Novi intervju sa S. Hoodom.
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Hood shared that the most significant change in F1 2012 is a brand new visual style. He said the front end of the game has been framed around the amazing set-ups the teams have and their visually stunning headquarters, making the game “more like a TV presentation.”
While not trying to attract casual drivers/gamers directly, “with F1 2012 we’re saying if you like racing games you’re going to like this,” Hood stated.
Take this description about how the game starts:
“right from the start of the game when you fire it up, we go from the introduction sequence, which is commentator David Croft talking about drivers testing in Abu Dhabi, and then the player testing (will be) over a period of two days in game time.
“Then we’re showing the player what the basic controls are: this is how you drive the car, do some simple tests then from that point forward we assume that you’re past the basics and you can go into front-end play whenever you want.
“Or you can continue into Day 2 to do far more advanced tests that will teach the player about the tyres and the different compounds, for example. The better you do in Day 2, the more decent contract offers you will get from teams.
“The player is basically unlocking elements of the career mode so that there’s a reason for Williams wanting you because you have done well during the Day 2 tests. You can drive back into these tests to get better scores and hence better contracts as a result.”
Hood also discussed F1 2012′s dynamic weather system, where part of the track is wet while other parts are dry. “So, now instead of changing tyres at the same time, both players know the track’s getting wet in some locations but remains dry in others. So, you have to figure out whether you want to change your tyres or stick with the ones you have.”
Hood admitted that the team made the suspension model too light in the back in F1 2011. “Now what we’ve got with the suspension is that the car is very stable at high speeds, allowing the player to throw it around the track, but when the speed drops then the player is relying on the mechanical grip of the car’s tyres and this has them locking up as you slow down and emitting smoke.”
The developer said the team has strayed away from making F1 too much of a sim like iRacing, “where you’re spending 99% of your time just trying to stay on the track. Our F1 games should not be that as most people should be able to start the car and complete the circuit, not crash at the first corner.” While Hood doesn’t find games like iRacing to be approachable, his team felt the game was rewarding when completing a lap.
Codemasters instead aims to make F1 2012 more approachable and accessible. “If I’m struggling to stay on the circuit in iRacing fashion, I cannot give thought to when I should pit, what’s the state of my tyres, what are my fuel levels because that is what players like.”
Hood also admitted that past F1 games have lagged some with online multiplayer, struggling to accommodate many different user bandwidths. “[W]e’re trying to improve our network code so that we can account for these inconsistencies in connection quality.”
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Podebljano: dakle, ništa ni ove godine od toga. A upravo zbog tog mi igranje ove igre ne predstavlja dugoročnu zabavu.
Ništa, preostaje nam čekat da vidimo kakav bude C.A.R.S. za kojeg se nadam da će biti puno kompleksniji po pitanju fizike.