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Rec.Autos.Simulators Archive

Little though about the evolution of racing games...

1 post by 1 person · 26 Oct 1998 - 26 Oct 1998

ymenard 26 Oct 1998#430556
I though about that and think it should hopefully bring a good discussion.. As we all know, most of us in r.a.s. research absolute reality over arcade features. That's what we want, and we push racing simulation companies such as Papyrus to focus more on this aspect. Each title out is more and more realistic. The road is still long from the ultimate reality, but such titles like GPL really make a big step into that. Normal gamers have a different mentality of what's a good racing game. The more "arcadish" the better somehow. The more it is different from the reality the better. They wan't to "evade" from the real-life. And I understand their needs. The more advanced the *** industry goes and racing simulations complexity, the more deep the trench between the 2 worlds appear. If we go back in the old times, the normal gamers had as fun as us with such titles like Indy 500, Gp2 and even StuntsCar (remember how fun we had with it for those who remember ?). I think that *** reviewers and the general public should understand that those worlds are different, that they have their needs and they have their different markets. They understand this a little more in air sims. Game reviewers don't mix up arcade flight sims with realistic combat simulators. Some people like me can cross the 2 borders. I can say that TOCA is fun, and even NFS3 somehow. It's fun, but not as hard-core simulators. And I also probably know that the opposite exists, people who are casual racers, but really think GPL is great (I have no problem with that). If we take example of the Avault.com review, we can easily see that the reviewer is a normal gamer that want's a more arcadish aspect to his racing games. No problem with that. The playstation has plenty of them, and the PC has tons of hits that are arcade racing games. But the problem is that he want GPL to be arcade, which is different as I told. You can't force GPL to become arcadish, and at the same point you can't force Screamers2 to become a hard-core racing simulator. SInce he's a reviewer, his point-of-view is reached to tons of people around the world. There's maybe a hard-core racing simulator out in Australia who read this and said "Oh geeze, he's a hard-core simracer and didn't like it. Well I won't buy it". That's not good for neither side (arcade or realistic). There's also probably an arcade racer who told "Yeah well this ain't really my world". And it's ok with that. But he's misleading 1 out of 2 people. Maybe in the future, *** websites and magazine will start to understand the differences between arcade and hard-core simmers, that they have different needs and are distinct markets. I hopefully think that with the realistic game engine that Papyrus has brought to us with GPL, and soon to be ported into all the upcoming titles, that it will be apparent of them there's a difference. Avault.com probably hasn't realized that already. Shame to them. - Fran?ois Mnard <ymenard> Good race at the Brickyard! - Official Mentally retarded guy of r.a.s. - Excuse me for my English (I'm French speaking) - Sponsored by http://www.awpss.com/ - "People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world."--

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