% My take on this is not that Dean had a problem with the criticisms of
% the product - I believe the fact that a patch is coming out that
% addresses most of those criticisms (a patch that is the result, by his
% own statement, of criticisms levied here) is the data that proves he
% wanted to hear what people thought of the product and took it
% seriously enough to act on that data. What more can you want than the
% designers hearing the complaints and acting quickly to take action
% based on those complaints? (yeah, they should have got it right in the
% first place, but most software these days doesn't - including Indy II,
% NASCAR, Falcon 3, etc.)
% What I hear Dean saying is that after getting the data, the valid
% criticisms, not much more was being added outside of personal attacks
% and flaming. So why hang around if the ratio of data/***was getting
% so low?
Here's my take, and it is only my opinion. The patch sure got completed
in a short amount of time. This implies either that they were working
on the patch before CPR went gold, or that they were easy things to fix
and should have been fixed in the original release. Sure we may have
added a few items to the patch, but the whole of the patch was probably
in the works before the game went gold. If they weren't working on the
patch before the release, then they must have had some really lame beta
testers for these things to have been missed. And if they only started
on the patch after the release and feedback from r.a.s., they are some
great programmers and really should have taken care of these things
before the release (I mean 2 weeks holding back the release date of CPR
would mean no real big loss of Christmas sales). The things they are
fixing are things that were all present in ICR2 and NASCAR. Now don't
get me wrong, the latter had their problems (as did Falcon 3), but none
of these games had major problems with the AI, or had frame rates that
could be increased by 25+% in just 2 weeks of programming. Also it
would seem that either Papyrus and Spectrum Holobyte had rather inept
programmers working on the patch, or they were working on real bugs and
needed some time to track them down. We maybe talking about fruit, but
let's be careful about comparing bananas and pineapples and tomatoes.
I don't have the list handy, but most of the items being addressed with
the CPR patch are enhancements or optimizations and not bug fixes. The
problems in ICR2, NASCAR and Falcon3 were mostly bug fixes. I applaud
the CPR team for their quick response to the concerns addressed by
r.a.s. and other sim fans. But, that still doesn't excuse the fact that
the game was definately released before it was finished. Maybe I'm just
being naive. I am used to having to deal with a product that has
"bugs", but not ones that didn't quite make it through beta. Part of the
alpha and beta process isn't just to catch bugs, but to address issues
like the AI, yellow flags, some means of evaluating setup (e.g., tire
temps), control (if they had been monitoring r.a.s. during CPR's
development, they would have seen this as a major problem with other
products released -- and where are those products now?), gamma control,
frame rate, etc.
With that said, I hope the CPR team continues to "fix" their product and
continue to listen to our concerns. I certainly hope we don't have to
wait for CPR2 to get working yellow flags. That is a major ingredient
to CART racing. When we simulate racing a series, we expect to be able
to incorporate what we see when we watch a race. This includes yellow
flags and pit stratagies based on yellows. Races are won or lost based
on these kinds of decisions. Last year there were number of races that
were made or broken due to these kinds of decisions. For a program that
is attempting to push the envelope, like CPR is, to leave out key
ingredients.... Well it baffles me.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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