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| F1 2009 The Game Talk about your ideas/wishes for the upcoming F1 2009 game in here. |
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#1 (permalink) |
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Member
Join Date: May 2008
Location: California
Posts: 58
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In every business there is always a juncture when it becomes more of a risk to not take any risks. That event or series of events that define the trajectory of a company's brand image. Acquiring the F1 license was clearly a risk and expense Codemasters was willing to take. Having already crossed that juncture, they now hold a huge opportunity for virtual racing fans and the Codemasters brand as a leader in this arena.
So what they create with F1 is probably the larger risk than acquiring the license because it was already a bankable international brand. They want to leverage F1 with the goal of making a positive return and growing their brand. And that is the gateway Codemasters now holds the key to. That is their juncture - this opportunity. Sony wanted to hold on to it, but apparently not bad enough. F1 Championship did not realy deliver the goods or the forecasts - and by the time they projected Polyphony's fees on such a project plus the renewed licensing costs they opted out. For me, F1C was neither a proper sim or kiddy arcade but in that 'grey zone' that 'low risk' zone thats supposed to bring mass appeal and mass sales but fell short on both. So hopefully Codemasters can learn from Sony, and the likes of ISI and SimBin too for that matter. Perhaps the biggest risk then is to strive too hard to minimize risks. The grey zone is No Mans Land, and it can kill brands and their goals. Just ask those newly acquired staffers from Sega. This genre needs a new approach to step beyond the rut we find it in today. New = Risk. So here they are, a few focused suggestions that maybe offer a different approach and gets us beyond the sim vs. arcade debate: 1. The next F1 title needs to have the ABILITY to drive like Codemasters had direct input (and actually applied it) from each Manufacturer Team/Drivers on the unique characteristics of their cars. 2. Realizing that after doing just that, most people would struggle driving the cars, implement a testing day for each venue that the software would perform the set-up tailored to an individuals demonstrated ability. Like a virtual pit-crew team. The racing AI would then perform in tandem to the players results to keep it challenging but not too hard or too easy. 3. Since most people think they drive far better than they are actually able, this (2) would reduce the need to segregate 'sim' from 'arcade'. The more sensitive your feel of the car's grip and balance, the harder it will push you in the set-up and aids. But if you're ten years old and only know how to ride a bike, you're not put off either because it would adjust to your skill, mixing set-up and aids without mentally putting you in the playground sand box. Transparent and inclusive. 4. And if that (2 & 3) sounds too far fetched, then how about the game just recommending 2 or 3 set-ups per track based on the players test laps. The set-ups could actually be pre-defined, the software would just play match-maker based on the drivers results. The actual data base of set-ups per track could be quite broad to suit a wide range of driving. |
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#2 (permalink) |
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Senior Member
Join Date: Apr 2008
Location: United Kingdom
Posts: 149
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Some good ideas there. Teams often arrive at a track with a baseline setup for the track, F1CE had you going out on tracks like Monza with 50% downforce then offering you the choice between that and ~20% downforce.
The idea of variable difficulty is a viable one; NASCAR 09 will have the usual easy, normal and hard setting and an additional 'active' setting that will adjust the difficulty of the opposition to what the player is capable of. e.g. if the player is streaming away from the field then the AI will drive faster and if the player is struggling then they'll slow down so the race is always close. The championship mode could include the official tests that happen throughout the season which would help you get used to the car and learn how to set it up. Re. handling, i've said it before and i'll say it again. Have a realistic but playable mode and the option of a hardcore sim mode. Add driver aids to that that you can switch on/off and cutomise it to your taste (for me thats turn most of them off ).
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#3 (permalink) |
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Member
Join Date: May 2008
Location: California
Posts: 58
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Basically, the physics foundation needs to be constructed to the highest denominator so that it can truly deliver at the sharp end. So even when it is made easier for players, it is still riding on realism and not a super artificial interpretation of speed or handling dynamics.
All the hollywood CG shine and Monaco glamor is likely to be in their plans already, so it really does come down to advancements in playability. Need convincing, look at the Wii. What Codemasters would be wise to produce is a F1 game that is no less innovative in its playability approach than what Nintendo did for the casual gamer market. For sure re-skinning Grid is not the answer with this license. Low risk approach - perhaps yes, from a swift production standpoint. But the risk is quite high to fumble the ball at the goal line with such a high profile brand as F1. Please do not opt for the blockbuster movie + game approach just to move units and deliver nothing more than a $60 concession stand toy. |
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#5 (permalink) |
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Senior Member
Join Date: May 2008
Posts: 3,162
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if that occurs, count me out.
__________________
Fact: Michael Schumacher -- 7 Times World Drivers' Champion
[The rest is just Opinion] F1 2010 pc mod / Online Testing @ Bahrain 2010 Layout going on now HERE, try it for FREE! F1 Racing's 2010 Online Championship MS7XWDC at the KART Track |
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#6 (permalink) |
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Member
Join Date: May 2008
Location: California
Posts: 58
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There needs to be some real innovation with gameplay as well as the presentation. Having a game that can grow along with your skills - in real time - could really make a compelling F1 tiltle. Not the 'grow your career' stuff, but the challenge of learning car balance, grip and race craft. It could be more like a personal trainer that ratchets up the weight in just the right amounts to build strength in a smooth progressive method. Not the typical mode based game settings.
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#7 (permalink) |
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Senior Member
Join Date: May 2008
Location: Australia
Posts: 266
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well lets have a look at technology 1st,
the ps3 and its High-Defenition cutting edge graphics should be consided when creating this great game same goes with the Xbox 360. I am expecting very realistic graphics from this game since TV technologies are rapidly developing. I can remember buying a 100cm plasma in 2000 for around $5000, currently u can grab 1 for around $1000. ah those were the days
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