What's it going to take for GT Interactive to produce a really great
simulation based on the Indy 500 and the Indy Racing League? With
great sims like Viper Racing and Grand Prix Legends already on the
market, and promising sims like EA's Sports Car GT coming out soon,
what should GT Interactive be shooting for in terms of features,
operating modes, and such?
Let's all assume up-front that it's a given that they need to come up
with decent 3D graphics and a good physics model -- INCLUDING a decent
damage model as well, so that goes unsaid, but what are you seeing in
the latest crop of sims that you feel are "must-have" features that GT
Interactive needs to include in an Indy/IRL sim? I'm talking about
features like the ability to choose between Career Mode and Quick Race
mode, the ability to fine-tune your controls (steering, brake, and
throttle), adjustable difficulty settings (beginner, intermediate,
expert -- or arcade, intermediate, and sim), adjustable AI skill
levels, etc.
These are a *few* of the features that I've seen in Viper Racing, GPL,
and SCGT that I think are must-haves for any future sims -- but what
do the REST of you think? What I'm trying to figure out is what it's
going to take to create a sim based on the Indy 500 and the Indy
Racing League that will make oval track sim racing fans forget about
NASCAR 2 / NASCAR 99/ NASCAR 2000 long enough to discover that you
don't need fenders and doors to race on an oval? <G>
The game companies DO pay attention to the newsgroups -- so let's let
'em know what we want. Better to let them know before they get too
far along, because it's always easier to do it right the first time
than it is to rely on a future patch to cure a bad sim. And I for one
would like enjoy some simulated IRL action on a better platform than
what ABC Interactive gave us with their ABC Road To Indy sim (talk
about a game in dire need of a patch!).
So, let's hear what YOU have to say . . .
-- John Bodin
Publisher, The IRL Insider Magazine
http://www.racesimcentral.net/