there's loads that race sim developers could learn from Unreal Tournament,
namely: -
- Taking an existing game engine and tweaking it until it hurts, rather than
putting a fancy frock over it and hoping nobody notices.
- Recognising that oceanic depth of gameplay is the most critical element in
computer entertainment.
- Providing an awesome range of options that allow you to play a game
almost any which way you like.
- Offering superb compatibility with a wide range of video cards e.g.
totally effective D3D implementation.
- Creating what is arguably the most daring approach ever to changing the
perceptions of a genre, in this case redefining the scope and potential of
the first-person shooter.
- Delaying the release of the game until its polished to an extent worthy of
dipping into your pocket.
Of course UT is not trying to replicate a real-life experience in the way a
racing sim has to. But is this a sufficient excuse for the disappointments
we've all suffered in the past couple of years with sequels that have often
failed
to deliver what we might reasonably have expected?
"Help me GP3 - you're my only hope" - Much rests on how this game leaps
forward from its illustrious predecessor. Unreal Tournament shows what can
be achieved with dedication and the willingness to delay a game's release
until it has been tweaked to the max. Knowing Mr Crammond's work ethic, we
still have very good cause to be optimistic - let's hope we don't all have
to buy P3 1000's to make it run well.