David, physics are physics. The laws of physics are not changed
because you get into a more powerful car. And the sense of what a car
feels like when it's changing pitch, sliding, etc is all carried right
up through the top series.
I interviewed Christian Fittipaldi at Laguna Seca this September and
was struck by how little regard he had for racing sims of ANY quality.
His claim was that you feel the car in the small of your back, and
until they simulate that, a race car simulation won't do anything for
him. Consider, in addition, to this, that many notorious racing
drivers have participated in the design of what turned out to be
horrible racing games. How about EA's Andretti racing? Where the
Andretti's, mostly Jeff, actually did a LOT of feedback on the game
and praised its realism? Psygnosis' F1 was playtested by several F1
drivers. How does that make it compare to UbiSoft's work? On a par?
Please. In talking with Christian and his agent, it was also stated
to me that many of the drivers who do play with racing games want it
to be super-realistic. I don't mean Super as in "Very" but as in
"Extra" -- that is, speeds FASTER than reality, with all kinds of
unrealistic stuff in it to make it FUN. Hey, these guys race for a
living, and they aren't getting the sensation of speed from sims they
get in real life (common sense would help you reach this conclusion).
I even asked Christian about the value of using a sim to LEARN a
track, and his comment was "a sim is one thing, but it's totally
different to get on the course and FEEL it".
And finally, how about Mark Blundell and Mauricio Gugelmin endorsing
the physics of CART Precision Racing as "perfect", only to see
Microsoft radically mess up the physics engine in a patch, and then
still have the same quote on the site -- which physics were perfect?
The original's? Or the patch's?
The truth is, that Christian Fittipaldi and guys like Bobby Labonte,
Dale Earnhardt, Jr., and Jacques Villeneuve are all right, but each
person's take on sims is based upon their ability to create that
illusion around themselves that they are really driving. The latter
bunch is able to, and they appreciate the game and its realism.
Others, including those who have endorsed or helped with games, such
as Christian, cannot. Their inability to get into the illusion of
real driving means that their feedback is of relatively little use.
They can describe the what the car in real life does, but they haven't
developed the senses necessary to evaluate the 'virtual' version of
that car. Hence, to them, an arcade sim might be more fun that a
'realistic' sim such as GPL.
It is no disrespect to the drivers that don't get into realistic sims
or even racing games at all, but often their endor***t of a product
means little, even if they added their thoughts. This became all too
painfully clear with me during the time I talked with Christian about
Newman-Haas Racing (Psygnosis). He supplied his feedback, but he
wasn't enough of a sim-head to really say more than that, in general,
a sim cannot capture what he feels in the car, so he doesn't have much
interest in sims.
Some are,. some aren't. Neither are right, or wrong.
Funny, how the racing instructor at Laguna Seca seems to feel that
being delicate and having a feather touch on the wheel were important
aspects of going fast.
I repeat what I said earlier in the post. Physics are physics. How
much experience sending men to the surface of the moon did we have
before we did it successfully? We had simulated it, we had mapped out
the physics for it, but we'd never actually done it. By your
reasoning, there was no way NASA should have been able to pull it off,
because they hadn't actually DONE it, or had anyone around who had
telling them how to do it. Physics are physics.
Randy
Randy Magruder
http://www.racesimcentral.net/