Codies Blog

GRID 2: The LiveRoutes™ System

by Codemasters ‎16-11-2012 12:15 PM - edited ‎01-05-2013 10:00 AM

GRID2 - The Race Returns 2013

 

So, we’re hurtling along with the development of GRID 2 and things really are coming together at an incredible pace. One of the things we’re very excited about is our new LiveRoutes system and as we are really enjoying how it’s shaping up internally, it feels like a good time to explain the system in a little more detail – the thinking behind it, what we believe makes it a game-changer and how we came to include it in GRID 2. For those of you who aren’t aware of LiveRoutes yet, it’s our new system which gives players unpredictable, dynamically changing routes through our city environments which adds a new way to experience racing.  You have to be on your game - you can’t predict what’s coming next, because we can’t either. But let’s not get ahead of ourselves…

 

We’ll start at the beginning...

A big part of what went into designing and creating the original GRID title was hitting two development ideals. Firstly, a push to over-deliver on the core racing experience; making the title all about the race and everything racing a car entails – the tension, moment-to-moment excitement, intuitive decision making and how the cars feel on track... you get the picture! The second ideal was innovation and a desire to do things within the racing genre that hadn’t been done before. This design gave us focus yet a lot of scope for new ideas. And those overarching ideals remain at the core of GRID 2.

 

LiveRoutes was a product of the latter aspiration to break new ground. Our game design and level design teams devised the system along with the support of a number of other teams within the studio as a way to provoke the player’s driving instincts, drive excitement and produce unexpected gameplay scenarios which keep the action fresh.

 

The difference between racing and driving.

In a race, you generally have to have the basic criteria of a start and end point. Without those criteria, it’s easy to find yourself drifting into the realms of just “driving”, which is not what GRID 2 is about at all. However, we wanted to investigate ways in which we could broaden that race experience and make it more variable. Open world games have many benefits, some of which we wanted for GRID 2; the sense of awe a player has when something happens they didn’t expect, the variety of gameplay from one moment to the next, finding new challenges and so on. However, retaining a clear focus and goal for the player is pivotal to a racing experience – without that clear purpose, you’re just driving around.

 

That’s why we’ve taken some open-world sensibilities; near limitless possibilities and permeations – but framed them inside a system with really clear goals. In simple terms, LiveRoutes gives racing gamers variation whilst retaining the competitive nature of getting somewhere faster than your competition.

 

So – how does it work exactly? Well, LiveRoutes is in essence a system which dynamically streams in alternate sections of city tracks seamlessly. When LiveRoutes is running, the system selects which direction the track should go in at various junction points on the track at random and on the fly – be it straight on, left or right. It makes this decision a number of junction points up ahead of the player. This means that the relevant crowd, barriers and race-day placement – grandstands, signage and so on – are all loaded into the environment seamlessly to suit the direction the race will then travel in. 

 

 

Crowds, grandstands and other environment ornaments can switch in and out seamlessly.

 

A new way to play

We’re devising a number of race types in GRID 2 which have had LiveRoutes specifically in mind. Players will get these in a mixture of scenarios – scattered throughout sections of the career mode, in custom race setups they choose themselves and the real beauty of the system is that we can do everything I’ve explained in the online modes. Unfortunately, until early in the New Year I can’t explain an awful lot about what the game modes are! But we will be revealing all…

 

The experience

The most important thing for us with LiveRoutes was to provide something which changes the race experience. With LiveRoutes the focus is no longer to master the circuit and better yourself a lap at a time – that’s something we serve-up in our other modes like fixed city routes, point-to-point races and on our traditional motorsports circuits. Instead, LiveRoutes challenges players to better their reaction times, driving skill and intuition to maximise their chances against the competition. If you turn left on the same junction twice – who’s telling what speed you’ll be entering that corner the second time round – it could be 80mph as you come out of a tight chicane, or over 200mph as you fly into the corner from a flat out straight. The nuances and intricacies of the challenge LiveRoutes poses are not quite infinite, but pretty close! We’re loving how it’s come together and we can’t wait for people to experience it for themselves.

 

Planning the approach to the corner at the bottom of this map, the player has a huge speed difference to account for depending on his previous route.


Iain_Profile_sm.jpgAbout the Author

Iain Smith is is the Producer on GRID 2.
You can follow him on Twitter.

Keep in touch

To keep up to date with GRID 2 be sure to keep an eye on our website at www.gridgame.com, follow us on Twitter, Like us on Facebook and Subscribe on YouTube. 

Comments
by on ‎16-11-2012 12:45 PM

Seams really nice :smileyhappy:

 

But I wonder how does it manage slow players, will we see them as ghosts passing through walls if they are on a previous lap/route ?

by RubyRuby on ‎21-11-2012 02:15 AM

Sounds kind of cool and kind of flaky Loore.  But I'm looking forward to trying it out when I get my all offline single player career version of GRID2.

 

Frank

by WR4ITH66 ‎26-11-2012 09:54 AM - edited ‎26-11-2012 09:56 AM

sounds different....different can be good...we need different !

hope the drift is back the drift in the first grid was spot on..felt like i was drifting a car around, i also have done part time

co-driver rallying so i know how it feels to go sideways..the last grid felt pretty good and i really miss it..

would love to see a map editor in the game,

? did you's see the one used in ridge racer ?

well something like that would be nice...or simply open the city world then let the game owners click on the roads as check point, we have to pass...we could upload them onto codies server.................

 

The World of GRID 2 Multi player could be limitless

 

facebook united nations gaming squad

ungs.co.uk

 

by TalllPaul on ‎09-04-2013 12:15 PM

This is really going to be quite awesome and will make for some great online races :smileyvery-happy:

by CE02XD on ‎24-04-2013 08:34 PM

I can't wait untill this game finally is released in Europe. Grid 1 was already quite awesome and after seeing the trailer it is even harder to wait on the release. The offline and the online features look pretty cool to. :smileylol:

by ntx1982 on ‎14-05-2013 12:27 AM

This is just my opinion, and I hope everyone respects it. I personally don´t like this new thing of LiveRoutes. Simply because I enjoy everything close to real world, and in real world, tracks don´t change lap after lap. I understand the idea of the producers, to try to add new things, but honestly, I´m having doubts if Grid 2 will be worth to buy. (at least at the release date, at a high price).

Race Driver Grid was awesome, with more realistic types of racings (excluding Demolition Derby), a very good damage system, and a quite hard to beat A.I. In Grid 2, where is the realistic approach if tracks are changing lap after lap? I just hope that at least, the A.I is as good as in the first game.

I know some might say, this is more close to arcade racing, but when I play Race Driver Grid, it feels more realistic than arcade to be honest.

I hope the LiveRoute thing can be disabled (but for what I´ve read, that will not happen). Once more, this is only my opinion.

 

Cheers to all the Codemasters community and development team.