> I'll take RC2K as an example. There are aspects of the
>physics model which are maddening, but the _total_ simulation experience
>is great. You don't have to just put in good times; you have to be able
>to repair enough of your car to get to the next stage. You have to be
>strategic in repairs. You have to do tire & gear selection over more
>then one stage with varying conditions. A serious error can put you out
>of an entire rally (and ruin the entire season). The graphics are
>extremely important; they give a feel of realism. Once you have wrecked
>a few rallys by reckless driving, you start to slow down for that tree
>because you are white-knuckled for fear of hitting it; you just spent 40
>minutes running two stages and are terrified of ruining it all at the
>end.
take the mediocre physics, the random damagemodel, and the best
graphics in a racing game to date. What do you get? A mediocre sim
with pretty graphics....
The NFS series has many good points, but the racing part never could
impres me. For example, I never had to outbrake someone....
I just reached the Golden Era in NFS:PU, and so far it was a bit dull.
Good physics, nice graphics and sound, but no suspense...(dull tracks,
slow AI).
It's often discussed here, there was no pit-strategy in the 60ties.
They came in for repairs, and in GPL that option is missed with
full distance races.
Hmmm, isn't this the same for all racing-games? The fact that you call
this "nit-picking GPL physics" would suggest you're not open minded
about this...
With this I agree. And IMO it's the balance what makes GPL King of the
bunch, not the physics alone...but hey, I'm a GPL zealot, what opinion
did you expect? <g>
Remco, who is still waiting for a GPL beater...