rec.autos.simulators

First screenshots of GP4 in action

Stuart Becktel

First screenshots of GP4 in action

by Stuart Becktel » Sun, 17 Feb 2002 23:06:58

He's saying that he wants to see***pit pictures so that he knows if it is
a "real sim" or just an arcade game.
-Stuart Becktell

> Speak for myself?  Aren't you agreeing with me?  My point was, non-cockpit
> views do nothing for me, and I'm assuming, most of you others.

> Wait..... now that I re-read what I typed, I'm more confused.  Forget I
said
> anything.  :-)





> > > yes, it's too bad [most of us auto-simmers?] don't get all hot and
> > bothered
> > > over non-cockpit views.  I know I certainly don't.
> >   Speak for yourself....when a NEW title, one that hasn't been seen
> > before(i.e. NOT a GP 3 or 4 but say Rally Trophy),  The very first
screen
> > shot I want to see is a***pit view.    Why?  Glad I asked....:)
> >  1)  Outside replay views often are 'glitzier' than actual ingame
> > shots...Watch those TV commercials for console sports games...do you see
> > actual gameplay when they display Madden 2002?  Do we see ingame action
> from
> > the latest NBA title, or hockey?  NOPE...we see replays which often run
at
> a
> > higher resolution than actual gameplay.  Thus, outside views MAY be used
> to
> > mislead the buying public.
> >  2)  Games that don't have***pit views in early screenshots often are
> > titles that have, in the past, been heavily weighted toward arcade
values,
> > so I am leary of companies that DON'T show incar views.
> >   3)  If there are no in-car***pit views, this may indicate they
> > programmers have not attempted to really simulate the vehicle in
question.
> > By that I mean feedback from a***pit often means the whole car is
> modeled,
> > not just a visible nose that will magically dip down everytime I press
the
> > brake pedal.  I look for***pit shots to verify that the programmers
are
> > TRYING to implement code that will  help with the immersion factor
rather
> > than ellicit ooohhhs and aaaahhhhs over the pretty sunsets.
> >   4)  I'm not buying a racing simulation that simulates Kite Flying
above
> > and behind the car.  If I buy a racing title, it's to at least at SOME
> > level, to experience what racing a real life car is like...I haven't, at
> > least in 40+ years, found a car that is controled while floating behind
> > it....
> > There is no technical defense for this last reason, it is based purely
on
> my
> > subjective knowledge of what I perceive to be 'right' and 'wrong'   I'm
> sure
> > there are some titles that have very good driving
> > experiences/physics/simulation that don't have a***pit view....but
they
> > don't have my $$ either.
> > dave henrie

Joachim Trens

First screenshots of GP4 in action

by Joachim Trens » Mon, 18 Feb 2002 05:28:36

Hi Rob,

My strictly personal opinion is that - yes, it is most likely quite a bit of
rocket science indeed, and there probably currently simply are not that many
sim programmers out there yet who have the know-how to make pseudo
'peer-to-peer' type of low bandwidth multiplayer online work really well.

That, and perhaps that some companies don't consider online a big market -
the plain figures don't make it look to interesting apparently, although
they're constantly growing. That may be the reason why those who don't have
the know-how haven't tried too hard to obtain it.

Achim

Dave Henri

First screenshots of GP4 in action

by Dave Henri » Mon, 18 Feb 2002 11:50:08

  And I realized he was on MY side...oops...still, no***pit, no sale...
:0
dave henrie

> He's saying that he wants to see***pit pictures so that he knows if it
is
> a "real sim" or just an arcade game.
> -Stuart Becktell


> > Speak for myself?  Aren't you agreeing with me?  My point was,
non-cockpit
> > views do nothing for me, and I'm assuming, most of you others.

> > Wait..... now that I re-read what I typed, I'm more confused.  Forget I
> said
> > anything.  :-)

David G Fishe

First screenshots of GP4 in action

by David G Fishe » Mon, 18 Feb 2002 14:40:00


> On Fri, 15 Feb 2002 21:45:07 GMT, "Rob Adams"

> I am convinced the deadline reason is the correct one. I think
> multiplayer needs a LOT of time and even more a LOT of testing before
> it's really good. And since most people buy racing games even if it
> has no multiplayer, I can see the reason why developers don't put too
> much time in it. F1 2001 was allready released in beta-stage, no way
> they had time to spend on multiplayer.
> The FIA explanation is such a nice excuse.

> Andre

> >Ruud, and others, what's your take on this? Is the multiplayer stuff that
> >hard?

I don't know why you think it's so hard. Papyrus has only now gotten their
tire model right (at least that's what people seem to be saying with N2002).
They still haven't been able to put in a save race feature. They got the
multiplayer right a long time ago so it obviously isn't the hardest thing
for them to do. Why would it be the hardest thing for other developers?

Five years ago, I could race eight player races all night either hosting or
joining races hosted by a 33.6 modem with people from all over the world.
Why wouldn't they be able to move up to 15 or even 22 by now unless
something was preventing them?

David G Fisher

David G Fishe

First screenshots of GP4 in action

by David G Fishe » Mon, 18 Feb 2002 14:48:01





> > On Fri, 15 Feb 2002 21:45:07 GMT, "Rob Adams"

> > I am convinced the deadline reason is the correct one. I think
> > multiplayer needs a LOT of time and even more a LOT of testing before
> > it's really good. And since most people buy racing games even if it
> > has no multiplayer, I can see the reason why developers don't put too
> > much time in it. F1 2001 was allready released in beta-stage, no way
> > they had time to spend on multiplayer.
> > The FIA explanation is such a nice excuse.

> > Andre

> > >Ruud, and others, what's your take on this? Is the multiplayer stuff
that
> > >hard?

> I don't know why you think it's so hard. Papyrus has only now gotten their
> tire model right (at least that's what people seem to be saying with
N2002).
> They still haven't been able to put in a save race feature. They got the
> multiplayer right a long time ago so it obviously isn't the hardest thing
> for them to do. Why would it be the hardest thing for other developers?

> Five years ago, I could race eight player races all night either hosting
or
> joining races hosted by a 33.6 modem with people from all over the world.
> Why wouldn't they be able to move up to 15 or even 22 by now unless
> something was preventing them?

> David G Fisher

I forgot that their damage model and AI have received a lot of criticism
too. Not saying they're considered bad, but just pointing out that Papyrus
has struggled with or not included some features while their multiplayer has
been excellent for a long time.

David G Fisher


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