rec.autos.simulators

Gamespot - The Story of Papyrus Racing Games

Jason Moy

Gamespot - The Story of Papyrus Racing Games

by Jason Moy » Tue, 27 Jul 2004 05:31:14

Decent article:

http://www.racesimcentral.net/

JP

Gamespot - The Story of Papyrus Racing Games

by JP » Tue, 27 Jul 2004 07:04:28


  Not bad, thanks for the link.  A bit to heavy with rose colored glasses
imo, but a good read.

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Tue, 27 Jul 2004 07:29:37


Indeed, thanks for the link.

Dave Henri

Gamespot - The Story of Papyrus Racing Games

by Dave Henri » Tue, 27 Jul 2004 09:04:37




>> Decent article:

>> http://www.gamespot.com/features/6103365/index.html

> Indeed, thanks for the link.

  Papyrus made Nascar products?   LOL!

dave henrie

magnulu

Gamespot - The Story of Papyrus Racing Games

by magnulu » Tue, 27 Jul 2004 16:26:25

   Papyrus self-destructed.  That's what it sounds like to me (although no
doubt Vivendi's mismanagement  of all their *** software divisions was
part of the problem).  EA's racing simulations/games are far more
approachable and don't just sell to gearheads and *** simulation nuts,
and as the many mods show, not all race simulation fans are adverse to EA's
approach.
Jason Moy

Gamespot - The Story of Papyrus Racing Games

by Jason Moy » Tue, 27 Jul 2004 22:31:24

On Mon, 26 Jul 2004 03:26:25 -0400, "magnulus"


> EA's racing simulations/games are far more
>approachable and don't just sell to gearheads and *** simulation nuts,
>and as the many mods show, not all race simulation fans are adverse to EA's
>approach.

ISI is no longer associated with EA, and I think you'll find that the
PC versions of Sierra's Nascar titles both sold better (regularly in
the top 10 in PC sales) and were better received than their EA
counterparts.
Stephen F

Gamespot - The Story of Papyrus Racing Games

by Stephen F » Tue, 27 Jul 2004 22:43:06


Funny to see that Kaemmer is one of the original "wreckers", and he recalls
(no doubt with a sheepish grin) that the Indy road course was the best one
for backwards driving, or just laying in wait on the front straight, as he
could take out almost the whole field in one accident.  :-)

Stephen

p.s. tongue in cheek here; anything goes in an offline environment.
p.p.s. of course I also did this...

Stephen F

Gamespot - The Story of Papyrus Racing Games

by Stephen F » Tue, 27 Jul 2004 23:28:14




> > Decent article:

> > http://www.gamespot.com/features/6103365/index.html

> Funny to see that Kaemmer is one of the original "wreckers", and he
recalls
> (no doubt with a sheepish grin) that the Indy road course was the best one
> for backwards driving, or just laying in wait on the front straight, as he
> could take out almost the whole field in one accident.  :-)

> Stephen

> p.s. tongue in cheek here; anything goes in an offline environment.
> p.p.s. of course I also did this...

That should be "Indy oval".

Stephen

magnulu

Gamespot - The Story of Papyrus Racing Games

by magnulu » Wed, 28 Jul 2004 00:38:45


  I expect PC sales of NASCAR Thunder on PC wouldn't be too high.  It's a
new series, and PC games don't sell as well as console games.  But that
hardly means that NASCAR Thunder has been a failure on the PC.  It seems to
sell fairly well on consoles too.  Let's not forget Infogrames Dirt to
Daytona (that would make a good PC game, too bad...).

  I hate to say "The Emperor has no Clothes", but there are several things
that Papyrus got wrong with their games.  First off, NASCAR stock cars have
power steering.  This is simulated in NASCAR HEAT, NASCAR Thunder, but not
in any of Papyrus NASCAR games.  Why is that?  At best, you get some speed
sensitivity at low settings.  You can really feel this if you play the games
with a force feedback wheel- the forces are raw, ragged, overwhelming, and
the degree of steering you need changes with the speed (like a riding
lawnmower or go-kart going 200 mph).  And why do people praise EA's F-1 for
it's physics, and slam NASCAR Thunder's physics in the same breath?  It's
the same gosh darn physics engine in both games.  One cannot be good, and
the other bad.

  And let's not mention the total absence of a career mode, or any other
frills, in Papyrus games.  The only focus that they did well at was online
racing.  Granted, it's no small feat to get 42 players online all on one
server playing the same game, racing around a virtual world at high speeds.
And for that, they deserve praise.  But beyond that, as games, they are
sterile affairs that will only appeal to *** "sim-ers" (can't use the
word game with these folks) who hold their noses up in the air ever so
slightly above the rest of us.

  For a design team that claims to have realism down to a T, so many other
developers have done a good job, but haven't gotten the credit due to them.
And that's unfair.  How bad it is that every single racing developer will
have the ghost of Papyrus haunting them forever.  Like the champ boxer that
retires with the title, every other developer will have to live up to this
guy they can never hope to beat.

Uwe Sch??rkam

Gamespot - The Story of Papyrus Racing Games

by Uwe Sch??rkam » Wed, 28 Jul 2004 01:35:18


> Funny to see that Kaemmer is one of the original "wreckers", and he recalls
> (no doubt with a sheepish grin) that the Indy road course was the best one
> for backwards driving, or just laying in wait on the front straight, as he
> could take out almost the whole field in one accident.  :-)

I confess... me too! ;-) The accidents in Indy 500 on the amiga were
spectacular in its day, and I thoroughly enjoyed causing a few of
those myself ;-)

uwe

--
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Uwe Sch??rkam

Gamespot - The Story of Papyrus Racing Games

by Uwe Sch??rkam » Wed, 28 Jul 2004 01:39:57


>   And let's not mention the total absence of a career mode, or any other
> frills, in Papyrus games.  The only focus that they did well at was online
> racing.  Granted, it's no small feat to get 42 players online all on one
> server playing the same game, racing around a virtual world at high speeds.

I think you're partly missing the point on what racing means for most
*** simracing enthusiasts. It's getting into shape online and
offline for online races, so to them / us, the online aspect is where
it's at and a core feature of the product, not a mindless add-on to
boast on the box.

Once you've spent the better half of a decade racing friends in a
league, it becomes an aspect you don't want to miss in any new
release.

Cheers,

uwe

--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.racesimcentral.net/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Wed, 28 Jul 2004 02:47:05


> Once you've spent the better half of a decade racing friends in a
> league, it becomes an aspect you don't want to miss in any new
> release.

Absolutely. An offline career mode is fun but without the online aspect sits
once completed it just sits on the shelf just like an FPS.
Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Wed, 28 Jul 2004 02:51:28


> Funny to see that Kaemmer is one of the original "wreckers", and he
> recalls
> (no doubt with a sheepish grin) that the Indy road course was the best one
> for backwards driving, or just laying in wait on the front straight, as he
> could take out almost the whole field in one accident.  :-)

I remember being amazed at the shower of triangles on first impact. Yes I
too admit to indulging in starting some wild accidents. Triggering it off
and then seeing this mass of debris flying in the air next time around and
avoiding the stricken cars without lifting are still a fond memory 14 years
on (whoosh, where did that go?)

All in glorious 320x200 and I thought it looked great :)

Tony Rickar

Gamespot - The Story of Papyrus Racing Games

by Tony Rickar » Wed, 28 Jul 2004 03:05:13


>    Papyrus self-destructed.  That's what it sounds like to me (although no
> doubt Vivendi's mismanagement  of all their *** software divisions was
> part of the problem).  EA's racing simulations/games are far more
> approachable and don't just sell to gearheads and *** simulation
> nuts, and as the many mods show, not all race simulation fans are adverse
> to EA's approach.

Once the cash cow of Nascar sims was lost due to Sierra no longer having the
license there was no real use for Papyrus at Vivendi. There were all sorts
of rumours they were to move into consoles.

To the *** simmers this was a scandalous waste, which is neither a
pompous nor superior stance, simply that moving one of the few talents
capable of providing *** sims into an area already well served simply
seemed a loss.

Whilst the loyal few will mourn the loss of Papyrus, the future now looks
far more promising without Sierra and Vivendi at the helm, and we may see
another open wheeler from Kaemmer.

I would hope there is a place for niche developers to co-exist with the
mainstream. Even if we do have to admit to being gearheads...

Larr

Gamespot - The Story of Papyrus Racing Games

by Larr » Wed, 28 Jul 2004 03:40:42

I think they had an AWFUL lot of help from a couple of "could give a ***
less" corporations that controlled them.

-Larry



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