<snip>
% 3) CPR is version 1: our competition (all games you folks love) are further
% along. They've had longer to work out the bugs and problems than we have.
% While I don't expect you to cut us any slack because of that, it might help
% you understand where we're at. Whenever you decide to enter a mature
% category, you have the daunting challenge of trying to catch up. You can
% either spend years developing a product, during which time your competition
% also matures and raises the bar you have to meet, thus sending you back to
% the drawing board repeatedly, or you can get something out on the street and
% revise it like crazy. In reality neither plan is optimal but the latter is a
% little more doable than the former here at MS. This doesn't mean you can
% ship an inferior V1 product, because you still have to compete on your own
% merits against the competition, but it does mean you sometimes have to stage
% your development process and goals into long-term milestones.
<snip>
Okay, let's go pre-r.a.s. One of the first decent PC racing sims I
found was Grand Prix Ciruit by Accolade (circa 1988). I don't recall
any major bugs. Then came Indianapolis 500 the Simulation by Papyrus
(circa early 1990). Again a great version 1 sim. No real complaints,
no real bugs. It included good AI and proper Yellow Flags. I consider
World Circuit/Grand Prix by Microprose to be a version 1 sim. Some
minor problems which were fixed with patches. However, I don't recall
major shortcomings in the AI department (yellow flags don't really count
in F1 [and if they do the real drivers ignore them anyway <G>]).
I guess I just find it hard to believe that the AI in CPR needs the
attention it is getting via a patch. To me this should have been a
number 1 priority for initial release. Oval AI should be easier to
program than road circuit AI, yet in CPR it seems reversed.
In the Yellow Flag department, I can understand the "local yellow"
concept only for road circuits, but for ovals? To leave this out seems
extremely short-sighted. And to the best of my knowledge there has been
no comment from the development team about fixing this issue. As a
matter of fact this issue was brought up quite a number of times here in
r.a.s. and was bascially ignored by your team.
I just think you are overstating the "trashing" real sims have gotten in
r.a.s. When you say they have had a longer time to work on the bugs and
major problems than you have, this is not quite true. For the sims
listed above they are all Version 1's and did not have the problems
experienced by many users of CPR. Now don't get me wrong, I am not
bashing. I understand that you are still "cutting your teeth" in the
sim biz. But, to excuse some of the problems and omissions in your sim
as Version 1 "bugs" I find a little too dis-ingenious. I agree that you
are attempting to enter a mature market (but basically competing against
2 mature products). But I still find it hard to swallow the need to
rush a product to the market that was not fully developed. Maybe I
could understand a little bit more if we could get an honest answer as
to why many of the concerns addressed by your beta testers were not
acted upon. I just can't believe the beta testers didn't mention some
of these problems being addressed (or not) by the upcoming patch:
1) Tire Tempature readings
2) Yellow Flags
3) AI problems
4) Steering controlling problems
5) Frame rate
Just to list a few...
Maybe, just maybe, if you could be honest and up front as to why these
issues weren't addressed for the initial release (or why they won't be
considered for future patches), some of us can come to an understanding
and hopefully accept them for what they are. Maybe my problem is I just
don't appreciate being told "hyped" that we are going to receive the
most complete and "thrilling" sim yet produced, only to see a not quite
finished product foisted on the buying public just before Christmas.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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