> >>Can you direct me to those surveys?
> >No, I don't have the references (they were web surveys, there were
> >several of them when NFS2 came out about a year ago).
> Well, it would have been interesting to see what the people who filled
> out those surveys had to say about the product and themselves, and
> whether or not there was a good mix of people in the surveys. If you
> look here at the newsgroups, the respons has been about 95% positive
> for NFS3, and yours is the FIRST message I've seen by someone griping
> about the missing straightline segment tracks of NFS1. If it was THAT
> important, you'd think people besides you would be screaming about it.
> >Well, isn't it obvious? Why would a cop chase you around in a circular
> >track that you can't get off?
> This is an amusing question. Let me counter with this...why would a
> cop chase you on a straight line track where if you got to a magical
> point, you disappeared off the face of the earth and the cop could
> never get you? That's what happens on NFS1, right? You go and if you
> beat the cop to the finish line, oh well...toughies for him. As far
> as whether a cop would chase you around in circles...the answer is
> simple: If you go in huge several mile circles...and he's chasing
> you, it logically follows he's going to chase you in circles! (though
> in real life, as in the game, the cops start putting up road blocks
> etc). Once you learn the shortcuts and the best ways to use off-road
> stints they can be used to really spoil them...providing perhaps a way
> to "get off" the track as you put it. At any rate, you have failed to
> make any kind of reasonable argument that makes NFS1 look superior to
> NFS3 in that regard. The fact is, you happen to be driving a long
> twisty track that ultimately is a large closed circuit, and the cops
> would like you to please not speed...Perfectly reasonable and I'd
> expect no less in real life. Again I ask you...in what way is the
> NFS3 premise stupid in a way that the NFS1 premise is NOT?
> >I will grant you the point, however, that since the tracks are longer
> >and more realistic from the sounds of things (not fantasy tracks) it
> >doesn't sound quite as bad as NFS2.
> What makes a track "fantasy"?
> >But I wish EA would just give people what we are asking for for once!
> Many people, including myself, feel like NFS3 does just that. When I
> see legions of angry NFS1 owners screaming in the newsgroups about
> missing straight line tracks, I'll concede that perhaps EA missed
> something.
> >One reason I dislike circuits is for precisely the reason that you
> >like them - you become too familiar with the turns and tracks, which
> >to me is another factor that detracts from the immersive feeling of
> >being on real roads that NFS1 provided.
> I fail to understand this point. Why couldn't you become just as
> familiar with a straight segment based race after you'd done it
> several times. It seems like your gripe is based upon the fact that
> you do the segment once per game as opposed to doing it 2, 4 or 8
> times per game in NFS3? And getting familiar with the tracks for Hot
> Pursuit is great because you learn where you're most vulnerable to
> spinning out or getting pulled over. And you also find out where the
> cops are weak and learn to exploit that.
> >It limits the replayability -
> I respect your opinion, but I disagree. Almost every racer besides
> NFS uses laps instead of straight line segments. If straight line
> segments were in such high demand, don't you think we'd have more
> racers that featured them? As for it limiting the replayability...I
> don't see how. I can play for an indefinite period of time beating
> the AI, then racing my ghost car and best times of others trying to
> find precious seconds or tenths of seconds on courses, experimenting
> with different car setups, trying different cornering techniques,
> sliding versus grip cornering, etc. The straight line segments in
> NFS1 were one of the reasons I stopped playing that game. I got tired
> of going in more or less a straight line over and over.
> > At the same time, even in the long non-circuit tracks of NFS1, I *did* become familiar enough with the
> >layout of the road that I had a prety good idea what was coming up, so I could drive them aggresively.
> Now you've got me confused..you just complained: "you become too
> familiar with the turns and tracks, which to me is another factor that
> detracts from the immersive feeling of being on real roads that NFS1
> provided. "
> and now you're saying that you DID become familiar enough with the
> straight lined circuits to drive them aggressively, which was a BAD
> thing for you about closed circuits.
> I guess I feel like you're not doing a good job of making your
> argument, either for stating that many other people agree with you and
> are upset about this 'problem' in NFS3 or giving solid reasons why
> straight lines are superior to closed circuits.
> Randy
> Randy Magruder
> Contributing Reviewer
> Digital Sportspage
> http://www.digitalsports.com
complaining about the lap tracks in NFS2. I don't even need a survey to
tell me that NFS1 was the way it should have been done.