Well, at least in the states, it's more like a question of how much the
publisher is willing to pony up for the licenses... plus these contracts
seem to take forever to resolve, so often you don't get final approval until
days before you go Beta... thus you must do speculative development in the
hopes that at least _most_ of your stuff gets licensed.
When we were working on what ended up as Viper Racing, our car modeler made
a ton of different cars, e.g. 288 GTO, 911, Corvette, F50, Diablo, McLaren
F1, etc., but we only ended up with one car marquee to carry the whole
game... hopefully the West brothers will have a more favorable ratio of cars
made to cars shipped than we did, or we'll get World Super-Daewoo Racing!
-Dave P.
> It usually works like this.
> Developer "Can we make you car please"
> Manufacturer "*** off"
> two weeks later
> Developer "We made your car just for fun - look - doesnt it look nice"
> Manufacturer "Oo - that is nice - oooo - go on then - shove it in there"
> Or something like that
> Doug
> > Are you saying that they took the time to model cars that they didn't
> > even have licenses for yet? I have never written a game so I don't
> > know how it works, but that seems a bit odd to me. Please correct me
> > if this is standard procedure...
> > Todd Walker
> > twalker at jam dot rr dot com
> > http://www.racesimcentral.net/
> > >Hi Dougy :0) The reason why we're only seeing only 6 cars is very
simple,
> right
> > >now these guys have 18 cars built, Tony is working on more... The
reason
> comes
> > >from Licencing issues that are taken care by Empire (it's there work).
> Many of
> > >them are in discussion or almost in terms of agreements.. Same goes to
> other
> > >tracks as well.