drivers, you kind of have to allege that they were paid to lie. Mo's
comments don't leave a lot of room open for alternate interpretations, do
they? <<
Lie is a extreme term, but regrettably its sometimes warranted. What
happens more often,
I dare say, is that a would be endorser is sat down and shown a product.
They are fully aware that its hoped they'll find something nice to say
about the product. They are also fully aware that if they cannot find
something nice to say about the product then they are of no use to the
products' promoters and therefore won't get paid anything. They will no
doubt realise that the promoter would then simply find another seemingly
creditably endorser who will find something nice to say, and who will then
enjoy the remuneration that they could of had had they found something to
prase about the product. There're not being asked to comment on a objective
level but on a subjective level, and therefore any praise about any part of
the product that they see fit to make is always an 'in my opinion'
endor***t anyway. In this case the issue of lying is conveniently
irrelevant.
I don't believe that any serious thinking person would give any weight at
all to these kinds of endor***ts. The only kind of endor***t that is
worth anything is that which comes from expierenced, intelligent,
unsolicited, unpaid for, and fully independent outside parties. This kind
of thing is not as easy to get as the other kind of course.
The logic that goes - " these are real world drivers and therefore their
opinion must be creditably" is flawed IMO, for the above reasons as well as
for other reasons.
IMHO - In making comparisons between one sim and another, the endorser must
be very competent at both. A two or four hour stint on the particular
product you're being asked to praise is completely inadequate. The fine
subtleties that can mean the difference between bad, reasonable, good, or
great, cannot possibly be properly accessed in this time frame even by
people familiar with the gene. The very fact that this inappropriate kind
of endor***t approach was made makes it entirely obvious that this was an
exercise in endor***t for endor***t sake, IMO. Its meaningless and is
not worth a fig - but good luck to the drivers concerned who ( presumably )
'got money for old rope'.
race games, will have to readapt their playing, because what they've played
so far are games that don't have the feeling of a real car." <
This is an arrogant claim to say the least. Perhaps its true of some arcade
style games but by tacitly claiming that games like GP2 or NASCAR2 "don't
have the feeling of a real car" is an insult. One perhaps could remind the
writer that GP2, for instance, was modelled with a considerable amount of
input from the Williams GRANDprix racing team. To claim that your cars'
feel is superior to GP2s' you're either, 1) a liar who's counting on the
gullibility of your readers, 2) self deluded with your own achievements, 3)
ignorant, 4) a true genius of the car racing simulator gene, 5) or just a
loud mouthed idiot. I suspect that at least item 2) is the case here.
CART PR has some problems. Its an acceptable racing 'game' as it stands but
its too far towards the poor end of the simulator scale to say it's a great
racing sim. Although I think its too soon to say this too sternly and only
time will tell.
IMHO the following are just a couple of obvious issues of either large or
small importance that come to mind as I write here.
The Road Surface.
The road surface is too dark. It's a fact that real roads are very dark,
and nearly black in some cases. So if you just took a snapshot of a real
road surface and used that to depict the sims' surface you could rightly
say that you were 100% realistic. But this is a case of what's technically
realistic being functionally unrealistic. ( You must always go with what is
functionally realistic IMO, else your facts will be right but the feel will
be wrong ). The point is that in the real world, even with a very dark road
surface colour, the unlimited resolution and frame-rate of actual vision
allows a driver to distinguish enough detail and subtleties to read the
road surface. This ability to read the road surface is the major point, not
the incidental colour of the track. In order to achieve the same real-word
surface readability the colour in a sim needs to be lighter. This is a
point that every creditable racing sim to date seems to have implemented.
Also the road surface needs to 'stream' in the direction of the cars'
travel, or track-made-good, or velocity, call it what you will. The road
surface texture streaming effect, as can be seen in other sims give the
essential feel of car grip and slide. The best exponent of this I feel was
actually GP1, or World Circuit as it was called in some places. The
streaming road surface gave a great sense of feel for how the car was
sliding on the track. Even GP2 seemed to have lost a bit of ground on this
score.
The***pit View.
This is only passable as far as good looks go. Its below passable as far as
car perception against the forward track is concerned. If you look around
on the net you'll quickly find some really excellent looking***pits
designed by amateurs for GP2. If I may be so bold to say, there are quite a
number of these that are a lot better looking than yours. I would think
that you might find this as a source of embarrassment. A facelift is in
order here I believe.
Apart from***pit aesthetics, the real problem is the feeling one gets
when looking out from the***pit that the track seems too narrow. Much
narrower proportionately than it really is. You can make the car the real
width, you can make the track the real width, these things are just points
of fact. But the perception of 'where you are in space relative to
surrounding objects', depicted from the drivers position, are not a simple
mathematical formula. The job is to simulate on a flat 2D glass screen the
sense of ones' position amongst their surroundings as you'd get in the real
world. This is a tall order and will require an 'unreal' solution as there
is no real-world equivalent. Plain mathematics won't do here. You need to
play around with false perspective's until you get the 'feel' as good as it
can be. It'll never be perfect, but I think it can be better than you've
achieved so far.
The issue is to simulate the unmeasurable experience, not just the cold
hard measurable facts. Real-world-facts LESS
allowances-and-compromises-for-the-flat-glass-PC-world EQUALS
a-bad-feeling-sim.
For what its worth which may not be much.
In any case best of luck. I do hope the CART team can do a good job of
this. I'll buy the game in any case. It'll be interesting to see how some
of my favourite circuits feel, eg Vancouver and Mid-Ohio.
Cheers
Phillip McNelley