Race Sim Central
Rec.Autos.Simulators Archive

Auto Sim Internet Multiplay

15 posts by 13 people · 24 Jan 2002 04:52 UTC - 25 Jan 2002 16:17 UTC

David G Fisher 24 Jan 2002 04:52 UTC#139990
I't's getting a little tiring hearing complaints (not you specifically at all Dave H. :-) ) and myths about why there isn't better multiplay in auto sims. Apparently there are SOME people who think that the developers CAN'T code full field multiplay in an auto sim. They're too dumb. They can't do it with their development team, and it NEVER occurs to them to simply offer a substantial pay raise to someone from another development team that has coded great multiplayer for another game (flight sim, fps, Papyrus). If full field multiplay is so important to the sales of a sim, a small investment like I mention above would yield them huge profits. Right? The truth is that developers do market research and apparently full field multiplay in auto sims is not a high priority at all. The exception is the Papyrus NASCAR series because a large % of the buyers of that game wouldn't bother with it if all they could do was go around in circles for hours againt AI that seems to have serious problmes with every release. I don't like NASCAR at all, but even I can see how it would be fun to race live against a large field of drivers in an otherwise boring (to me) auto series. It's critical to their sales. For F1 sims and other racing games, racing against the AI or hotlapping is fine for most buyers (I guess turning right and using the brake/gas has something to do with it). Do some of you people really think multiplay code is a huge mystery? These developers can give us physics models and stunning graphics engines, but are baffeled by multiplay code? You don't think they do market research and ask people how important multiplayer is in their purchasing decisions? They wouldn't invest a little extra money for big profit? Ubi Soft is a perfect example. SOME want to deny the role the FIA has played in limiting their multplayer option in F1RC. Of course they could give us a full field to race against. This "only Papy can do it" crap is a joke. Look at this site http://www.ubi.com/US/GamingZone/ 1,100 people at the time of this post in multiplayer games that are from Ubi Soft. They put out the money for these games to be developed, and decide what goes into them. They can and will do excellent multiplayer if they are allowed, or their market research tells them it's necessary for sales of a particular type of game. For F1RC, they WERE NOT ALLOWED to do this. EA and ISI are likely under the same restrictions. Enough of the complaining and speculation already. I would LOVE excellent full field multiplay in every auto sim I buy, but until restrictions are lifted, or there is a true demand for it, it's going to be slower coming than we'd like. ABILITY has nothing to do with it. If you want to complain, direct your energies where they belong. David G Fisher
What evidence do you have that any game publisher has been denied the right to include multiplayer under intellectual property licensing? Why would anyone licensing their intellectual property want to do that? Marty David G Fisher wrote:
Quoted text (74 lines)> I't's getting a little tiring hearing complaints (not you specifically > at all Dave H. > :-) ) and myths about why there isn't better multiplay in auto sims. > > Apparently there are SOME people who think that the developers CAN'T > code > full field multiplay in an auto sim. They're too dumb. They can't do > it with > their development team, and it NEVER occurs to them to simply offer a > substantial pay raise to someone from another development team that > has > coded great multiplayer for another game (flight sim, fps, Papyrus). > If full > field multiplay is so important to the sales of a sim, a small > investment > like I mention above would yield them huge profits. Right? > > The truth is that developers do market research and apparently full > field > multiplay in auto sims is not a high priority at all. The > exception is the Papyrus NASCAR series because a large % of the buyers > of > that game wouldn't bother with it if all they could do was go around > in > circles for hours againt AI that seems to have serious problmes with > every > release. I don't like NASCAR at all, but even I can see how it would > be fun > to race live against a large field of drivers in an otherwise boring > (to me) > auto series. It's critical to their sales. For F1 sims and other > racing > games, racing against the AI or hotlapping is fine for most buyers (I > guess > turning right and using the brake/gas has something to do with it). > > Do some of you people really think multiplay code is a huge mystery? > These > developers can give us physics models and stunning graphics engines, > but are > baffeled by multiplay code? You don't think they do market research > and ask > people how important multiplayer is in their purchasing decisions? > They > wouldn't invest a little extra money for big profit? > > Ubi Soft is a perfect example. SOME want to deny the role the FIA has > played > in limiting their multplayer option in F1RC. Of course they could give > us a > full field to race against. This "only Papy can do it" crap is a joke. > Look > at this site http://www.ubi.com/US/GamingZone/ 1,100 people at the > time of > this post in multiplayer games that are from Ubi Soft. They put out > the > money for these games to be developed, and decide what goes into them. > They > can and will do excellent multiplayer if they are allowed, or their > market > research tells them it's necessary for sales of a particular type of > game. For F1RC, they WERE NOT > ALLOWED to do this. EA and ISI are likely under the same restrictions. > > Enough of the complaining and speculation already. I would LOVE > excellent > full field multiplay in every auto sim I buy, but until restrictions > are > lifted, or there is a true demand for it, it's going to be slower > coming than we'd like. ABILITY has nothing to do with it. If you want > to complain, direct > your energies where they belong. > > David G Fisher
On 23 Jan 2002 20:52:07 -0800, [email hidden] (David G Fisher) wrote:
Quoted text (9 lines)>Do some of you people really think multiplay code is a huge mystery? >These >developers can give us physics models and stunning graphics engines, >but are >baffeled by multiplay code? You don't think they do market research >and ask >people how important multiplayer is in their purchasing decisions? >They >wouldn't invest a little extra money for big profit?
It's obvious that the producer isn't interested in multiplayer, they're also not interested in a decent setupmanagement or telemetry. It's not a question of able to, but wanting to. However, the fact that the mainstream gamer isn't aware of the possibilties doesn't make the game any better.... The only thing what strikes me is that they (well, actually you) claim that the FIA doesn't allow it, since the multiplayercode what IS present in todays modern F1 games stinks... Remco
I don't know about David's sources but I seem to remember something about FIA not being too keen on the idea of full-field online racing. Anyway, I'll just throw a log or two on David's bonfire and ask if anyone but Papyrus has ever made it possible to race a field of say 10+ online (ANY racing series)? None that I know of, but please correct me if I'm wrong. Thomas M�rlund "The sky above the port was the color of television, tuned to a dead channel" ----- Original Message ----- From: "Marty" <[email hidden]> Newsgroups: rec.autos.simulators Sent: Thursday, January 24, 2002 4:11 PM Subject: Re: Auto Sim Internet Multiplay
Quoted text (7 lines)> What evidence do you have that any game publisher has been denied the > right to include multiplayer under intellectual property licensing? Why > would anyone licensing their intellectual property want to do that? > > Marty > > David G Fisher wrote: a lot :o)
To be honest David, I really dont give a rats ass if it's hard to code, only wanted by a minority, or denied by some license-owner - I *want* internet compatible multiplayer racing. Online gaming is the future (or should i say present) and if developers and publishers fail to see that, then it's *their* loss as I will take my money and go elsewhere. No onlineracing = no sale - period. Having been racing online since '96 or so - I've given up on offline racing years ago..... it's just dont cut it for me anymore... (Rally being the exception here - since you're basicly on your own... ) It's like when you first started to walk on 2 feet.... all of a sudeen crawling around on the floor lost it's appeal... -- ed_ "David G Fisher" : > I't's getting a little tiring hearing complaints (not you specifically > at all Dave H. > :-) ) and myths about why there isn't better multiplay in auto sims. > > Apparently there are SOME people who think that the developers CAN'T > code > full field multiplay in an auto sim. They're too dumb. They can't do > it with > their development team, and it NEVER occurs to them to simply offer a > substantial pay raise to someone from another development team that > has > coded great multiplayer for another game (flight sim, fps, Papyrus). > If full > field multiplay is so important to the sales of a sim, a small > investment > like I mention above would yield them huge profits. Right? > > The truth is that developers do market research and apparently full > field > multiplay in auto sims is not a high priority at all. The > exception is the Papyrus NASCAR series because a large % of the buyers > of > that game wouldn't bother with it if all they could do was go around > in > circles for hours againt AI that seems to have serious problmes with > every > release. I don't like NASCAR at all, but even I can see how it would > be fun > to race live against a large field of drivers in an otherwise boring > (to me) > auto series. It's critical to their sales. For F1 sims and other > racing > games, racing against the AI or hotlapping is fine for most buyers (I > guess > turning right and using the brake/gas has something to do with it). > > Do some of you people really think multiplay code is a huge mystery? > These > developers can give us physics models and stunning graphics engines, > but are > baffeled by multiplay code? You don't think they do market research > and ask > people how important multiplayer is in their purchasing decisions? > They > wouldn't invest a little extra money for big profit? > > Ubi Soft is a perfect example. SOME want to deny the role the FIA has > played > in limiting their multplayer option in F1RC. Of course they could give > us a > full field to race against. This "only Papy can do it" crap is a joke. > Look > at this site http://www.ubi.com/US/GamingZone/ 1,100 people at the > time of > this post in multiplayer games that are from Ubi Soft. They put out > the > money for these games to be developed, and decide what goes into them. > They > can and will do excellent multiplayer if they are allowed, or their > market > research tells them it's necessary for sales of a particular type of > game. For F1RC, they WERE NOT > ALLOWED to do this. EA and ISI are likely under the same restrictions. > > Enough of the complaining and speculation already. I would LOVE > excellent > full field multiplay in every auto sim I buy, but until restrictions > are > lifted, or there is a true demand for it, it's going to be slower > coming than we'd like. ABILITY has nothing to do with it. If you want > to complain, direct > your energies where they belong. > > David G Fisher
Ed Solheim wrote:
Quoted text (18 lines)> To be honest David, > I really dont give a rats ass if it's hard to code, only wanted by a > minority, or denied by some license-owner - I *want* internet compatible > multiplayer racing. Online gaming is the future (or should i say present) > and if developers and publishers fail to see that, then it's *their* loss > as I will take my money and go elsewhere. No onlineracing = no sale - > period. > > Having been racing online since '96 or so - I've given up on offline racing > years ago..... it's just dont cut it for me anymore... (Rally being the > exception here - since you're basicly on your own... ) > > It's like when you first started to walk on 2 feet.... all of a sudeen > crawling around on the floor lost it's appeal... > > -- > ed_ >
I agree, no matter how hard it may be to code, it is essential these days. I really like F1 2001, but because of poor multiplayer I just don't play it at all. Its priority number 2 in my sim (sorry that doesn't sound convincing :D - but Physics must be priority one for me). I have (well my friend who would like to help) begun a little network already (my game is in true infancy). Ash (bugger...i have entered one of these "debate to death" threads, i must stop doing this) http://www.siroccoracing.com - the beginnings
With a T1 server, we run 20+ in TPTCC all the time using the NASCAR Heat DTM mod. Other than that, I don't know of any that support more than 8. Scott Moore The Pits Touring Car Championship http://www.theuspits.com "Thomas M�rlund" <[email hidden]> wrote in message news:3c503371$0$14051$[email hidden]... > I don't know about David's sources but I seem to remember something about > FIA not being too keen on the idea of full-field online racing. Anyway,I'll > just throw a log or two on David's bonfire and ask if anyone but Papyrushas > ever made it possible to race a field of say 10+ online (ANY racingseries)?
Quoted text (23 lines)> None that I know of, but please correct me if I'm wrong. > > Thomas M�rlund > "The sky above the port was the color of television, tuned to a dead > channel" > > > ----- Original Message ----- > From: "Marty" <[email hidden]> > Newsgroups: rec.autos.simulators > Sent: Thursday, January 24, 2002 4:11 PM > Subject: Re: Auto Sim Internet Multiplay > > > > What evidence do you have that any game publisher has been denied the > > right to include multiplayer under intellectual property licensing? Why > > would anyone licensing their intellectual property want to do that? > > > > Marty > > > > David G Fisher wrote: a lot :o) > >
Agree completely. -John Ed Solheim <[email hidden]> wrote in message news:[email hidden]... > To be honest David, > I really dont give a rats ass if it's hard to code, only wanted by a > minority, or denied by some license-owner - I *want* internet compatible > multiplayer racing. Online gaming is the future (or should i saypresent) > and if developers and publishers fail to see that, then it's *their* loss > as I will take my money and go elsewhere. No onlineracing = no sale - > period. > > Having been racing online since '96 or so - I've given up on offlineracing
Quoted text (88 lines)> years ago..... it's just dont cut it for me anymore... (Rally being the > exception here - since you're basicly on your own... ) > > It's like when you first started to walk on 2 feet.... all of a sudeen > crawling around on the floor lost it's appeal... > > -- > ed_ > > > "David G Fisher" : > > > I't's getting a little tiring hearing complaints (not you specifically > > at all Dave H. > > :-) ) and myths about why there isn't better multiplay in auto sims. > > > > Apparently there are SOME people who think that the developers CAN'T > > code > > full field multiplay in an auto sim. They're too dumb. They can't do > > it with > > their development team, and it NEVER occurs to them to simply offer a > > substantial pay raise to someone from another development team that > > has > > coded great multiplayer for another game (flight sim, fps, Papyrus). > > If full > > field multiplay is so important to the sales of a sim, a small > > investment > > like I mention above would yield them huge profits. Right? > > > > The truth is that developers do market research and apparently full > > field > > multiplay in auto sims is not a high priority at all. The > > exception is the Papyrus NASCAR series because a large % of the buyers > > of > > that game wouldn't bother with it if all they could do was go around > > in > > circles for hours againt AI that seems to have serious problmes with > > every > > release. I don't like NASCAR at all, but even I can see how it would > > be fun > > to race live against a large field of drivers in an otherwise boring > > (to me) > > auto series. It's critical to their sales. For F1 sims and other > > racing > > games, racing against the AI or hotlapping is fine for most buyers (I > > guess > > turning right and using the brake/gas has something to do with it). > > > > Do some of you people really think multiplay code is a huge mystery? > > These > > developers can give us physics models and stunning graphics engines, > > but are > > baffeled by multiplay code? You don't think they do market research > > and ask > > people how important multiplayer is in their purchasing decisions? > > They > > wouldn't invest a little extra money for big profit? > > > > Ubi Soft is a perfect example. SOME want to deny the role the FIA has > > played > > in limiting their multplayer option in F1RC. Of course they could give > > us a > > full field to race against. This "only Papy can do it" crap is a joke. > > Look > > at this site http://www.ubi.com/US/GamingZone/ 1,100 people at the > > time of > > this post in multiplayer games that are from Ubi Soft. They put out > > the > > money for these games to be developed, and decide what goes into them. > > They > > can and will do excellent multiplayer if they are allowed, or their > > market > > research tells them it's necessary for sales of a particular type of > > game. For F1RC, they WERE NOT > > ALLOWED to do this. EA and ISI are likely under the same restrictions. > > > > Enough of the complaining and speculation already. I would LOVE > > excellent > > full field multiplay in every auto sim I buy, but until restrictions > > are > > lifted, or there is a true demand for it, it's going to be slower > > coming than we'd like. ABILITY has nothing to do with it. If you want > > to complain, direct > > your energies where they belong. > > > > David G Fisher > >
We run 32 cars all the time and this is on a server with multiple sessions of N4 going at once.......... "Scott Moore" <[email hidden]> wrote in message news:[email hidden]... > With a T1 server, we run 20+ in TPTCC all the time using the NASCAR HeatDTM
Quoted text (9 lines)> mod. Other than that, I don't know of any that support more than 8. > > Scott Moore > The Pits Touring Car Championship > http://www.theuspits.com > > "Thomas M�rlund" <[email hidden]> wrote in message > news:3c503371$0$14051$[email hidden]... > > I don't know about David's sources but I seem to remember something
about
Quoted text (22 lines)> > FIA not being too keen on the idea of full-field online racing. Anyway, > I'll > > just throw a log or two on David's bonfire and ask if anyone but Papyrus > has > > ever made it possible to race a field of say 10+ online (ANY racing > series)? > > None that I know of, but please correct me if I'm wrong. > > > > Thomas M�rlund > > "The sky above the port was the color of television, tuned to a dead > > channel" > > > > > > ----- Original Message ----- > > From: "Marty" <[email hidden]> > > Newsgroups: rec.autos.simulators > > Sent: Thursday, January 24, 2002 4:11 PM > > Subject: Re: Auto Sim Internet Multiplay > > > > > > > What evidence do you have that any game publisher has been denied the > > > right to include multiplayer under intellectual property licensing?
Why
Quoted text (10 lines)> > > would anyone licensing their intellectual property want to do that? > > > > > > Marty > > > > > > David G Fisher wrote: a lot :o) > > > > > > >
Nice post, David. I'm sorry. I just buy the "sure they can do it" argument. Coding a lousy/mediocre/good/excellent physics model or ugly/so-so/stunning graphics does not mean that you (the company) can have the same people do good internet-based network play. Different skills and talents are required. Just because the tool is the same (eg. C++) they are different disciplines. I have seen very skilled programmers choke on the requirements of Internet based computing/data exchange, where you can't just throw more hardware at the problem. It's a bit like AI-work. Some people can do it, some simply can't. Sure, you can learn how to do network stuff and AI, but it is not sexy. Graphics are sexy - just see how people go WOW when they see screenies from a new game or mod, before they have tried it. Programmers love praise - they are vain! (At least I am). So the new guys go for the praise and not the other, boring stuff. Having said all that, I will also say, that I have read and heard stuff about the FIA and their hefty licencing costs. Cheers, Jens, network coder. ;-) "David G Fisher" <[email hidden]> skrev i en meddelelse news:[email hidden]...
Quoted text (16 lines)> I't's getting a little tiring hearing complaints (not you specifically > at all Dave H. > :-) ) and myths about why there isn't better multiplay in auto sims. > > Apparently there are SOME people who think that the developers CAN'T > code > full field multiplay in an auto sim. They're too dumb. They can't do > it with > their development team, and it NEVER occurs to them to simply offer a > substantial pay raise to someone from another development team that > has > coded great multiplayer for another game (flight sim, fps, Papyrus). > If full > field multiplay is so important to the sales of a sim, a small > investment > like I mention above would yield them huge profits. Right?
I didn't really say that the same people who do the graphics or physics can do the multiplay. What I did say was that the developer or publisher can hire people who have already done it sucessfully in other games. Pretty simple, basic solution to the problem. David G Fisher "Jens H. Kruuse" <[email hidden]> wrote in message news:T4148.4733$[email hidden]... > Nice post, David. > > I'm sorry. I just buy the "sure they can do it" argument. Coding a > lousy/mediocre/good/excellent physics model or ugly/so-so/stunninggraphics does > not mean that you (the company) can have the same people do goodinternet-based > network play. Different skills and talents are required. Just because thetool > is the same (eg. C++) they are different disciplines. I have seen veryskilled > programmers choke on the requirements of Internet based computing/dataexchange, > where you can't just throw more hardware at the problem. > > It's a bit like AI-work. Some people can do it, some simply can't. Sure,you can > learn how to do network stuff and AI, but it is not sexy. Graphics aresexy - > just see how people go WOW when they see screenies from a new game or mod, > before they have tried it. Programmers love praise - they are vain! (Atleast I > am). So the new guys go for the praise and not the other, boring stuff. > > Having said all that, I will also say, that I have read and heard stuffabout
Quoted text (26 lines)> the FIA and their hefty licencing costs. > > Cheers, > Jens, network coder. ;-) > > "David G Fisher" <[email hidden]> skrev i en meddelelse > news:[email hidden]... > > I't's getting a little tiring hearing complaints (not you specifically > > at all Dave H. > > :-) ) and myths about why there isn't better multiplay in auto sims. > > > > Apparently there are SOME people who think that the developers CAN'T > > code > > full field multiplay in an auto sim. They're too dumb. They can't do > > it with > > their development team, and it NEVER occurs to them to simply offer a > > substantial pay raise to someone from another development team that > > has > > coded great multiplayer for another game (flight sim, fps, Papyrus). > > If full > > field multiplay is so important to the sales of a sim, a small > > investment > > like I mention above would yield them huge profits. Right? > > >
>"David G Fisher" <[email hidden]> wrote > What I did say was that the developer or publisher can > hire people who have already done it sucessfully in other games. I don't think anybody could "clearly" deny with that. I think it's more that we disagree that it's either because of FIA-problems (in the case of a modern F1 sim) or because of not having any kind of good customer base ready for it. I still stand on my own that creating a serious multiplayer platform for a full-field of human beings is incredibly difficult. It took Papyrus years of modelling, they started in beta stage a decade ago and it's still not perfect. You not only need some incredible programming, of course at the cost of several workers that aren't a dime a dozen, and some very planned community tools to globalise the racing. Just throwing 8-player TCP/Ip is an easy escape route. Other company don't do it simply because it takes too much time and money for the reward. Everybody wants it, but developers are unable to give it to the customers as it's too important to have a nice shiny tracks with corporate logos and all that blahblah EA-type shiny graphics and other non-important aspects of simulators to appeal to the ADD mass. Multiplayer is #2 in the list of many here after physics, but the mass market is not ready for it. No wait, they *are* ready, but they just don't care. They want to plow into people and have some nasty wrecks for fun. So why should developers waste their time for something they will never achieve correctly as it's incredibly difficult? Those people aren't the real market for what we want, but we are going into another problem here, the mass-marketing of specialised simulators. I still say that simracing will never advance much further unless game developers and producers understand the fact of diminuend the cost of creating a simulators versus. We are quite big in numbers, just look at the serious community base for Nascar Racing 4, with dozens and dozens of leagues, websites with updated cars, setups, etc... We don't need to license drivers, we don't need to license sponsors and car paints. It's a waste of developing time and a waste of precious money that would go elsewhere. A week after they are all changed and updated by various people in teh community. -- -- Fran�ois M�nard <ymenard> -- http://www.ymenard.8m.com/ -- This announcement is brought to you by the Shimato Dominguez Corporation - helping America into the New World...
In article <[email hidden]>, "Ed Solheim" <[email hidden]> writes:
Quoted text (12 lines)>To be honest David, >I really dont give a rats ass if it's hard to code, only wanted by a >minority, or denied by some license-owner - I *want* internet compatible >multiplayer racing. Online gaming is the future (or should i say present) >and if developers and publishers fail to see that, then it's *their* loss >as I will take my money and go elsewhere. No onlineracing = no sale - >period. > >Having been racing online since '96 or so - I've given up on offline racing >years ago..... it's just dont cut it for me anymore... (Rally being the >exception here - since you're basicly on your own... ) >
I agree with you for the most part. I still occasionally run against the AI.<g> Those of us on this group are a very small percentage of people who buy the games. Say total sales for a game are 100K units. The 200 or so of us 'diehard' players isn't even a drop in the bucket. Even if ALL of us refuse to buy a program because it doesn't have multiplayer, there are still 99,800 people who will.. Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett GPLRank - under construction... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
In article <[email hidden]>, [email hidden] (David G Fisher) writes:
Quoted text (14 lines)>The truth is that developers do market research and apparently full >field >multiplay in auto sims is not a high priority at all. The >exception is the Papyrus NASCAR series because a large % of the buyers >of >that game wouldn't bother with it if all they could do was go around >in >circles for hours againt AI that seems to have serious problmes with >every >release. I don't like NASCAR at all, but even I can see how it would >be fun >to race live against a large field of drivers in an otherwise boring >(to me) >auto series. It's critical to their sales.
Plus, Papy had the advantage of seeing the interest in MP gaming with their Hawaii servers. Do the other game manufacturers have such a thing setup as a testbed? Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett GPLRank - under construction... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
Can I add to ymenard's points the following MAIN point is M O N E Y. There is very little reward for the company which has to somehow provide the multiplayer servers and all that. Crap have you ever been online when A. someone who's papyrus's admin is on? for the entire time, either they're being bitched at or asked stupid questions like 'Why did I get booted, 'BUFO29 is a wrecker and needs to be banned' or 'why is my ping so bad to serv...' on and on. Sure Microsoft makes enough money to create or pay for/steal its own Online Multiplayer setup (ZONE) and pay staff, and give freebies to volunteer admins. The 2nd biggest problem online is everyone's perception still seems to be that the internet is Free or can be hijacked for whatever use is felt to be wanted. I can see that papy could need to re-price its games to compensate for online gameplay to match like Microsoft in that regards, to price say Nascar2002 to like $150. or collect a monthly fee like Motorcity Online. When you think about it Microsoft gets a lot of money from me even before I goto the 'ZONE' (just an example) to play a game. plus there are thousands of people that 'contribute to the coffer' and never goto church' so to speak. Im talking about having to pay for Windblows, and never even go online... Think about how much a server costs, and then the software and the high-dollar tech. then cost of a good internet pipeline... So IMHO everyone except FOR Papyrus! gets rich off of the sales of Nascar, if you look at expenses... "ymenard" <[email hidden]> wrote in message news:ap848.21452$[email hidden]... > >"David G Fisher" <[email hidden]> wrote > > What I did say was that the developer or publisher can > > hire people who have already done it sucessfully in other games. > > > I don't think anybody could "clearly" deny with that. I think it'smore > that we disagree that it's either because of FIA-problems (in the case ofa > modern F1 sim) or because of not having any kind of good customer baseready > for it. I still stand on my own that creating a serious multiplayer > platform for a full-field of human beings is incredibly difficult. Ittook > Papyrus years of modelling, they started in beta stage a decade ago andit's > still not perfect. You not only need some incredible programming, ofcourse
Quoted text (7 lines)> at the cost of several workers that aren't a dime a dozen, and some very > planned community tools to globalise the racing. Just throwing 8-player > TCP/Ip is an easy escape route. > > > Other company don't do it simply because it takes too much time and > money for the reward. Everybody wants it, but developers are unable to
give > it to the customers as it's too important to have a nice shiny tracks with > corporate logos and all that blahblah EA-type shiny graphics and other > non-important aspects of simulators to appeal to the ADD mass.Multiplayer > is #2 in the list of many here after physics, but the mass market is not > ready for it. No wait, they *are* ready, but they just don't care. They > want to plow into people and have some nasty wrecks for fun. So whyshould > developers waste their time for something they will never achievecorrectly > as it's incredibly difficult? > > > Those people aren't the real market for what we want, but we are going > into another problem here, the mass-marketing of specialised simulators.I > still say that simracing will never advance much further unless game > developers and producers understand the fact of diminuend the cost of > creating a simulators versus. We are quite big in numbers, just look atthe > serious community base for Nascar Racing 4, with dozens and dozens of > leagues, websites with updated cars, setups, etc... > > > We don't need to license drivers, we don't need to license sponsorsand
Quoted text (19 lines)> car paints. It's a waste of developing time and a waste of precious money > that would go elsewhere. A week after they are all changed and updated by > various people in teh community. > > > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://www.ymenard.8m.com/ > -- This announcement is brought to you by the Shimato Dominguez > Corporation - helping America into the New World... > > >

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Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

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