NTSA), the two most
crucial elements of an effective training aid are immersion and
believability. He said that a virtual training aid that depicts
opaque doors, flights of stairs with no landings between floors
and limited access to many buildings represents a training tool
of limited value.7
Those in charge
of the game's development have made similar comments. Lieutenant
Colonel James Riley, chief of tactics at the Infantry School at
Fort Benning, Georgia, was one of the project's primary overseers,
responsible for the game's development. Being clear to emphasize
that the training aid was not a complete failure, Riley noted that
the game is "incredibly shallow," and that it has a "very
limited set of situational challenges to put the guys through."
Riley described the game's limitations as "tradeoffs,"
arguing that what was missing in the project was sufficient funding
and cooperation among developers, instructors and end students.8
Moving the
Goalposts
Dr. Jeffrey Wilkinson, Program Manager at the U.S. Army Research,
Development & Engineering Command, says that such criticisms
are beside the point. Wilkinson is charged with overseeing the research
funds directed toward ICT. He came onto the project as it was in
its final months of production. He claims that it was intended to
be a preliminary study on the effectiveness of simulations in military
training. It is not clear from Taxpayers for Common Sense's review
of public and internal documents what measurable objectives were
used to evaluate the finished product.9
Colonel Riley
also argues that Full Spectrum Warrior was "designed as an
experiment to see if simulation technology can make a better soldier.
We had the best of intentions." Previously, he says, the Army
used white boards and Power Point presentations, and video game
simulation technology is, in his words, "a more effective,
better, exciting way to train leaders." Riley argues that the
product "achieved the objective of the study," even if
it doesn't continue to meet the needs of the Army.10
However, according
to Sony employees and Army documents, the Army had anticipated that
Full Spectrum Warrior would be employed to train troops, not simply
to evaluate the feasibility of simulation based training. Even Colonel
Riley indicated that the Army had hoped that Full Spectrum Warrior could be used as a training aid for the squad leader. As Riley put
it, the Army wanted a "robust tool to be able to train."
The Army "saw tremendous potential" in this technology,
and "thought the residual benefit [of the game's development]
would have been a useful [training] tool." While Full Spectrum
Warrior may have succeeded as a demonstration of technology, it
clearly failed as a functional training tool. Riley concludes: "What
we wanted was a home run, and what we got was a single - and probably
a broken-bat single."
Documents obtained
by Taxpayers for Common Sense further support the idea that Full
Spectrum Warrior was intended to be used for training purposes.
The original research proposal, written by Jim Korris and others,
stated that Full Spectrum Warrior would provide "realistic,
authentic training." Meanwhile, Josh Resnick, President of
Pandemic Studios, in an interview in December 2001, said, "In
the very near future, I see recruits being issued fatigues and a
copy of our game."11
Currently, only
the Infantry School at Fort Benning is using Full Spectrum Warrior.
The game is used to introduce trainees to concepts such as how a
fire team and an infantry squad work in an urban combat scenario.
Colonel Riley does not foresee any future use for either Full
Spectrum Warrior or any newer versions of the game.12
History of
Video Simulated Training
Given the military's long history of simulator use, it is hard to
understand why the Army didn't expect more from Full Spectrum
Warrior.
The military has been building simulators, such as training cockpits,
since the Second World War. Before the dawn of game-console and
PC-based simulation training aids, the military conducted virtual
training using high-cost simulators. These "vehicle-centric"
tools, which would place the soldier in a Humvee as he or she simulated
an assault, could not adequately train soldiers for the battlefield.13
Other leadership training was even more rudimentary, limited to
white boards and classroom instruction using PowerPoint presentations.14
In the late
1990s, the United State military started to invest heavily in video
training games because as the video game industry began to flourish,
the military realized that many of their simulators were inferior
to video games that could be bought at Wal-Mart. Reports at the
time found that most officers had not commanded troops in battle,
which prompted an intense effort to use new computer technologies
to create training aids. Another important factor in this change
of focus was the fact that the average age of the 500,000 troops
in the Army is 20. The Army decided that most of their troops would
rather play a video game than read a book on Army doctrine.
Some of these
training aids have been highly effective. For example, Full Spectrum
Command (FSC), another ICT product designed to help officers direct
an entire company, was praised by Colonel Riley.15
Similarly, Richard Lindheim, Executive Director of the ICT, was
quoted in a recent Military and Aerospace Electronics article stating
that soldiers have backed ICT game-based technology. Troops argue
that this kind of technology has "truly helped make them better
and more responsible soldiers," Lindheim said.16
Even foreign militaries have begun to recognize the potential of
simulation training aids and, specifically, ICT's work. The government
of Singapore recently ordered a tailored version of FSC.
Training simulations
are now big business: the Pentagon spends more than $4 billion a
year on simulation, including war games, software, video games,
and equipment.17 Private
industry is well aware of the shift in training tactics endorsed
by the Pentagon, and has responded with an increasing number of
products to meet the military's needs. More than ten companies specializing
in virtual training aids were recently invited to ply their wares
to congressional staffers in a bid to garner increased congressional
funding. While the staffers examined the life-like graphics and
had the opportunity to fire a replica M-16 into a projected image
of a street, company representatives talked eagerly about their
products, displaying barely guarded hopes that they would be able
to benefit from the Department of Defense's new enthusiasm for products
like theirs.
A Catastrophic
Contract
With video game developers salivating over the Department of Defense's
business, the Army was in a position to negotiate a lucrative deal.
A smart private investor in a similar situation would come out of
the deal having realized a healthy return, including interest-loaded
repayments on its investment or a cut of future profits from the
product.
But, the government's
contract with ICT for the development of Full Spectrum Warrior had
limited oversight and did not guarantee taxpayers the best possible
return on their investment. Through a fixed-price contract, the
Army shouldered at least 60 percent of the game's development costs,
even though FCS stood to reap enormous profits from the game. According
to Paquette, private financial backers of similar products are normally
entitled to significant royalties in addition to being fully reimbursed
for their research and development outlays.
ICT itself will
receive 5 percent of the game's net profits for their part in the
game's development and, according to documents obtained by Taxpayers
for Common Sense, ICT's coordinating efforts earned it roughly $1
million from the Army. Yet, the U.S. government receives neither
reimbursement nor royalties for its $4.4 million investment. Although
Future Combat Systems partners Pandemic and Sony agreed to expend
$2.5 million of their own money to bring the game to fruition,18
internal company documents and budget sheets did not describe these
contributions in any detail, and Taxpayers for Common Sense's inquiries
into the matter were ignored by Pandemic Studios.
In addition
to footing the bill for development of Full Spectrum Warrior, the
Army has to pay an Xbox licensing fee to Microsoft for every copy
of the game that is delivered to them. It is common practice for
the manufacturers of gaming platforms to charge game developers
such fees as a way to recoup losses they incur on selling the hardware
at low or even negative margins.
Finally, the
Army has failed to take advantage of Pandemic's use of the Army's
name to promote Full Spectrum Warrior. In other cases, if a licensed
symbol figured prominently in a video game, the proprietor of the
symbol would receive a roughly 12 percent royalty, with the mention
of the Army itself in an advertisement being worth, perhaps, six
percent.19
Despite Failures,
ICT Still Prospers
The poor oversight of the Full Spectrum Warrior contract is also
evident in other ICT projects. Oversight is often performed by Army
administrators who lack the necessary familiarity with the technology
needed to provide a competent review. In one case, the Army funded
an ICT initiative to build a real-life "Holodeck." ICT
planned to create something similar to the room used by officers
on the Star Trek Enterprise to place themselves in perfectly realistic
fantasy worlds. The project was nothing but a pipe dream. Dr. Harry
Kloor, who has worked both as a NASA consultant and as a writer
for Star Trek, said that the Holodeck idea was a "fraud."
ICT received money for the project, but, according to Dr. Kloor,
their leadership couldn't possibly have believed a product could
ever be delivered.20
Yet, on November
20, 2004, the Army awarded ICT a new five-year, $100-million contract.
The latest round of funding is intended to help ICT further its
research into similar computer-based training instruments, such
as artificial intelligence, immersive audio, and computer graphics
that will enhance the effectiveness of the Army's training regimen.
The contract will also enable the Institute to launch ICT Works,
a new commercial applications division.21
Moreover, Dr. Wilkinson stated that interest in ICT's work stretches
beyond the Department of Defense, to various other branches of government.22
According to
Sullivan, neither the original five-year, $45 million contract nor
the recent $100 million deal, which is the largest research grant
ever received by USC, were awarded through a competitive bidding
process.23 Rather,
ICT was selected by the Army from a short list of research institutions
capable of bringing together the computer simulation know-how and
Hollywood expertise needed to create a realistic and forward-thinking
training aid.24
ICT has also
received support from a number of legislators on Capitol Hill looking
to support their districts. Oklahoma Senators Don Nickles and James
Inhofe placed a $5 million earmark for ICT in the fiscal year 2005
Defense Appropriations bill for simulation training at Fort Sill.
The money will fund the Joint Fires and Effects Training System
(JFETS), which has garnered praise from soldiers and military brass
alike. The JFETS program is touted by officials at the facility
as a program that could make Fort Sill "BRAC-proof," referring
to the upcoming round of base closures which aims to shut down unneeded
military installations that cost the government roughly $7 billion
every year.
Conclusion
Full Spectrum Warrior is a case study of a poorly written federal
contract with virtually no oversight. Not only did the US Army subsidize
the creation of a top-selling Xbox video game, it essentially provided
cost-free, no-risk venture capital to Sony for the launch of a new
division within its gaming offices. A Play Station 2 version of
Full Spectrum Warrior will hit shelves in March, and is nearly guaranteed
to bring in millions more for the game's developers. While there
is no way to recoup any of the government's investment in Full
Spectrum Warrior, the case should act as a warning shot across the bow of
Congress and the government agencies assigned to drawing up such
contracts.
The Army should
reevaluate its investment strategy on products that have potential
commercial profitability. Products that are likely to be highly
profitable in the private sector should require less investment
by the government, relying instead on future profits to motivate
industry contractors. The federal government could also contractually
request a royalty on commercial sales in order to recoup some of
their investment.
Taxpayers for
Common Sense is concerned that ICT's newly awarded $100 million
contract could be partially squandered on other "broken-bat
single" initiatives if there isn't a significant increase in
federal oversight. The Department of Defense Office of the Inspector
General should conduct an independent investigation of ICT's financial
management, problems with past ICT contracts, and Army oversight
of the contracts. The Defense Department should take further precautions
to ensure that it is receiving a high quality product not only from
its primary contractors, but also from subcontractors who are paid
with taxpayer money.
1.
Sullivan, Ccornelius. Telephone Interview. January 18, 2005
2.Cambron, Melanie. "GIG Spotlight: A chat
with Josh Resnick, President, Pandemic Studios." GIGnews.com,
December 2001
3. "Subcontract between University of Southern
California and Future Combat Systems LLC." Signed July 5, 2001.
4. Silberman, Steve. "The War Room." Wired
Magazine September, 2004
5. Hershey, Tom, Josh Resnick, Thomas Maccalla.
"C4 Realtime Strategy Game for Sony PS2." Email to Andrew
House and colleagues at Sony. February 7, 2001.
6. Birch, Cheryl. "RE: C-Force" E-mail
to colleagues at Sony. June 8, 2001.
7. Lewis, Fred. Telephone Interview. February 10,
2005
8. Riley, Lieutenant Colonel James. Telephone Interview.
February 10, 2005.
9. Wilkinson, Jeffrey. Telephone Interview. February
17, 2005
10. Riley, Lieutenant Colonel James. Telephone
Interview. February 10, 2005.
11. Cambron, Melanie. "GIG Spotlight: A chat
with Josh Resnick, President, Pandemic Studios." GIGnews.com,
December 2001.
12. Riley, Lieutenant Colonel James. Telephone
Interview. February 10, 2005.
13. Wilkinson, Jeffrey. Telephone Interview. February
17, 2005
14. Riley, Lieutenant Colonel James. Telephone
Interview. February 10, 2005
15. "Playing to Win." The Economist
December 4-10, 2004: p. 24-25
16. "Army
Grants $100 Million to USC for Research in Training Tools." Military and Aerospace Electronics,
November 20, 2004.
17. Vargas, Jose Antonio. "Problems You Can
Shake a Joystick At; War Room to Sickroom, Video Games are Red-Hot,"
Washington Post October 18, 2004
18. "Subcontract between University of Southern
California and Future Combat Systems LLC." Signed July 5, 2001.
19.Paquette, Andrew. Telephone Interview. January
18, 2005.
20. Kloor,
Harry. Telephone Interview. February 10, 2005.
21. "USC's Institute for Creative Technologies
Receives $100 million grant from U.S. Army." PR Newswire.
November 20, 2004.
22. Wilkinson, Jeffrey. Telephone Interview. February
17, 2005
23. "Army
Grants $100 Million to USC for Research in Training Tools." Military and Aerospace Electronics,
November 20, 2004.
24. Sullivan, Cornelius. Telephone Interview. January
18, 2005.
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