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The flight sim that sold fine and still helped sink its studio
Looking Glass lost the programmer behind the first game's fluid-dynamics engine, so the sequel's physics had to be written from scratch — and the team used the reset to abandon aerobatics entirely for ordinary civilian flying over the San Francisco Bay. It worked: critics praised the simulated airspace, the game earned back its costs, and the reward was that the team split in two to build a third flight sim and a combat game at once. Both projects went badly, and the studio behind Thief and System Shock closed in May 2000. It's a compact case study in how a modest success can be the worst thing that happens to a development team.
The player's plane shares the sky with as many as 600 AI aircraft, all sequenced by air traffic control running in real time.
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