#Naval Vessels and Surface Combatants Market Share
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automotiveandaerospace2 · 8 days ago
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Naval Vessels and Surface Combatants Market: Comprehensive Market Insights
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Naval Vessels and Surface Combatants Market: Comprehensive Market Insights
The global Naval Vessels and Surface Combatants Market represents a critical segment of maritime defense infrastructure, with significant growth potential in the coming decade. The market was valued at USD 104.9 billion in 2024 and is projected to reach an impressive USD 271.1 billion by 2032, demonstrating a robust compound annual growth rate (CAGR) of 12.6% during the forecast period.
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Market Segmentation
Platform Categorization
The market encompasses diverse naval vessel types:
Aircraft Carriers
Destroyers
Corvettes
Amphibious Ships
Frigates
Auxiliary Vessels
System Classification
Key system components include:
Marine Engine System
Weapon Launch System
Sensor System
Control System
Electrical System
Auxiliary System
Application Domains
Naval vessels serve multiple critical functions:
Search and Rescue
Combat Operations
Mine Countermeasures (MCM) Operations
Coastal Surveillance
Market Segmentation: https://straitsresearch.com/report/naval-vessels-and-surface-combatants-market/segmentation
Geographic Overview
Regional Dynamics
Asia-Pacific Region The Asia-Pacific region dominates the naval vessels market, driven by strategic procurement initiatives from key countries:
China: Leading market player with significant naval expansion plans
India: Substantial investments in maritime capabilities
Australia: Steady maritime security asset development
Japan, South Korea, Taiwan: Expanding naval infrastructure15
North America The United States leads the North American market, characterized by:
Advanced military platform preferences
High-value naval vessel procurement programs
Technological innovation in naval systems
Europe European nations demonstrate consistent naval modernization efforts, focusing on:
Advanced technological integration
Strategic maritime defense capabilities
Middle East Emerging market with growing naval investments, particularly in:
Regional security infrastructure
Maritime defense modernization
Top Market Players
Abu Dhabi Ship Building
ASC PTY LTD
Austal Limited
BAE Systems
Damen Shipyards Group
Atlas Corporation
General Dynamics Corp
Lockheed Martin Corp
Huntington Ingalls Industries Inc
Key Operational Factors
Market Growth Drivers
Naval power projection
International maritime cooperation
Fleet modernization programs
Technological advancements
Geopolitical security requirements
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Why Choose Straits Research?
Straits Research offers unparalleled insights into the Naval Vessels and Surface Combatants Market through:
Comprehensive market analysis
Detailed segmental breakdown
Advanced quantitative research methodologies
In-depth technological trend assessment
Strategic market intelligence
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jayanthitbrc · 8 months ago
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Analyzing Growth Drivers and Market Dynamics Shaping the Naval Vessels and Surface Combatants Industry Landscape through 2033
  Overview and Scope Naval vessels and surface combatants are a kind of naval warships equipped with armaments for fighting on the water's surface. These are employed to hinder the enemy from moving military forces and, if required, to confront them. Sizing and Forecast The naval vessels and surface combatants market size has grown strongly in recent years. It will grow from $38.04 billion in 2023 to $39.97 billion in 2024 at a compound annual growth rate (CAGR) of 5.1%.  The naval vessels and surface combatants market size is expected to see steady growth in the next few years. It will grow to $48.48 billion in 2028 at a compound annual growth rate (CAGR) of 4.9%.  To access more details regarding this report, visit the link: https://www.thebusinessresearchcompany.com/report/naval-vessels-and-surface-combatants-global-market-report Segmentation & Regional Insights The naval vessels and surface combatants market covered in this report is segmented – 1) By Type: Aircraft Carrier, Battleship, Cruiser, Destroyer, Frigate, Destroyer Escort, Other Types 2) By System: Marine engine system, Weapon launch system, Sensor system, Control system, Electrical system, Auxiliary system 3) By Application: Search and rescue, Combat operations, Mine countermeasures (MCM) operations, Coastal surveillance, Other Applications North America was the largest region in the naval vessels and surface combatants market share in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the naval vessels and surface combatants market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. Intrigued to explore the contents? Secure your hands-on sample copy of the report: https://www.thebusinessresearchcompany.com/sample.aspx?id=8729&type=smp Major Driver Impacting Market Growth Increasing maritime security threats are expected to propel the growth of the naval vessels and surface combatants market going forward. Maritime security threat refers to any breach of vessel security, both inside and externally. Naval vessels and surface combatants aid in the defence of the country's sovereignty against potential threats in the oceans and abysses by safeguarding accessible resources and coastal areas. Key Industry Players Major companies operating in the naval vessels and surface combatants market report are Huntington Ingalls Industries Inc., General Dynamics Corporation, Damen Shipyards Group, Naval Group, BAE Systems plc, Navantia SA. The naval vessels and surface combatants market report table of contents includes: 1. Executive Summary 2. Market Characteristics 3. Market Trends And Strategies 4. Impact Of COVID-19 5. Market Size And Growth 6. Segmentation 7. Regional And Country Analysis . . . 27. Competitive Landscape And Company Profiles 28. Key Mergers And Acquisitions 29. Future Outlook and Potential Analysis Contact Us: The Business Research Company Europe: +44 207 1930 708 Asia: +91 88972 63534 Americas: +1 315 623 0293 Email: [email protected] Follow Us On: LinkedIn: https://in.linkedin.com/company/the-business-research-company Twitter: https://twitter.com/tbrc_info Facebook: https://www.facebook.com/TheBusinessResearchCompany YouTube: https://www.youtube.com/channel/UC24_fI0rV8cR5DxlCpgmyFQ Blog: https://blog.tbrc.info/ Healthcare Blog: https://healthcareresearchreports.com/ Global Market Model: https://www.thebusinessresearchcompany.com/global-market-model
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vipinmishra · 8 months ago
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Understanding the Global Fast Attack Craft Market Landscape
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Fast Attack Craft Market - Geopolitical Tensions and Maritime Security, Increased Emphasis on Multi-Mission Capabilities, and Technological Advancements and Innovation are factors driving the market in the forecast period 2024-2028.
According to TechSci Research report, “Global Fast Attack Craft Market - Industry Size, Share, Trends, Competition Forecast & Opportunities, 2028”, the Global Fast Attack Craft Market stood at USD 4.5 billion in 2022 and is anticipated to grow with a CAGR of 6.19% in the forecast period, 2024-2028. Equipped with anti-ship missiles, torpedoes, and cannons, a fast attack craft (FAC) is a compact, maneuverable, swift, and attack-capable vessel. Rapid assault boats are employed in several missions, including anti-piracy, anti-surface, anti-air, and marine patrol. Since quick attack ships are less capable of defense, they are typically chosen in coastal areas as opposed to the middle of the ocean.
Their primary usage is in offensive roles. Even enormous capital ships can be seriously threatened by swift attack craft equipped with guided missiles. FAC becomes extremely successful when employed in tandem with new cutting-edge warfare systems like integrated security systems, underwater acoustic weapons, virtual fences, and multi-static antisubmarine warfare capability enhancements (MACE).
The global fast attack craft (FAC) market represents a critical segment within the defense industry, addressing the need for nimble and highly maneuverable naval vessels designed for rapid response and close-quarters combat scenarios. The global FAC market has experienced substantial growth in recent years, driven by evolving security challenges, maritime conflicts, and the need for versatile naval assets capable of swift and precise responses. These vessels are specifically designed to counter various threats, including piracy, smuggling, and asymmetric warfare, making them indispensable in today's complex security environment.
One of the primary drivers behind the growth of the global FAC market is the increasing demand for coastal defense and littoral warfare capabilities. Coastal regions have become focal points of global geopolitical tensions, with nations striving to protect their territorial waters, critical infrastructure, and offshore assets. In this context, FACs offer a cost-effective and flexible solution, as they can operate efficiently in shallow waters and congested sea lanes.
Browse over market data Figures spread through XX Pages and an in-depth TOC on "Global Fast Attack Craft Market.”  https://www.techsciresearch.com/report/fast-attack-craft-market/21510.html
Moreover, the market has seen substantial investment in the development of technologically advanced FACs. These vessels are equipped with cutting-edge systems, including advanced sensors, radar, sonar, and guided weapon systems, to enhance their situational awareness and offensive capabilities. The integration of advanced electronic warfare and stealth technologies enables FACs to operate covertly and engage hostile forces effectively. One prominent trend in the global FAC market is the emphasis on modularity and mission flexibility. Many FACs are designed with modular systems that can be easily configured for different mission profiles, such as anti-ship warfare, anti-submarine warfare, and mine countermeasures. This modularity enables naval forces to adapt quickly to changing operational requirements, providing a cost-effective solution for various tasks.
Additionally, FACs are increasingly incorporating unmanned systems, such as unmanned surface vessels (USVs) and unmanned aerial vehicles (UAVs), to expand their operational reach and reconnaissance capabilities. These unmanned assets can enhance the FAC's surveillance and strike capabilities while minimizing risk to crew members in high-threat scenarios. The global FAC market also exhibits a growing focus on improving propulsion systems. Enhanced powerplants, such as waterjet propulsion and hybrid propulsion systems, are being adopted to provide greater speed and maneuverability. These systems allow FACs to operate in shallow waters and at high speeds, making them highly effective for interception and response operations.
Furthermore, international collaboration is becoming more prevalent in the global FAC market. Many nations are pooling resources, sharing technologies, and collaborating on joint projects to enhance their FAC capabilities and maintain a stronger presence in shared littoral regions. This collaboration extends to joint exercises, maritime security initiatives, and information sharing to foster regional stability and security.
The global FAC market plays a crucial role in addressing modern security challenges, including countering piracy and smuggling, safeguarding territorial waters, and responding to asymmetric threats. These vessels offer a cost-effective and agile solution for coastal defense, littoral warfare, and the protection of vital maritime interests. As geopolitical tensions continue to evolve, and the need for quick and precise naval responses persists, the global FAC market remains a dynamic and vital component of the defense industry.
The global fast attack craft (FAC) market is experiencing significant growth and evolution due to the increasing demand for coastal defense, the integration of advanced technologies, modularity, mission flexibility, unmanned systems, enhanced propulsion, international collaboration, and the development of shore-based anti-ship missile systems. These trends reflect the market's commitment to addressing contemporary security challenges, making FACs indispensable assets for littoral warfare and coastal defense. As the security environment continues to change, the global FAC market will remain a pivotal part of the naval and defense landscape, providing rapid and effective responses to maritime threats and conflicts.
Major companies operating in Global Fast Attack Craft Market are:
China Shipbuilding & Offshore International Co Ltd
Garden Reach Shipbuilders and Engineers
BAE Systems PLC
Hanjin Heavy Industries & Construction
CMN Group
Damen Shipyards Group
Navantia
Fincantieri – Cantieri Navaliltaliani SpA
Goa Shipyard Limited.
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“The global fast attack craft (FAC) market is a vital component of modern naval defense, catering to the need for agile, high-speed vessels capable of swift responses to maritime threats. This market is witnessing substantial growth due to evolving security challenges in coastal and littoral regions. FACs are crucial for countering piracy, smuggling, and asymmetric threats, making them essential assets for coastal defense. These vessels are equipped with advanced technologies, modularity, and mission flexibility, enabling them to adapt to changing operational requirements.
Additionally, the integration of unmanned systems and enhanced propulsion systems enhances their surveillance and strike capabilities. As nations collaborate and invest in FAC fleets, this market remains dynamic and indispensable for safeguarding maritime interests and territorial waters.” said Mr. Karan Chechi, Research Director with TechSci Research, a research-based management consulting firm.
“Fast Attack Craft Market – Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Application (Missile armed FAC, Non-missile armed FAC), By End User (National Defense, Fighting, Others), By Region, Competition, 2018-2028”, has evaluated the future growth potential of Global Fast Attack Craft Market and provides statistics & information on market size, structure and future market growth. The report intends to provide cutting-edge market intelligence and help decision makers take sound investment decisions. Besides, the report also identifies and analyzes the emerging trends along with essential drivers, challenges, and opportunities in Global Fast Attack Craft Market.
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certainrebelarbiter · 1 year ago
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Naval Vessels and Surface Combatants Market Share, Size 2030
The global naval vessels and surface combatants market size was valued at USD 429.10 billion in 2022. The market is projected to grow from USD 460.38 billion in 2023 to USD 674.81 billion by 2030, exhibiting a CAGR of 5.6 % during the forecast period.
The naval ship market is witnessing growth due to increasing utilization of armament systems and advanced ICT for surveillance, communication, and information gathering purposes. Fortune Business Insights presents this information in their report titled "Global Naval Vessels and Surface Combatants Market, 2023–2030."
Major Players Profiled in the Report:
BAE Systems (U.K.)
Mazagon Dock Shipbuilders Limited (India)
Garden Reach Shipbuilders and Engineers (GRSE) (India)
Hyundai Heavy Industries Co. Ltd. (HHI) (South Korea)
FINCANTIERI S.p.A. - Via Genova (Italy)
General Dynamics Corp NASSCO (U.S.)
Larsen & Toubro Ltd. (India)
Browse Detailed Summary of Research Report with TOC:
https://www.fortunebusinessinsights.com/naval-vessels-and-surface-combatants-market-102695
COVID-19 Impact
Delayed Deliveries due to Supply Chain Disruptions During Pandemic Hindered Market
The shipbuilding industry was profoundly affected by the COVID-19 pandemic, leading to a substantial decline in the delivery of surface combatants. The market experienced adverse effects as a result of reduced ship orders, disruptions in supply chains, and delays in the delivery of naval vessels.
Russia-Ukraine War Impact
Maritime Capabilities Drive Increased Investments in Warships and Equipment
The conflict between Russia and Ukraine has led to a heightened demand for naval vessels and surface combatants in the region as both sides seek to enhance their maritime capabilities. Russia's increased naval presence and substantial investments in its fleet further contribute to the rising demand for warships and related equipment.
Segments:
Destroyers Segment to Witness Rapid Growth Owing to Versatile Applications
By ship type, the market is segmented into destroyers, corvettes, submarines, amphibious ships, frigates, auxiliary vessels, and others. The destroyer’s segment is projected to be the fastest-growing in the market during the projected period, driven by its diverse applications in anti-submarine warfare, long-range attacks, and escort missions.
Marine Engine System Dominates due to Growing Demand for Key Components
By system, the market is categorized into weapon launch system, sensor system, marine engine system, control system, auxiliary system, electrical system, and communication system. The marine engine system segment dominates the market, driven by increasing demand for various components such as stern gear sub-systems, steering gear, thrust blocks, propulsion shafting, and stabilizers in the maritime industry.
Emerging Countries' Focus on Domestic Shipbuilding Drives Line Fit Segments’ Expansion
By solution, the market is bifurcated into line fit and retro fit. The line fit segment is projected to be the fastest-growing segment during the forecast period, driven by the emphasis on domestic shipbuilding in emerging countries.
Naval Forces' Active Engagement in Global Exercises Fuels Combat Operations Growth
By application, the market is classified into combat operations, search and rescue, Mine Countermeasures (MCM) operations, coastal operations, and others. The combat operations segment dominates the market, driven by the increasing participation of naval forces in various naval exercises globally.
From the regional ground, the market is segmented into North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa.
Report Coverage
The research report for naval vessels and surface combatants presents a comprehensive market examination, emphasizing crucial elements, including leading companies, different platforms, systems, and applications. Furthermore, the report provides valuable observations on market trends and significant industry advancements. Apart from the aforementioned factors, the report encompasses numerous variables that have bolstered market expansion in recent times.
Drivers and Restraints
Advanced Technologies Revolutionize Naval Vessels Driving Growth in Maritime Operations
The adoption of advanced technologies in naval vessels, including integrated electric propulsion, renewable energy systems, and robotic production processes, drives the naval vessels and surface combatant market growth by enhancing the production capabilities of maritime operations.
However, the naval vessels and surface combatants market growth is hindered by the significant development costs associated with building these naval vessels.
Regional Insights
Asia Pacific Spearheads Growth with Strong Defense Expenditure
Asia Pacific is anticipated to capture the highest naval vessels and surface combatants market share, owing to the increased defense expenditure of countries such as China, India, South Korea, and others in the region.
North America experienced significant regional growth in the naval vessels and surface combatants’ market, driven by its substantial investments in naval vessel procurement and efforts to strengthen its naval capabilities.
Competitive Landscape
Industry Leaders’ Focus on Innovation and Collaboration to Drive the Future of Maritime Defense
The market for naval vessels and surface combatants is characterized by a fragmented landscape, with multiple players involved in their development. OEMs have introduced cutting-edge technologies such as 3D printing, integrated electric propulsion, and robotics to enhance the design and construction of naval vessels.
Key Industry Development
April 2021 - Huntington Ingalls Shipbuilding signed a contract worth USD 107 million from the U.S. Navy for modification and long-lead-time material and advanced procurement activities for amphibious assault ship LHA 9.
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navalvessels · 1 year ago
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Get in-depth insights into the naval vessels and surface combatants market, segmented by ship type and region, with forecasts extending to 2033. Stay ahead of industry trends and understand market dynamics.
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delvenservices · 1 year ago
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Self-Guided Torpedo Market Research Report
Self-Guided Torpedo Market by Product (Acoustic Homing Torpedo and Wake Homing Torpedo), Type (Heavyweight Torpedo and Lightweight Torpedo), and Application (Naval Vessel-launched Torpedo and Aerial Platform-launched Torpedo) and Geography (North America, Europe, Asia-Pacific, Middle East and Africa and South America)
The global Self-Guided Torpedo market size is expected to growth from USD 1134.6 million in 2020 to USD 1365.6 million by 2027; it is expected to grow at a CAGR of 2.7% during 2021-2028.
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Torpedo is the most preferred lethal underwater weapons for naval platforms such as submarines, surface vessels, aircraft, and helicopters. A modern torpedo contains intricate devices to control its depth and direction according to a pre-set plan or in response to signals received from an outside source, as well as a device that detonates the explosive-filled warhead when it strikes its target or comes close to it.
Increase in number of territorial conflicts throughout the world and rise in naval modernization programs drive the growth of the global self-guided torpedo market. However, increase in incorporation of anti-torpedo defense systems in combat vessels are some of the factors that have supported long-term expansion for Self-Guided Torpedo Market.
The rapid spread of COVID-19 had a significant impact on the global self-guided torpedo market in 2020, owing to the decline in financial growth across the world. COVID-19 pandemic led to several challenges for the self-guided torpedo industry such as disruption in the supply chain of raw materials, logistics challenges, and others. On the other hand, the self-guided torpedo equipment manufacturers had to reduce expansion and R&D investments to withstand the decline in revenue and operating performance of the defence industry.
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Regional Analysis
Asia-Pacific accounted for the largest share in 2020, contributing to nearly one-third of the total share, and is estimated to maintain its dominance in terms of revenue. However, North America is expected to portray the fastest CAGR of 7.4% during the forecast period.
Competitive Landscape
Key Players
ATLAS ELEKTRONIK GmbH
BAE Systems plc
Honeywell International Inc.
Leonardo S.p.A.
Lockheed Martin Corporation
Mitsubishi Heavy Industries, Ltd.
Naval Group
Northrop Grumman Corporation
Raytheon Technologies Corporation
Saab AB
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Recent Developments
The Defence Acquisition Council (DAC) cleared the purchase of 13 long range guns that will allow warships to attack targets some 24 km away, including targets on sea and land.  The range can be extended further by using a different type of ammunition.
Airborne weapons experts at the Boeing Co. got the go-ahead last week to start building add-on kits for the U.S. Navy Mark 54 lightweight torpedo that will enable the Navy P-8A Poseidon maritime patrol jet to launch these weapons from altitudes as high as 30,000 feet and attack enemy submarines from long ranges.
Reasons to Acquire
Increase your understanding of the market for identifying the best and suitable strategies and decisions on the basis of sales or revenue fluctuations in terms of volume and value, distribution chain analysis, market trends and factors
Gain authentic and granular data access for Self-Guided Torpedo Market so as to understand the trends and the factors involved behind changing market situations
Qualitative and quantitative data utilization to discover arrays of future growth from the market trends of leaders to market visionaries and then recognize the significant areas to compete in the future
In-depth analysis of the changing trends of the market by visualizing the historic and forecast year growth patterns
Purchase the Report at: https://www.delvens.com/checkout/self-guided-torpedo-market-trends-forecast-till-2028
Report Scope
Self-Guided Torpedo Market is segmented into product, type, application and region.
On the basis of Product
Acoustic Homing Torpedo
Wake Homing Torpedo
On the basis of Type
Heavyweight Torpedo
Lightweight Torpedo
On the basis of Application
Naval Vessel-launched Torpedo
Aerial Platform-launched Torpedo
On the basis of Region
Asia Pacific
North America
Europe
South America
Middle East & Africa
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ciathyzareposts · 5 years ago
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Betrayal at Krondor
During the 1960s and 1970s, a new type of game began to appear in increasing numbers on American tabletops: the experiential game. These differed from the purely abstract board and card games of yore in that they purported to simulate a virtual world of sorts which lived behind their surface systems. The paradigm shift this entailed was such that for many players these games ceased to be games at all in the zero-sum sense. When a group came together to play Squad Leader or Dungeons & Dragons, there hung over the plebeian kitchen or basement in which they played a shared vision of the beaches of Normandy or the dungeons of Greyhawk. The games became vehicles for exploring the vagaries of history or the limits of the imagination — vehicles, in other words, for living out shared stories.
In retrospect, it was perhaps inevitable that some of the stories generated in this way would make their way out of the gaming sessions which had spawned them and find a home in more traditional, linear forms of media. And, indeed, just such things were happening by the 1980s, as the first novels born from games arrived.
Needless to say, basing your book on a game you’ve played isn’t much of a path to literary respectability. But for a certain kind of plot-focused genre novel — the kind focusing strictly on what people do rather than why they do it — prototyping the whole thing as a game makes a degree of sense. It can keep you honest by forcing your story to conform to a simulated reality that transcends the mere expediency of what might be cool and exciting to write into the next scene. By pushing against authorial fiat and the deus ex machina, it can give the whole work an internal coherency — an honesty, one might even say — that’s too often missing from novels of this stripe.
The most widely publicized early example of the phenomenon was undoubtedly the one which involved a humble insurance salesman named Tom Clancy, who came out of nowhere with a techno-thriller novel called The Hunt for Red October in 1984. The perfect book for a time of resurgent patriotism and military pride in the United States, it found a fan in no less elevated a personage than President Ronald Reagan, who declared it “my kind of yarn.” As the book topped the bestseller charts and the press rushed to draft their human-interest stories on the man who had written it, they learned that Clancy had gamed out its entire scenario, involving a rogue Soviet submarine captain who wishes to defect along with his vessel to the United States, with a friend of his named Larry Bond, using Harpoon, a tabletop wargame of modern naval combat designed by the latter. Clancy’s follow-up novel, a story of open warfare between East and West called Red Storm Rising, was a product of the same gestation process. To the literary establishment, it all seemed extremely strange and vaguely unsettling; to many a wargamer, it seemed perfectly natural.
Another line of ludic adaptations from the same period didn’t attract as much attention from the New York Times Book Review, much less the president, but nevertheless became almost as successful on its own terms. In 1983, TSR, the publisher of Dungeons & Dragons, decided to make a new series of adventure modules for the game, each of which would feature a different kind of dragon — because, as some of their customers were writing in their letters, the existing Dungeons & Dragons modules “had plenty of dungeons, but not many dragons.” The marketing exercise soon grew into Dragonlance, an elaborately plotted Tolkienesque epic set in a brand new fantasy world — one which, yes, featured plenty of dragons. TSR asked employees Margaret Weis and Tracy Hickman to write a trilogy of novels based on the fourteen Dragonlance adventure modules and source books they planned to publish. Thus Dragons of Autumn Twilight, the first volume of The Dragonlance Chronicles, was published in the same year as The Hunt for Red October. It promptly became a nerdy sensation, the biggest fantasy novel of the year, spawning a whole new business for TSR as a publisher of paperback novels. In time, said novels would become as big a part of their business as the games whose names the books bore on their spines.
A third, only slightly less heralded example of the games-into-books trend actually predates the two I’ve just mentioned by a couple of years. In the last 1970s, a group of students at the University of California San Diego took up the recently published Dungeons & Dragons. Growing dissatisfied with TSR’s rules, they scrapped them one by one, replacing them with their own home-grown versions. Meanwhile they evolved a world in which to play called Midkemia, complete with its own detailed history, bestiary, sociology, and geography. Forming a little company of their own, as so many Dungeons & Dragons fanatics were doing at the time, they published some of their innovations to modest sales.
Raymond E. Feist
But one of their number named Raymond E. Feist had bigger ambitions. He wrote a novel based on some of the group’s exploits in Midkemia. Calling it simply Magician, he got it published through Doubleday in 1982 as the first volume of The Riftwar Saga. It sold very well, and he’s been writing Midkemia novels ever since.
Unlike the later cases of Tom Clancy and Dragonlance, Magician wasn’t widely publicized or advertised as being the product of a game. It was seen instead as merely the latest entry in an exploding branch of genre fiction: lengthy high-fantasy series inspired by J.R.R. Tolkien, often to the point of one-to-one correspondences between characters and plot events, but written in a manner more immediately accessible to the average Middle American reader, with more action, more narrative thrust, less elevated diction, and markedly less digressive songs and poetry. Dragonlance, of course, is an example of the same breed.
I must admit that I’ve personally read only the first book of Feist’s series, and not even to completion at that. This sort of derivative high fantasy doesn’t do much for me as a rule, so I’m not the best person to judge Feist’s output under any circumstances. Anything positive I do say about it runs the risk of damning with faint praise.
To wit: my wife and I used the book as our light bedtime reading, and we made it about two-thirds of the way through before terminal ennui set in and we decided we’d had enough. If that seems like less than a ringing endorsement, know that it’s farther than I generally get with most fantasy novels, including ones with considerably more literary credibility. I thus feel comfortable in saying that at least the early Raymond E. Feist novels are well-crafted examples of their breed, if you happen to like that sort of thing. (I do understand from others that the quality of his work, and particularly of his plotting, began to decline after his first handful of Midkemia novels. Perhaps because he was no longer basing them on his gaming experiences?)
The world of Midkemia is most interesting for our purposes, however, for the computer game it spawned. Yes, a series of novels based on a game got turned back into a very different sort of game. And then, just for good measure, that game got turned into another novel. It’s a crazy old transmedia world.
The more direct origin of Betrayal at Krondor, the game in question, can be traced back to June of 1991 and a chance meeting between John Cutter and Jeff Tunnell at the Summer Consumer Electronics Show. Both names may be familiar to regular readers of these histories.
John Cutter
Cutter had spent several years with Cinemaware, helping to craft many of their most innovative creations, which blended strong narrative elements with play styles that were unorthodox in story-heavy computer games at the time. In late 1990, with Cinemaware in the process of collapsing, he and several colleagues had jumped ship to New World Computing, best known for their Might & Magic series of CRPGs. But he was trapped in a purely administrative role there, without the freedom to create which he had enjoyed at Cinemaware, and was already feeling dissatisfied by the time he met Tunnell at that Summer CES.
Jeff Tunnell
Tunnell, for his part, was the founder of the studio known as Dynamix, now a subsidiary of Sierra Online. They were best known for their 3D graphics technology and the line of vehicular simulators it enabled, but they had fingers in several other pies as well, from adventure games to a burgeoning interest in casual puzzle games.
Recognizing talent when he saw it, Tunnell asked Cutter to leave Southern California, the home of the erstwhile Cinemaware and the current New World, and come to Eugene, Oregon, the home of Dynamix. Not only would he be able to have a creative role there once again, Tunnell promised, but he would be allowed to make whatever game he wanted to. Cutter jumped at the chance.
Once in Eugene, however, he struggled to identify just the right project. His first instinct was to make a point-and-click adventure game in the Sierra mold, but Tunnell, having made three of them in the last couple of years to less than satisfying effect, was feeling burned out on the genre and its limitations, and gently steered him away from it. (Absolute creative freedom, Cutter was learning, is seldom really absolute.)
At last, Tunnell came to Cutter with an idea of his own. He’d been reading a very popular series of fantasy novels by this fellow named Raymond E. Feist, and he thought they’d make a fine CRPG. Dynamix had never dabbled in the genre before, but when had that ever stopped them from trying something new? He suggested that Cutter give the first few of the books a read. If it turned out that he liked them as well and agreed that they’d make a good game, well, perhaps he should ring Feist up and have a chat about just that possibility.
Glad to finally have a clear sense of direction, Cutter did the one thing and then did the other. Feist was very busy, but was himself a long-time computer gamer, having sat down in front of his first Apple II some twelve or thirteen years before. He liked the idea of seeing Midkemia come to life on a computer screen. Although he didn’t have much time for working personally on such a project, he told his agent to make the deal happen if at all possible. So, a contract was signed that gave Dynamix the right to make Midkemia games until January 1, 1995, with Feist given the right of final approval or rejection of each title prior to its release. By one account at least, it was the most expensive literary license yet granted to a game developer, a sign of Feist’s ongoing popularity among readers of fantasy literature.
Another, slightly less welcome sign of same followed immediately after: upon being asked whether he was interested in authoring the game himself, Feist said that his time was money, so he’d need to be paid something beyond the terms of the licensing agreement itself — and, he noted flatly, “you couldn’t afford me.” This posed a dilemma. Cutter believed himself to be a better designer of game systems than a writer, and thus certainly wasn’t going to take on the job personally. Casting about for a likely candidate, his thoughts turned to one Neal Hallford, an enthusiastic young fellow with a way with words whom he’d befriended back at New World Computing.
Neal Hallford
A fresh-out-of-university Hallford had joined New World in the role of writer some months before Cutter himself had arrived. His first assignment there had been to make sense of the poorly translated English text of Tunnels & Trolls: Crusaders of Khazan, a project New World had chosen to outsource to a Japanese developer, with underwhelming results all the way around. After that truly thankless task, he’d worked for a while on Might and Magic III before playing a pivotal role on Planet’s Edge, an ambitious science-fiction CRPG that had tried to do just a little bit too much for its own good. He was just finishing that project when his old friend John Cutter called.
Like Cutter before him, Hallford found Dynamix’s offer difficult to refuse. Eugene struck him as idyllic by contrast with the crowded, smoggy streets of Los Angeles; meanwhile Dynamix’s offices enjoyed the well-deserved reputation of being just about the most stylish and comfortable in the entire industry, vastly outdistancing even the parent company of Sierra in that respect. Certainly they compared favorably with the chaotic jumble of tightly packed cubicles that was the domain of New World. Thus on Halloween Day, 1991, Hallford shook hands with his old colleges there for the last time and hopped into his Geo Metro for the drive north.
Upon Hallford’s arrival in Eugene, Cutter pulled him into his office and kept him there for a week, while the two hashed out exactly what game they wanted to make and wrote the outline of a script. Hallford still remembers that week of frenzied creativity as “one of the best weeks of my life.” These two friends, different in talents and personality but unified in their vision for the game, would do the vast majority of the creative heavy lifting that would go into it. Broadly stated, Cutter would be the systems guy while Hallford would be the story guy, yet their visions would prove so simpatico that they’d seldom disagree on much of anything at all.
Jeff Tunnel had initially fallen in love with a Midkemia novel called Silverthorn, and the original plan he’d pitched to Cutter had been to make the game a fairly straightforward adaptation of that book’s plot. But such a thing is inherently problematic, for reasons I’ve had ample cause to discuss in earlier articles. Players who buy the game because they read and liked the novel — who are, after all, the whole reason for making a licensed game at all from a business perspective — won’t be excited about stepping through a plot they already know. At the same time, it’s all too easy from the design side to make a game where victory hinges on taking all of the same idiosyncratic, possibly irrational actions as the protagonists of the novel. And so you end up with a game that bores one group of players to tears, even as it frustrates another group who don’t happen to know what Character A needs to do in Situation B in order to replicate the novel’s story.
The biggest appeal of the Midkemia novels, Hallford believed, was indeed the world itself, with its detailed culture and geography and its cast of dozens of well-established characters. It would be better, he thought, to set a brand new story there, one that would let Feist’s many fans meet up with old friends in familiar locales, but that wouldn’t force them to step by rote through a plot they already knew. During the crash course on Midkemia which he’d given himself in the few weeks before starting at Dynamix — like Cutter, he’d come to Feist fandom cold — Hallford had identified a twenty-year “hole” in the chronology where he and Cutter could set a new story: just after A Darkness at Sethanon, the concluding volume in the original Riftwar Cycle that had started the ball rolling. Somewhat to everyone’s surprise, Feist was willing to entrust this young, unproven writer with creating something really new in his world. Betrayal at Krondor was off and running.
Hallford may have come to Midkemia late, but his dogged determination to capture the world exactly as it existed in the novels would come to a large degree to define the project. He calls himself a “born fanboy” by nature. Thus, even though he wasn’t quite of Feist’s hardcore fandom, he had enormous empathy for them. He points back to an experience from his youth: when, as a dedicated Star Trek fan, he started to read the paperback novels based on the television series which Pocket Books published in the 1980s. I read them as well, and can remember that some of them were surprisingly good as novels, at least according to my adolescent sensibilities, while also managing to capture the spirit of the series I saw on television. Others, however… not so much. Hallford points to one disillusioning book in particular, which constantly referred to phasers as “ray guns.” It inculcated in him a sense that any writer who works in a beloved universe owes it to the fans of said universe — even if he’s not really one of them — to be as true to it as is humanly possible.
So, Hallford wrote Betrayal at Krondor with Feist’s fans constantly in mind. He immersed himself in Feist’s works to the point of that he was almost able to become the novelist. The prose he crafted, vivid and effective within its domain, really is virtually indistinguishable from that of its inspiration, whose own involvement was limited to an early in-person meeting and regular phone conversations thereafter. Yet the latter became more rather than less frequent as the project wore on; Feist found his enthusiasm for the game increasing in tandem with his surprise at how earnestly Hallford tried to capture his novels and the extent to which he was managing to succeed with only the most limited coaching. The fan verdict would prove even more telling. To this day, many of them believe that it was Feist himself who scripted Betrayal at Krondor.
But Betrayal of Krondor is notable for more than Neal Hallford’s dedicated fan service. It’s filled to bursting with genuinely original ideas, many of which flew in the face of contemporary fashions in games. Not all of the ideas work — some of them rather pull against one another — but the game’s boldness makes it a bracing study in design.
Following the lead of GUI advocates working with other sorts of software, game designers in the early 1990s were increasingly embracing the gospel of the “mode-less” interface: a single master screen on which everything takes place, as opposed to different displays and interfaces for different play states. (For an excellent example of how a mode-less interface could be implemented in the context of a CRPG, see Origin Systems’s Ultima VII.) Cutter and Hallford, however, pitched this gospel straight into the trash can without a second thought. Betrayal at Krondor has a separate mode for everything.
The closest thing it has to a “home” screen must be the first-person exploration view, which uses 3D graphics technology poached from Dynamix’s flight simulators. But then, you can and probably often will move around from an overhead map view as well. When interesting encounters happen, the screen is given over to text with clickable menus, or to storybook-style illustrated dialog scenes. When you get in a fight, that’s also displayed on a screen of its own; combat is a turn-based affair played on a grid that ends up vaguely resembling the Battle Chess games by Interplay. (Thankfully, it’s also tactically interesting and satisfying.) And then when you come upon a locked chest, you’re dumped into yet another new mode, where you have to work out a word puzzle in order to open it, because why not? All of these modes are accompanied by different styles of graphics: 3D graphics on the main exploration screen, a no-frills Rogue-like display for the overhead movement view, pixel art with the story scenes, digitized real-world actors with the dialog scenes, the sprite-based isometric view that accompanies combat, etc.
The first-person exploration view.
The overhead view.
A bit of exposition. Could this be a side quest before us?
The combat view.
A puzzle chest. The answer to this one, for the record, is “die.” Later riddles get much more complicated, but the mechanics of the puzzles ingenuously prevent them from ever becoming completely insoluble. Many a male player has had a significant other who couldn’t care less about the rest of the game, but loves these puzzle chests…
This mishmash of approaches can make the game feel like a throwback to the 1980s, when genres and their established sets of best practices were not yet set in stone, and when many games that may strike us as rather odd mashups today were being produced. We can certainly see John Cutter’s roots in Cinemaware here; that company made a career out of ignoring the rules of ludic genre in favor of whatever systems best conveyed the fictional genre they were attempting to capture. By all rights, Betrayal at Krondor ought not to work, as so many of Cinemaware’s games tended not quite to work. All of these different modes and play styles — the puzzle chests in particular seem beamed in from a different game entirely — ought to add up to a hopelessly confusing muddle. Somehow, though, it does work; Betrayal at Krondor actually isn’t terribly hard to come to grips with initially, and navigating its many modes soon becomes second nature.
One reason for this is doubtless also the reason for much else that’s good about the game: its unusually extended testing period. When development was reaching what everyone thought to be its final stages, Dynamix sent the game to outside testers for what was expected to be a three-month evaluation period. Even this much usability testing would have been more than most studios were doing at this time. But the project, as so many game-development projects tend to do, ran way longer than expected, and three months turned into nine months of constant player feedback. While our universe isn’t entirely bereft of games that seem to have sprung into being fully-formed, by far the most good games attain that status only gradually, through repeated iterations of testing and feedback. Betrayal at Krondor came by its goodness in exactly this hard, honest way. Unlike a dismaying number of games from its time, this game feels like one that’s actually been played — played extensively — before it got released. The niggling problems that dog even many good games from the early 1990s (such as the infuriating inventory management and rudderless combat of Ultima VII) are almost completely absent here. Instead the game is full of thoughtful little touches to head off annoyance, the sort of touches that can only come from real player feedback.
The final verdict on its mishmash of graphical approaches, on the other hand, must be less positive. Betrayal at Krondor wasn’t a notably attractive game even by the standards of its day, and time has done it no favors; the project desperately needed a strong art director able to impose a unified aesthetic vision. The parts of it that have aged the worst by far are those employing digitized actors, who look almost unbelievably ludicrous, cutting violently against any sense of Tolkienesque grandeur Hallford’s prose might be straining to evoke. Most store-bought Halloween costumes look higher rent than this bunch of survivors of an explosion at the Loony Tunes prop department. John Cutter acknowledges the problems:
We digitized a lot of the actors, and we assumed they were going to be so pixelated that the makeup and costumes didn’t have to look that great. They just kind of had to be… close. But by the time we launched the game the technology had improved… yeah. You could see the elastic bands on the fake beards. It was pretty bad. I wasn’t crazy about a lot of the graphics in the game.
Tellingly, the use of digitized actors was the one place where Betrayal at Krondor didn’t blaze its own trail, bowing instead to contemporary trends.
For all of Betrayal at Krondor‘s welcome willingness just to try lots of stuff, its approach to story remains its most memorable and interesting quality of all. This aspect of the game was so front and center in the mind of John Cutter that, when he wrote a brief few paragraphs of “Designer Notes” for the manual, it came to occupy more than half the space:
We decided the game should be an interactive story. Characters would be multidimensional and capable of stirring the player’s emotions. The story would be carefully plotted with lots of surprises, a good mix of humor and pathos, and abundant amounts of mystery and foreshadowing to keep the player intrigued.
Balancing play against plot is the most confounding job any game designer can face on a fantasy role-playing game. In Betrayal at Krondor, we have integrated our plot so that it provides ample gaming opportunities, while also giving the player a sense of time, place, and purpose. This is achieved by making an onscreen map available to the player at all times, and by creating short-term goals — the nine chapters in the game — which give us a unique opportunity to tell a progressive story that still gives the player plenty of freedom to explore and adventure without being confined to a scripted plot.
In thus “balancing play against plot,” Cutter and Hallford were attempting to square a circle that had been bedeviling game designers for a long time. All of the things that mark a rich story — characters with agendas of their own; big reveals and shocking turns; the classic narrative structure of rising action, climax, and denouement; dramatic confrontations with expressive dialog — cut against the player’s freedom to go wherever and do whatever she wants. As a designer, says the conventional wisdom, you can’t have it all: you must rather stake out your spot on a continuum where at one end the player does little more than click her way through a railroaded plot line, and at the other she does absolutely anything she wants, but does it in a world bereft of any larger meaning or purpose. Adventure games tend to lean toward the set-piece-storytelling end of the continuum, CRPGs toward open-ended interactivity.
Even CRPGs from around the time of Betrayal at Krondor which are written expansively and well, such as Ultima VII, generally send you wandering through other people’s stories rather than your own. Each city you explore in that game is full of little story stubs revolving around the inhabitants thereof rather than yourself; your role is merely to nudge these dramas of others along to some sort of resolution before you disappear again. Your larger agenda, meanwhile, boils down to the usual real or metaphorical collecting of pieces to assemble the big whatsit at the end — a series of actions which can be done in any order precisely because they’re so simplistic in terms of plot. You’re in the world, but never really feel yourself to be of it.
Cutter and Hallford, however, refused to accept the conventional wisdom embodied by even so markedly innovative a CRPG as Ultima VII. They were determined to deliver the best of both worlds — an adventure-game-like plot and CRPG-like freedom — in the same game. Unsurprisingly, it doesn’t quite work as a whole. Nevertheless, the attempt is well worth discussing.
Betrayal at Krondor positively trumpets its intentions via the metaphors which its user interface employs. Once again ignoring all of the fashions of its time, which emphasized the definitively non-textual aesthetic of the interactive movie, this game presents itself as an interactive book with an enthusiasm worthy of the 1980s heyday of bookware. The overriding look of the game, to the extent it has one amidst all its clashing graphical styles, is of an illuminated manuscript, ink on yellowing parchment. The story is told in a literary past tense, save points become “bookmarks,” and, as Cutter himself noted in the extract above, the whole experience is divided into nine neat “chapters.”
The game is relentless about describing every single event using full sentences worthy of one of Feist’s novels. Sometimes the end result can verge on the ridiculous. For example, every single time you search the body of an opponent you’ve just killed — something you’ll be doing an awful lot of, what with this being a CRPG and all — you’re greeted with a verbose missive:
Owyn looked for supplies. Feeling like a vulture, he turned the body this way and that as he searched for anything that might be of value to them on their journey. All in all, he supposed that if he were the dead man, it wouldn’t matter to him any longer what happened to his belongings.
Every character has the exact same feeling when searching a dead body, despite very different personalities. This is one of many places where Betrayal at Krondor‘s verbosity winds up undercutting rather than strengthening its sense of mimesis.
Of course, you can and quickly will learn to click right through this message and its one or two random variations each time you search a corpse. But it remains an amusing sign of just how committed Cutter and Halford were to their “interactive storybook” concept in even the most repetitive, mechanical areas of their creation. (Imagine what Pac-Man would be like if the title character stopped to muse about his actions every time he swallowed a power pill and killed another ghost…)
All of this past-tense verbosity has an oddly distancing effect. You don’t feel like you’re having an adventure so much as reading one — or possibly writing one. You’re held at a remove even from the characters in your party, normally the primary locus of player identification in a game like this one. You don’t get to make your own characters; instead you’re assigned three of them who fulfill the needs of the plot. And, while you can guide their development by earning experience points, improving their skills, and buying them new spells and equipment, you don’t even get to hang onto the same bunch through the whole game. Characters are moved in and out of your party from chapter to chapter — again, as the needs of each chapter’s plot requires. The final effect almost smacks of a literary hypertext, as you explore the possibility space of a story rather than actually feeling yourself to be embodying a role or roles in that story. This is certainly unique, and not necessarily a bad thing. It’s just… a little strange in relation to what we tend to think of CRPGs as being. These are, after all, role-playing games.
As I’ve described it so far, Betrayal at Krondor sounds more akin to the typical Japanese than the Western CRPG. The former tend to lie much closer to the set-piece-story end of our continuum of design; they provide a set, fairly linear plot to walk through, generally complete with predefined characters, rather than the degree of world simulation and open-ended exploration that marks the Western tradition. (A Japanese CRPG is, many a critic has scoffed, just a linear story in which you have to fight a battle to see each successive scene.) Yet Betrayal at Krondor actually doesn’t fit comfortably with that bunch either. For, as Cutter also notes above, he and his design partner were determined to “give the player plenty of freedom to explore and adventure without being bound to a scripted plot.”
Their means of accomplishing that relies once again on the chapter system. Each chapter begins and ends with a big helping of set-piece plot and exposition. In between, though, you’re free to go your own way and take your time in satisfying the conditions that will lead to the end of the chapter. In the first chapter, for example, your assignment is to escort a prisoner across much of the map to the capital city of Krondor. How and when you do so is up to you. The map is filled with encounters and quests, most of which have nothing to do with your central mission. And when you eventually do finish the chapter and continue on with the next, the same map gets repopulated with new things to do. This is the origin of a claim from Dynamix’s marketing department that Betrayal at Krondor is really nine CRPGs in one. In truth, it doesn’t quite live up to that billing. Only a subsection of the map is actually available to you in most chapters, much of it being walled off by impenetrable obstacles or monsters you can’t possibly kill. Even the repopulation that happens between chapters is far from comprehensive. Still, it’s an impressively earnest attempt to combine the pleasures of set-piece plotting with those of an emergent, persistent virtual world.
And yet the combination between set-piece storytelling and emergent exploration always feels like just that: a combination rather than a seamless whole. Cutter and Hallford didn’t, in other words, truly square this particular circle. There’s one massive block of cognitive dissonance standing at the center of it all.
Consider: you’re told at the beginning of the first chapter that your mission of escorting your prisoner to the capital is urgent. Political crisis is in the air, war clouds on the horizon. The situation demands that you hurry to Krondor by the shortest, most direct path. And yet what do you do, if you want to get the most out of the game? You head off in the opposite direction at a relaxed doddle, poking your nose into every cranny you come across. There’s a tacit agreement between game and player that the “urgent” sense of crisis in the air won’t actually evolve into anything until you decide to make it do so by hitting the next plot trigger. Thus the fundamental artificiality of the story is recognized at some level by both game and player, in a way that cuts against everything Betrayal at Krondor claims to want to be. This isn’t really an interactive storybook; it’s still at bottom a collection of gameplay elements wired together with chunks of story that don’t really need to be taken all that seriously at the end of the day.
The same sense of separation shows itself in those lengthy chapter-beginning and -ending expository scenes. A lot of stuff happens in these, including fights involving the characters ostensibly under your control, that you have no control over whatsoever — that are external to the world simulation. And then the demands of plot are satisfied for a while, and the simulation engine kicks back in. This is no better or worse than the vast majority of games with stories, but it certainly isn’t the revolution some of the designers’ claims might seem to imply.
Of course, one might say that all of these observations are rather more philosophical than practical, of more interest to game designers and scholars than the average player; you can suspend your disbelief easily enough and enjoy the game just as it is. There are places in Betrayal at Krondor, however, where some of the knock-on effects of the designers’ priorities really do impact your enjoyment in more tangible ways. For this is a game which can leave you marooned halfway through, unable to move forward and unable to go back.
Dead ends where the only option is to restore are normally less associated with CRPGs than adventure games; they played a big role in all but killing that genre as a commercial proposition by the end of the 1990s. CRPGs are usually more forgiving thanks to their more simulation-oriented nature — but, sadly, Betrayal at Krondor is an exception, due to a confluence of design decisions that all seem perfectly reasonable and were all made with the best of intentions. It thus provides a lesson in unexpected, unintended consequences — a lesson which any game designer would be wise to study.
The blogger Chet Bolingbroke, better known as The CRPG Addict, made these comments recently in the context of another game:
One of the notable features of CRPGs in contrast to some other genres is that they almost always support a Plan B. When one way of playing doesn’t work out, you can almost always resort to a more boring, more banal, grindier method of getting something done. I tend to mentally preface these fallback plans with “I can always…” Having a tough time with the final battle? “I can always reload again and again until the initiative rolls go my way.” Can’t overcome the evil wizard at your current level? “I can always grind.” Running out of resources? “I can always retreat from the dungeon, head back to town and buy a ton of healing potions.”
The most frustrating moments in CRPGs are when you suddenly find yourself with no way to finish “I can always” — when there is no Plan B, when luck alone will never save you, when there isn’t even a long way around.
This is precisely the problem which the player of Betrayal at Krondor can all too easily run into. Not only does the game allow you to ignore the urgent call of its plot, but it actually forces you to do so in order to be successful. If you take the impetus of the story seriously and rush to fulfill your tasks in the early chapters, you won’t build up your characters sufficiently to survive the later ones. Even if you do take your time and explore, trying to accrue experience, focusing on the wrong skills and spells can leave you in the same boat. By the time you realize your predicament, your “Plan B” is nonexistent. You can’t get back to those encounters you skipped in the earlier, easier chapters, and thus can’t grind your characters out of their difficulties. There actually are no random encounters whatsoever in the game, only the fixed ones placed on the map at the beginning of each chapter. I’m no fan of grinding, so I’d normally be all in favor of such a choice, which Cutter and Hallford doubtless made in order to make the game less tedious and increase its sense of narrative verisimilitude. In practice, though, it means that the pool of available money and experience is finite, meaning you need not only to forget the plot and explore everywhere in the earlier chapters but make the right choices in terms of character development there if you hope to succeed in the later ones.
On the whole, then, Betrayal at Krondor acquits itself better in its earlier chapters than in its later ones. It can be a very immersive experience indeed when you first start out with a huge map to roam, full of monsters to battle and quests to discover. By the time said map has been repopulated three or four times, however, roaming across its familiar landmarks yet again, looking for whatever might be new, has begun to lose some of its appeal.
And then, as Neal Hallford would be the first to admit, Betrayal at Krondor is written above all for Raymond E. Feist fans, which can be a bit problematic if you don’t happen to be among them. This was my experience, at any rate. As an outsider to Feist’s universe, watching characters I didn’t know talk about things I’d never heard of eventually got old. When an “iconic” character like Jimmy the Hand shows up, I’m supposed to be all aflutter with excitement, but instead I’m just wondering who this latest jerk in a terrible costume is and why I should care. In my view, the game peaks in Chapter 3, which takes the form of a surprisingly complex self-contained murder mystery; this is a place where the game does succeed in integrating its set-piece and emergent sides to a greater extent than elsewhere. If you elect to stop playing after that chapter, you really won’t miss that much.
As I noted already, Betrayal at Krondor ran dramatically over time and over budget. To their credit, Dynamix’s management didn’t push it out the door in an unfinished state, as was happening with so many other games during this period of transition to larger and more complex productions. Yet everyone, especially poor Neal Hallford, felt the pressure of getting it done. Not only did he write almost every word of the considerable amount of text in the game, but he also wrote much of the manual, and somehow even wound up on the hook for the puff pieces about it in Sierra’s customer newsletter. After weeks of virtually living at the office, he collapsed there one day, clutching at his chest. His colleagues rushed him to the hospital, believing he must be having a heart attack even though he was still in his twenties. It turned out that he wasn’t, but the doctor’s orders were clear: “You’re not going back to work for a week. Get some rest and eat something proper. No pizza. No soft drinks. It’s either this or next time you leave work it’ll be in a hearse.” Such are the perils of commercial game development.
Betrayal at Krondor finally shipped on June 15, 1993, an inauspicious time in the history of CRPGs. Origin Systems was about to take the Ultima series in a radically different direction after a less than overwhelming response to Ultima VII; Sir-Tech was about to put their equally long-running Wizardry series on ice for similar reasons; SSI was facing dwindling sales of their Dungeons & Dragons games and was on the verge of losing the once-coveted license; other publishers were quietly dropping less prominent franchises and would-be franchises. The several years to come would be remembered by CRPG fans as the Dark Age of their favored genre; relatively few of games of this stripe would be released at all, and those that were would be greeted by the marketplace with little enthusiasm.
Initially, Dynamix’s first CRPG performed about as well as you might expect in this environment. Despite some strong reviews, and despite whatever commercial advantages the Feist license brought with it, sales were slow. Cutter and Hallford had gone into Betrayal at Krondor imagining it to be only the first entry in a new series, but it soon appeared unlikely that a sequel would come to pass. Sierra, Dynamix’s parent company, was having an ugly year financially and wasn’t in the mood to make another expensive game in a passé genre, while Jeff Tunnell, the man who had had the original idea for Betrayal at Krondor, had stepped down from day-to-day management at Dynamix in favor of running a smaller subsidiary studio. Cutter and Hallford begged their new bosses to give the game time before making any final decisions, noting that good reviews and positive word of mouth among fans of the novels could yet pay dividends. The leadership team responded by laying Cutter off.
But over time, Betrayal at Krondor continued to sell steadily if not spectacularly. Then a genuine surge in sales came in early 1994, when a CD-ROM-based version featuring a lovely soundtrack and enhanced if still less than lovely graphics was released, just as the influential magazine Computer Gaming World was crowning the game the best CRPG of the previous year. Dynamix now made a belated attempt to start work on a sequel, asking Neal Hallford to helm it. But he considered the budget they were proposing to be inadequate, the time frame for development far too compressed. He turned it down, and left the company shortly thereafter. Dynamix would never make a second CRPG, whether set in Midkemia or anywhere else.
Nevertheless, that wasn’t quite the end of the story. Feist had been profoundly impressed by Betrayal at Krondor, and now took the ludic possibilities of his series of novels much more seriously than he had before seeing it. As soon as the Dynamix license expired at the beginning of 1995, he began to shop the property around once again. Initially, however, he found no one willing to pay his price,what with the current state of the CRPG market. While interactive Midkemia was thus in limbo, Sierra came up with another, cheaper idea for capitalizing on the first game’s belated success. Lacking the Midkemia license, they decided to leverage the first half of the Betrayal at Krondor name instead, releasing the in-house-developed Betrayal in Antara in 1997. It copied some of the interface elements and gameplay approaches of its predecessor, but moved the action to a generic fantasy world, to less satisfying effect.
And yet the story still wasn’t over: as the CRPG market began to improve in the wake of Interplay’s Fallout, the first real hit in the genre in several years, Feist licensed the Midkemia rights back to Sierra of all publishers. Sierra turned this latest project over to an outside developer called PyroTechnix. Feist played a much more active role on Return to Krondor, the game which resulted, than he had on Betrayal at Krondor, yet the result once again pales in comparison to the first Midkemia game, perhaps because Cutter and Hallford once again played no role. Its mixed reception in 1998 marks the last implementation of Midkemia on a computer to date.
Two of Feist’s later books, 1998’s Krondor: The Betrayal and 2000’s Krondor: Tear of the Gods, were based upon the first and second Midkemia computer game respectively. Thus Midkemia completed its long, strange transmedia journey from game to book to game to book again. Feist continues to churn out books apace today, but they don’t sell in the same quantities anymore, bearing as they do the stale odor of a series long past its sell-by date.
For many of us, Betrayal at Krondor will always remain the most memorable entry in the exercise in competent derivation that is Midkemia as a whole; the game is ironically much more innovative in its medium than the novels which spawned it are in theirs. Indeed, it’s thoroughly unique, a welcome breath of bold originality in a genre usually content to rely on the tried and true, a game which doesn’t work perfectly but perhaps works better than it has any right to. As a writer, I can only applaud a game which takes it writing this seriously. If it’s not quite the revolutionary amalgamation of narrative and interactivity that its creators wanted it to be, it’s still a heck of a lot more interesting than your average dungeon crawl.
(Sources: the book Designers and Dragons by Shannon Appelcline; Sierra’s newsletter InterAction of Winter 1992 and June 1993; Compute! of December 1993; Computer Gaming World of February 1993, April 1994, June 1994, and August 1996; Electronic Games of October 1992 and June 1993; Questbusters of November 1991, August 1992, April 1993, and August 1993; Retro Gamer 84; Dragon of January 2004; the CD-ROM Today bundled CD-ROM of August/September 1994. Online sources include Matt Barton’s interviews with Neal Hallford, Jeff Tunnell, and John Cutter in Matt Chat episodes 191, 192, 201, 291, 292, and 293; Neal Hallford’s blog series Krondor Confidential; the “History of Midkemia Press” on the same publisher’s website.
Betrayal at Krondor and Betrayal in Antara are available as a package purchase at GOG.com.)
source http://reposts.ciathyza.com/betrayal-at-krondor/
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nita-world · 3 years ago
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Naval Combat Vessels Market Share Forecast,Growth Analysis ,Overview Forecast,Competitors New Technology 2022 – 2030
Naval Combat Vessels Market Research Report Information by Vessel Type (Submarine, Frigates, Corvettes, Destroyers and Others), Mode of Propulsion (Nuclear-Powered and Conventional Powered), and Region – Forecast till 2027
Naval Combat Vessels is estimated to witness a CAGR of 4% from 2018 to 2023.
Key Players
The key players in global naval combat vessels are Israel Military Industries (Israel), BAE Systems (U.K), Lockheed Martin Corporation (U.S.), Raytheon (U.S.), General Dynamics Corporation (U.S.), SaaB AB (Sweden), Huntington Ingalls Industries, Inc. (U.S.), Mitsubishi Heavy Industries, Ltd. (Japan), Kawasaki Shipbuilding Corporation (Japan), and Kockums AB (Sweden).
Market Highlights:
Combat vessels are an important part of warfare ships that are built for battle on the water surface and are designed for applications such as war fight with submarines or aircraft and can execute other missions related to counter-narcotics operations and maritime interdiction operations (MIO).  The increased need for modernization of naval combat systems has led to the increasing demand for the development of naval combat vessels. The increased focus on technology advancement of Unmanned Underwater Vehicles (UUVs) will enable manufacturers to offer new growth opportunities to the market players. For instance, Lockheed Martin signed a contract with U.S. Navy to design the largest unmanned underwater drone, the Orca. However, there are some shortcomings, such as difficulty in integration, which will restrain the growth of this market. The market for naval combat vessels is estimated to witness a CAGR of 4% during the forecast period.
On the basis of region, the market is segmented into North America, Asia Pacific, Europe, the Middle East, and Latin America. In North America, increasing incorporation of advanced combat systems into the naval vessels will boost the market. In 2017, Lockheed Martin signed a contract with the U.S. Navy to design the largest unmanned underwater drone, the Orca. In 2018, BAE Systems signed a contract with the U.S. Navy to modernize the guided-missile destroyer, USS Howard. In 2015, Israel Military Industries signed a contract with Germany for 4 TKMS MEKO Patrol Vessels.
The scope of the Report
This study provides an overview of the Global Naval Combat Vessels, tracking two market segments across five geographic regions. The report studies key players, providing a five-year annual trend analysis that highlights market size, volume, and share for North America, Europe, Asia Pacific (APAC), Middle East & Africa and Latin America. The report also provides a forecast, focusing on the market opportunities for the next five years for each region. The scope of the study segments the global Naval Combat Vessels by its vessel type, mode of propulsion, and region.
By Vessel Type
Submarine
Frigates
Corvettes
Destroyers
Others
By Mode of Propulsion
Nuclear Powered
Conventional Powered
By Region
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
Access Report @ https://www.marketresearchfuture.com/reports/naval-combat-vessels-market-6142
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newsmartmarketing · 3 years ago
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Combat System Integration Market Research Report 2022 - Industry Size, Share, Demands, Regional Analysis & Estimations Till 2028
The Combat System Integration Market Report, in its latest update, highlights the significant impacts and the recent strategical changes under the present socio-economic scenario. The Combat System Integration industry growth avenues are deeply supported by exhaustive research by the top analysts of the industry. The report starts with the executive summary, followed by a value chain and marketing channels study. The report then estimates the CAGR and market revenue of the Global and regional segments.
Base Year: 2021
Estimated Year: 2022
Forecast Till: 2022 to 2028
The report classifies the market into different segments based on type and product. These segments are studied in detail, incorporating the market estimates and forecasts at regional and country levels. The segment analysis is helpful in understanding the growth areas and potential opportunities of the market.
Get | Download FREE Sample Report of Global Combat System Integration Market @ https://www.decisiondatabases.com/contact/download-sample-15046
A special section is dedicated to the analysis of the impact of the COVID-19 pandemic on the growth of the Combat System Integration market.  The impact is closely studied in terms of production, import, export, and supply.
The report covers the complete competitive landscape of the Worldwide Combat System Integration market with company profiles of key players such as:
BAE Systems, PLC.
DCS Corporation
Elbit Systems Ltd.
ICI Services Corporation
Leonardo-Finmeccanica
Lockheed Martin Corporation
Qinetiq Group PLC.
Raytheon Company
Saab AB
Thales Group
Want to add more Company Profiles to the Report? Write your Customized Requirements to us @ https://www.decisiondatabases.com/contact/get-custom-research-15046
Combat System Integration Market Analysis by Platform:
Large Combat Ships
Aircraft Carriers
Medium Combat Ships
Destroyers
Frigates
Cruisers
Amphibious Ships
Small Combat Ships
Corvette
Offshore Patrol Vessel (OPV)
Fast Attack Boats
Submarines
Nuclear
Conventional
Fighter Aircraft
Combat Helicopters
Armored Vehicles/ Artillery
Combat System Integration Market Analysis by Applications:
Naval
Surface
Underwater
Airborne
Land-based
Combat System Integration Market Analysis by Geography:
North America (USA, Canada, and Mexico)
Europe (Germany, UK, France, Italy, Russia, Spain, Rest of Europe)
Asia Pacific (China, India, Japan, South Korea, Australia, South-East Asia, Rest of Asia-Pacific)
Latin America (Brazil, Argentina, Peru, Chile, Rest of Latin America)
The Middle East and Africa (Saudi Arabia, UAE, Israel, South Africa, Rest of the Middle East and Africa)
Key questions answered in the report:
 What is the expected growth of the Combat System Integration market between 2022 to 2028?
Which application and type segment holds the maximum share in the Global Combat System Integration market?
Which regional Combat System Integration market shows the highest growth CAGR between 2022 to 2028?
What are the opportunities and challenges currently faced by the Combat System Integration market?
Who are the leading market players and what are their Strengths, Weakness, Opportunities, and Threats (SWOT)?
What business strategies are the competitors considering to stay in the Combat System Integration market?
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chemicalindustrynewsus · 4 years ago
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Naval Vessels and Surface Combatants Market Size 2021 | Top Manufacturers, Growth Overview, Size, Revenue, Latest Trends and Forecast 2027
The global naval vessels and surface combatants market size is projected to reach USD 41.82 billion by 2026 owing to the advancement in technology in naval warships. Such warships are used for sea-based battlefield operations and are inclusive of vertical missile launchers, rocket launchers, torpedo launching systems, and anti-submarine rocket launchers. Fortune Business Insights™ offers a 360-degree overview of the market and its prime growth parameters in their recently published report titled, “Naval Vessels and Surface Combatants Market Size, Share and Industry Analysis, By Platform (Aircraft Carriers, Destroyers, Corvettes, Amphibious ships, Frigates, and Auxiliary Vessels), By System (Marine Engine System, Weapon Launch System, Sensor System, Control System, Electrical system, Auxiliary system, and Communication System), By Application (Search and Rescue, Combat operations, MCM Operations, Coastal Surveillance, and Others), and Regional Forecast, 2019-2026 .” As per this report, the value of the market was USD 34.24 billion in 2018 and is anticipated to exhibit a CAGR of 2.52% during the forecast period set from 2019 to 2026.
Market Drivers Advent of 3D Printing Technology will Boost Market
The incorporation of technologies such as Information, Communication, and Technology (ICT) in naval ships is a major factor promoting the naval vessels and surface combatants market growth. This, coupled with the rapid change in weapon launch system and sensor system technology, will also drive the market. Moreover, the advent of integrated electric propulsion technology, coupled with the rising demand for 3D printing technology to build complex geometric ships are likely to aid in the expansion of the market in the future.
Regional Segmentation: Increasing Budget from Defense Sector of Emerging Economies will help Asia Pacific register Fastest Growth Rate
Based on geography, North America is holding the dominant naval vessels and surface combatants market share with a revenue of USD 13.41 billion. The growth of this region is attributed to the substantial expenditures on corvettes and carrier replacement program from the U.S. Navy. This, coupled with the presence of key players such as General Dynamics Corporation, Lockheed Martin Corporation, and Huntington Ingalls Industries, Inc. are also expected to boost the market in the region.
On the other hand, the market in Asia Pacific will witness the fastest growth on account of the rising defense budget from the Indian Navy and the People’s Liberation Army Navy, China. Additionally, the rising demand for advanced autonomous cruises and warships is likely to propel the market in Europe. Furthermore, the rise in expenditure on auxiliary vessels from Latin America will help boost the market in the rest of the World.
Browse Summary of This Research with Detailed Table of Content: https://www.fortunebusinessinsights.com/naval-vessels-and-surface-combatants-market-102695
List of Top Naval Vessels And Surface Combatants Market Manufacturers Include:
Abu Dhabi Ship Building
ASC PTY LTD
Austal Limited
BAE Systems.
Damen Shipyards Group
DSME Co., Ltd.
General Dynamics Corporation
Huntington Ingalls Industries, Inc.
Hyundai Heavy Industries Co., Ltd.
Lockheed Martin Corporation.
Mazagon Dock Shipbuilders Limited
Naval Group
PO Sevmash JSCo
Thales Group
ThyssenKrupp Marine Systems AG
Others
Competitive Landscape: Presence of Many Players will Intensify Market Competition
Companies operating in the naval vessels and surface combatants market are engaging in mergers and acquisitions, joint ventures, and collaborations either with other companies or for the government bodies to complete and deliver upgraded and shipbuilding projects. Such initiatives will not only attract high naval vessels and surface combatants market revenue but also help players earn the lion’s share in the market. The presence of many players in this market indicates a fragmented nature of the market, and this may serve as a major factor intensifying the overall market competition in the forthcoming years.
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Degaussing System Market Size, Share, Key Segments, SWOT Analysis and Forecast By 2023
The growth of the degaussing system market is mainly driven by the rise in deliveries of naval vessels, coupled with an increase in defense spending in US and emerging countries. Asia Pacific is expected to be the largest market for the degaussing system from 2018 to 2023, followed by Europe.
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The global degaussing system market size is estimated to be USD 809.7 million in 2018 and is projected to reach USD 981.2 million by 2023, at a CAGR of 3.92% from 2018 to 2023. Factors such as increasing importance of degaussing system in naval warfare, technological advancement in degaussing equipment, and increasing defense budgets are driving the degaussing system market.
Based on end user, the OEM segment of the degaussing system market is projected to grow at the highest CAGR from 2018 to 2023. This growth can be attributed to the rise in the delivery of new ships worldwide.
Based on vessel type, the submarines segment is estimated to lead the degaussing system market in 2018. The growth of the submarines segment can be attributed to the need to protect submarines from enemy mines placed underwater by carrying out degaussing activities to completely demagnetize their magnetic signatures.
Based on solution, the ranging segment of the degaussing system market is projected to grow at the highest CAGR during the forecast period. The growth of the degaussing segment is primarily driven by the increasing adoption of these systems in new and old vessels to protect them from enemy mines.
Read More Info: https://www.marketsandmarkets.com/Market-Reports/degaussing-system-market-212277118.html
The degaussing system market in North America is projected to grow at the highest CAGR from 2018 to 2023 The rise in defense spending in North America is one of the most significant factors contributing to the increased demand for degaussing systems in the region. In addition, need to protect combat and surface vessels from new and leftover enemy mines are additional factors driving the degaussing system market in North America.
Major companies profiled in the degaussing system market report include L&T (India), Polyamp (Sweden), ECA  (France), Ultra Electronic (UK), Ifen SpA (Italy), Dayatech Merin (Malaysia), AMSC (US), STL System AG (Switzerland), and Surma LTD. (Switzerland), among others.
Wartsila SAM Electronic GmBH, a subsidiary company of Wartsila Corporation, is another prominent player in the degaussing system market. It offers a diverse portfolio of degaussing systems. The company is engaged in the development of technologically advanced products for various end-use industries. In 2015, L-3 SAM Electronics received a contract to provide electrical distribution systems for 6 Littoral Combat Ships (LCS) of the Royal Malaysian Navy (RMN). This contract enabled the company to provide complete power distribution systems with main, emergency, and distribution switchboards, shore supply equipment, converters, and transformers. It also provided LED lighting systems, helicopter supply facilities, and special systems, such as Impressed Cathodic Corrosion Protection (ICCP) and Impressed Cathodic Anti-Fouling (ICAF) systems.
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sandlerresearch · 4 years ago
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Global Naval Vessels and Surface Combatants Market to 2031 published on
https://www.sandlerresearch.org/global-naval-vessels-and-surface-combatants-market-to-2031.html
Global Naval Vessels and Surface Combatants Market to 2031
Global Naval Vessels and Surface Combatants Market to 2031
Summary
Global Naval Vessels and Surface Combatants Market to 2031 report provides the market size forecast and the estimated Compound Annual Growth Rate (CAGR) for the next ten years. The report covers industry analysis including the key market drivers, trends, emerging technologies, and major challenges faced by industry participants. It also offers insights regarding key factors and government programs that are expected to influence the demand for naval vessels and surface combatants market over the forecast period.
Territorial disputes and emerging maritime threats such as smuggling, piracy, and terrorism are expected to drive the procurment of naval platforms. Countries such as Russia, China, India, the UK, France and Canada consist of fleets which are rapidly aging and require replacements. Hence, to enhance the naval capapbilities to counter asymmetric threats, these countries have initiated naval modernization programs to replace the outdated vessels that are in active service. In addition, the need for new naval vessels is further substantiated due to the ongoing counter-piracy efforts in highly affected maritime shipping routes in regions such as the Malacca Straits and Gulf of Aden. As such, the procurement of new naval vessels will continue to grow across the globe over the forecast period.
The frigate segment is expected to be the largest segment and accounts for 32.7% of the global naval vessels and surface combatants market over the forecast period. The increasing demand for multirole vessels that are capable of carrying out military operations other than war (MOOTW), which includes humanitarian relief in the aftermath of natural disasters, emergency medical care, combating smuggling, piracy, terrorism, and environmental protection, among others expected to drive the segment’s growth over the forecast period. According to Chandan N, Defense Analyst at GlobalData: “Various countries across the globe are focusing on the indigenous design and construction of naval vessels to reduce their dependency on imports. Indigenously built ships can also be customized, repaired and overhauled without depending on a foreign supplier for spare parts and other accessories. This is expected to propel the growth of naval vessels and surface combatants market over the next decade.”
North America region is expected to dominate the global naval vessels and surface combatants market from 2021 to 2031. The US’s dominance in the naval vessels market is influenced by the country’s affinity for advanced military platforms in order to maintain an edge over its adversaries. The country is presently undertaking multiple high-value programs to procure new-generation naval vessels. For instance, the multi-billion dollar Constellation-class frigate FFG(X) program to induct 20 guided-missile frigates will significantly increase the country’s share of the global naval vessels and surface combatants market over the next decade. Similarly, Canada is also procuring various classes of naval vessels equipped with advanced sub-systems to improve its naval capabilities.
Key Highlights
– The global naval vessels and surface combatants market is expected to grow at a CAGR of 3.49% over the forecast period. – The global naval vessels and surface combatants market is classified into seven categories: Frigate, Destroyer, Amphibious Ship, Light Combat Vessel, Corvette, Aircraft Carrier and Auxiliary Vessel. – North America is expected to dominate the global naval vessels and surface combatants market over the forecast period with a market share of 35.4%, followed by Asia Pacific and European regions. – Frigate is expected to be the largest segment among other naval vessel categories over the forecast period.
Who Should Buy
– Defence Startup’s, Original Equipment Manufacturers (OEMs), Defence Planners, Naval Vessels Integrators, Venture Capital Firms, Government Agencies, Head of Marketing, Head of Sales, CEOs and Senior Executives. – The concerned stakeholders can utilize the report to identify high growth segments and customize their offerings to match the project requirements. – The Venture Capital Firms can utilize the project details, growth rate, and market size to identify and fund high potential startups.
Scope
In particular, the report provides an in-depth analysis of the following – – Market size and drivers: Detailed analysis during 2021-2031, including highlights of the demand drivers and growth stimulators. It also provides a snapshot of the spending and modernization patterns of different regions around the world. – Recent developments and industry challenges: Insights into technological developments and a detailed analysis of the existing naval vessels and surface combatants projects being executed and planned worldwide. It also provides trends of the changing industry structure and the challenges faced by industry participants. – Regional highlights: study of the key markets in each region, providing an analysis of the key segments of the market that are expected to be in demand. – Major programs: details of the key programs in each segment, which are expected to be executed during 2021-2031. – Competitive landscape and strategic insights: analysis of the competitive landscape of the global naval vessels and surface combatants market. It provides an overview of key players, their strategic initiatives, and financial analysis.
Reasons to Buy
– Determine prospective investment areas based on a detailed trend analysis of the global naval vessels and surface combatants over the next ten years – Gain in-depth understanding about the underlying factors driving demand for different naval vessels and surface combatants segments in the top spending countries across the world and identify the opportunities offered by each of them – Strengthen your understanding of the market in terms of demand drivers, industry trends, and the latest technological developments, among others – Identify the major channels that are driving the global naval vessels and surface combatants market, providing a clear picture about future opportunities that can be tapped, resulting in revenue expansion – Channelize resources by focusing on the ongoing programs that are being undertaken by the defense ministries of different countries within the global naval vessels and surface combatants market – Make correct business decisions based on in-depth analysis of the competitive landscape consisting of detailed profiles of the top naval vessels and surface combatants solution providers around the world. The company profiles also includes information about the key products, alliances, recent contract awarded, and financial analysis, wherever available
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certainrebelarbiter · 1 year ago
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Naval Vessels and Surface Combatants Market Size, Analysis 2026
The global Naval Vessels And Surface Combatants Market size is projected to reach USD 41.82 billion by 2026 owing to the advancement in technology in naval warships. Such warships are used for sea-based battlefield operations and are inclusive of vertical missile launchers, rocket launchers, torpedo launching systems, and anti-submarine rocket launchers. Fortune Business Insights™ offers a 360-degree overview of the market and its prime growth parameters in their recently published report titled, “Naval Vessels and Surface Combatants Market Size, Share and Global Trend By Platform (Aircraft Carriers, Destroyers, Corvettes, Amphibious ships, Frigates, and Auxiliary Vessels) By System (Marine Engine System, Weapon Launch System, Sensor System, Control System, Electrical system, Auxiliary system, and Communication System) By Application (Search and Rescue, Combat operations, MCM Operations, Coastal Surveillance, and Others), and Regional Forecast, 2023-2026.” As per this report, the value of the market was USD 34.24 billion in 2018 and is anticipated to exhibit a CAGR of 2.52% during the forecast period set from 2019 to 2026.
Source:
What are the Report Highlights?
The report offers a comprehensive overview of the market and emphasizes factors propelling, repelling, obstructing, and creating opportunities for the market. It also throws light on the table of segmentation, the list of leading segments with figures, and their attributed factors. The report also discusses the competitive landscape of the market, the list of significant players, and the key strategies adopted by them to gain a competitive edge in the market. Besides this, the report highlights the major industry developments of the market, current naval vessels and surface combatants market trends, and other interesting insights into the market.
Market Drivers
Advent of 3D Printing Technology will Boost Market
The incorporation of technologies such as Information, Communication, and Technology (ICT) in naval ships is a major factor promoting the naval vessels and surface combatants market growth. This, coupled with the rapid change in weapon launch system and sensor system technology, will also drive the market. Moreover, the advent of integrated electric propulsion technology, coupled with the rising demand for 3D printing technology to build complex geometric ships are likely to aid in the expansion of the market in the future.
Regional Segmentation:
Increasing Budget from Defense Sector of Emerging Economies will help Asia Pacific register Fastest Growth Rate
On the basis of geography, North America is holding the dominant naval vessels and surface combatants market share with a revenue of USD 13.41 billion. The growth of this region is attributed to the substantial expenditures on corvettes and carrier replacement program from the U.S. Navy. This, coupled with the presence of key players such as General Dynamics Corporation, Lockheed Martin Corporation, and Huntington Ingalls Industries, Inc. are also expected to boost the market in the region.
On the other hand, the market in Asia Pacific will witness the fastest growth on account of the rising defense budget from the Indian Navy and the People’s Liberation Army Navy, China. Additionally, the rising demand for advanced autonomous cruises and warships is likely to propel the market in Europe. Furthermore, the rise in expenditure on auxiliary vessels from Latin America will help boost the market in the rest of the World.
Competitive Landscape:
Presence of Many Players will Intensify Market Competition
Companies operating in the naval vessels and surface combatants market are engaging in mergers and acquisitions, joint ventures, and collaborations either with other companies or for the government bodies to complete and deliver upgraded and shipbuilding projects. Such initiatives will not only attract high naval vessels and surface combatants market revenue but also help players earn the lion’s share in the market. The presence of many players in this market indicates a fragmented nature of the market, and this may serve as a major factor intensifying the overall market competition in the forthcoming years.
Significant Industry Developments of the Beverage Packaging Market include:
June 2017 – The U.S. Navy and Huntington Ingalls Industries Inc., entered into a collaboration for the building of Destroyer Jack H. Lucas (DDG 125). Along with this, a modification contract was also awarded to the shipbuilding division of Huntington Ingalls for incorporating the “Flight III” upgrades to the Arleigh Burke-class DDG 51 guided-missile destroyer Jack H. Lucas (DDG 125).
November 2019 – A contract was signed between the Australian Department of Defense and Austal Limited for the delivery of the fifth guardian class patrol boat to the Australian Department of Defense schedules by the year 2020.
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transparencym-blog · 5 years ago
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Next Generation Naval Vessel Technology Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2017 - 2025
Naval vessel is a military ship which is damage resilient and armed with weapon systems. The naval vessels play an important role in offshore patrolling. The next generation naval vessels are equipped with advanced systems. The market is expected to grow significantly during the forecast period.
There are various factors associated with the demand of next generation naval vessel technology.
These naval vessels are primarily used for maritime security. Furthermore, the vessels can also be used for anti air warfare during a sudden air strike. Moreover, the vessels also find application during anti surface warfare. In addition, the naval vessels are also effective for use against submarines and mine warfare. Another issue which is spurring the demand for next generation naval vessels is the growing concern for security over asymmetric counter insurgency warfare in countries such as Iraq and Afghanistan.
Moreover, the ongoing disturbances due to terrorist activities in Middle East region are another reason aiding to the demand for strong naval security. In addition, with the U.S. upgrading their defense capabilities, China is also focusing on strengthening their navy by deploying next generation naval vessels. Furthermore, the growing concern of maritime piracy of high value assets such as cargo ships, container fleets and oil and gas tankers in regions such as Somalia is another reason which has resulted into the need for superior maritime security. These factors are expected to drive the demand for next generation naval vessels during the forecast period.
However, there is one factor restraining the demand for these naval vessels. The cost of acquiring next generation naval vessels is significantly high. In addition, the naval vessels require regular maintenance. The developing economies in regions such as Africa, Asia and Latin America do not have the capital to acquire these vessels. Hence, the cost of the vessels is a major factor restraining the growth in the market. Nevertheless, the ongoing technological innovation is expected to reduce the price of the components in the coming years which are expected to reduce the price of these naval vessels significantly.
The global next generation naval vessels market can be segmented by types and geography. By types, the market can be bifurcated into aircraft carriers, surface combatant, patrol combatant, amphibious warfare, mine warfare combat logistics carrier and coastal defense among others. Based on the increasing need for maritime security, the aircraft carriers, patrol combatants and coastal defense naval vessels are expected to witness strong growth during the forecast period.
Get PDF Sample for this Research Report @ https://www.transparencymarketresearch.com/sample/sample.php?flag=S&rep_id=21482
By geography the global next generation naval vessel market can be segregated into five strategic regions which include North America, Europe, Asia Pacific, Middle East and Africa and Latin America. The growing concern for security from terrorist activities is expected to drive the growth in North America. In addition, the region is primarily driven due to the presence of the U.S. which does significant investment to keep their defense upgraded.
Europe has been analyzed to witness steady growth during the forecast period due to the ongoing demand for naval vessels in Germany, France and the U.K. primarily. The growth in Asia Pacific region is expected to be promising due to the presence of developing nations such as India and China which are investing heavily in order to strengthen their defense sector. The Middle East and Africa region is also expected to grow robustly due to the constant communal disturbance and ongoing terrorist activities in countries such as Iraq and Syria. Latin America on the other hand is expected to have a weak growth due to the weak economy which does not permit enough defense budgets to the countries.
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apurvafmi-blog · 6 years ago
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Marine electronics comprises electronic devices designed for the marine environment. Marine electronic devices are water-resistant so that salt water cannot affect or destroy them. Marine electronic devices include marine VHF radios, chart plotters, autopilots, fish finders/sonars, radars, gyrocompasses, GPS, satellite TVs, and various audio and video devices. The marine electronics market is highly dependent on the performance of the ship industry. The marine electronics market is divided into four segments on the basis of ship/boat categories. The ships/boats taken into consideration are merchant vessels (general cargo ships, bulk carriers, containerships, and oil tankers), fishing vessels (big vessels that are allowed into the deep sea and used for commercial fishing), yachts/recreational boats (all sailing boats and vessels used for recreational activities), and military naval (all military surface vessels and boats such as surface combatants, patrol combatants, and amphibious warfare ships, and those involved in military logistics and coastal defense).
The global marine electronics market is expected to grow from US$ 4,143.5 Mn in 2018 to US$ 7,745.3 Mn by 2028, expanding at a CAGR of 6.5% in terms of revenue during the forecast period (2018-2028). In this report, the global marine electronics market is tracked in terms of value, and is calibrated to obtain the market revenue estimates of marine electronic devices.
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Global Marine Electronics Market: Dynamics
The factors driving the global marine electronics market are mandatory government regulations, increasing demand from the defense sector, growing concern for safety and security, and increasing globalization and ocean trade activities.
However, insecure mode of data transmission, incompetency of software, and lack of investments and infrastructure are some of the major challenges that hamper the growth of the marine electronics market.
Global Marine Electronics Market: Segmentation & Forecast
To understand and assess the demand and opportunities in this market, the marine electronics market report is categorically split into three major sections, namely, marine electronics market analysis – by component type, by application type, and by region. On the basis of component type, the marine electronics market is segmented into hardware and software. The marine electronics hardware segment is expected to dominate the market throughout the forecast period, and enjoy a market share of 78.4% and 77.0% in 2018 and 2028, respectively. The marine electronics hardware segment is further segmented as GPS and radar systems, multifunction navigation, fish finders/ sonar modules, thermal and visible cameras, marine VHF communication devices, audio and video equipment, marine autopilots, analogue & digital instruments, and satellite TVs.
On the basis of application type, the marine electronics market is segmented into merchant vessels, fishing vessels, military naval, and yachts/recreational boats. The marine electronics merchant vessels segment is expected to dominate the market in the majority duration of the forecast period, owing to the high CAGR associated with it. The marine electronics fishing vessel segment is expected to grow from US$ 958.6 Mn in 2018 to US$ 1,900.5 in 2028.
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The section – marine electronics market analysis by region, includes an in-depth country-level analysis of all global regions, namely, North America, Latin America, Western Europe, Eastern Europe, SEA and Others in Asia Pacific, Japan, China, and MEA, by component type, by application type, and by country; and provides market data in terms of value for 2018-2028. In 2017, the market in South East Asia dominated the overall global marine electronics market (given Asia Pacific is considered separately as three regions, i.e. China, Japan, and SEA and Others of APAC), while the fastest growing region in the marine electronics market is Latin America. South East Asia is further expected to hold a majority of the market share of the marine electronics market in 2028 as well.
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nita-world · 3 years ago
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Naval Combat Vessels Market Size , Key Players Research Report by Type, by Application, by Region - Global Forecast to 2023 - Cumulative Impact of COVID-19
Key Players
The key players in global naval combat vessels are Israel Military Industries (Israel), BAE Systems (U.K), Lockheed Martin Corporation (U.S.), Raytheon (U.S.), General Dynamics Corporation (U.S.), SaaB AB (Sweden), Huntington Ingalls Industries, Inc. (U.S.), Mitsubishi Heavy Industries, Ltd. (Japan), Kawasaki Shipbuilding Corporation (Japan), and Kockums AB (Sweden).
Market Highlights:
Combat vessels are an important part of warfare ships that are built for battle on the water surface and are designed for applications such as war fight with submarines or aircraft and can execute other missions related to counter-narcotics operations and maritime interdiction operations (MIO).  
The increased need for modernization of naval combat systems has led to the increasing demand for the development of naval combat vessels. The increased focus on technology advancement of Unmanned Underwater Vehicles (UUVs) will enable manufacturers to offer new growth opportunities to the market players. For instance, Lockheed Martin signed a contract with U.S. Navy to design the largest unmanned underwater drone, the Orca. However, there are some shortcomings, such as difficulty in integration, which will restrain the growth of this market. The market for naval combat vessels is estimated to witness a CAGR of 4% during the forecast period.
On the basis of region, the market is segmented into North America, Asia Pacific, Europe, the Middle East, and Latin America. In North America, increasing incorporation of advanced combat systems into the naval vessels will boost the market. In 2017, Lockheed Martin signed a contract with the U.S. Navy to design the largest unmanned underwater drone, the Orca. In 2018, BAE Systems signed a contract with the U.S. Navy to modernize the guided-missile destroyer, USS Howard. In 2015, Israel Military Industries signed a contract with Germany for 4 TKMS MEKO Patrol Vessels.
The scope of the Report
This study provides an overview of the Global Naval Combat Vessels, tracking two market segments across five geographic regions. The report studies key players, providing a five-year annual trend     that highlights market size, volume, and share for North America, Europe, Asia Pacific (APAC), Middle East & Africa and Latin America. The report also provides a forecast, focusing on the market opportunities for the next five years for each region. The scope of the study segments the global Naval Combat Vessels by its vessel type, mode of propulsion, and region.
By Vessel Type
Submarine
Frigates
Corvettes
Destroyers
Others
By Mode of Propulsion
Nuclear Powered
Conventional Powered
By Region
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
Full Report @ https://www.marketresearchfuture.com/reports/naval-combat-vessels-market-6142
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