>ICR 2.0 will be released with 15 tracks. What else do you want? Designing
>your own tracks in ICR is just not feasible. And who are we to create
>replicas of the real tracks? I'm not a surveyor, are you?
>As for creating fantasy tracks and fictional ones... find another game to
>play with.
post. I'm glad to hear that Papyrus have seen the light, so that ICR
will have 15 tracks. I guess that Indiannapolis will be missing,
since the game is licensed by Indycar, who don't control Indy.
Obviously you are correct that simulating real tracks down to the kind
of detail provided in the original game would not be possible for us
non-surveyors. However I do think that the mechanism I outlined would
allow us to either modify tracks to a greater or lesser extent, or -
if copyright restrictions are stringent, create completely new
layouts. For me, and many others, this would add a whole new
dimension to the game, even if the scenery is not that imaginative or
the track doesn't physically exist. The terrain editor (the most
tricky part as I see it) could be easily left out, but still allow an
infinite variety of possible layouts. The point of racing simulators
for me is the challenge of working out how to get around a given
track - defined by the white lines, curbing, and a bit of grass
sometimes :) - in the quickest time, with the most physically realistic
simulation of car behaviour possible. Allowing track layout design would
limitlessly extend this challenge.
And if Papyrus or Microprose are worried that they won't be able to sell
any more games after this, here are a few suggestions:
1) Provide extra tracks with the sort of excellent attention to detail
that we would not be able to achieve - either non-current ones, or
those that get newly added to the series as time progresses. Note
that the original game should contain a complete championship-worth,
or it's not a full sim.
2) Look at the list of suggestions for improvements in Dave Gymer's home
page. That's enough for several new games, each of which would render
the previous one obsolete.
3) Use basically the same type of game engine, with modifications for
a different driving experience, such as the cars of the turbo, ground
effect or pre-wing eras. In fact Microprose are supposed to be doing
exactly this, by launching a motorbike racing sim. using the WC2
engine.
Peter
(just pacing about, waiting for WC2 and IndyCar II)