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FORZA Motorsport -- What's the Scoop?

12 posts by 7 people · 03 Jan 2005 03:10 UTC - 06 Jan 2005 18:57 UTC

David Anderson 03 Jan 2005 03:10 UTC#27501
Anyone been following Forza Motorsport? I havent found a whole lot of good information about it yet, but my first questions are 1. will it be a sim or arcade or hybrid? 2. how many real race tracks will there be?
> Anyone been following Forza Motorsport? I havent found a whole lot of > good information about it yet, but my first questions are > > 1. will it be a sim or arcade or hybrid? > 2. how many real race tracks will there be? 1. It's definitely a sim judging by the demo I've played, however, there's not really much bump modelling so the tracks are pretty flat - possibly even flatter than papy games. It looks like a lot of work has gone into it but I can't see it setting any benchmarks in terms of physics modelling i.e. some PC sims have a more realistic behaving tyre model etc. Reminds me a bit of F355 Challenge as far as console sims go but the cars' weight transfer, suspension etc are more advanced. 2. Quite a few. The demo features a nicely modelled Laguna Seca (albeit without many bumps) I'm not sure if the full track list has been publicised yet.
1.) Based on the demo, I'd call it a hybrid which more heavily emphasizes simulation physics. The demo is obviously an incomplete and unpolished version of what the final produce will be. What bothers me the most at this point is that it will not offer a true cockpit view. It's just like PGR 2 or GT3 in this department. You see nothing of the instrument panel, steering wheel, windshield, or even the hood. That takes a lot of the immersion out of a racing simulation in my opinion. 2.) Here's a link to the Forza website, which recently went live. The short answer is 31, if you count the dragstrip. But the link will tell you a lot of what you want to know about the cars and tracks in detail, http://www.xbox.com/assets/en-us/flash/games/forza/officialsite/default.htm. <[email hidden]> wrote in message news:[email hidden]... > Anyone been following Forza Motorsport? I havent found a whole lot of > good information about it yet, but my first questions are > > 1. will it be a sim or arcade or hybrid? > 2. how many real race tracks will there be? >
John Cauthen wrote: > What bothers me the most at this point is that it will not offer a > true cockpit view. [...] That takes a lot of the immersion out of a > racing simulation in my opinion. Not to mention you'll be playing it with a controller. Microsoft needs to (a) update the XDK to support force feedback controllers, (b) release a USB adapter, (c) support my Driving Force Pro in Forza. ;) Short of that, I have no interest.
"Eric Tetz" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (11 lines)> John Cauthen wrote: >> What bothers me the most at this point is that it will not offer a >> true cockpit view. [...] That takes a lot of the immersion out of a >> racing simulation in my opinion. > > Not to mention you'll be playing it with a controller. Microsoft needs > to (a) update the XDK to support force feedback controllers, (b) > release > a USB adapter, (c) support my Driving Force Pro in Forza. ;) Short of > that, I have no interest. >
Excellent point Eric! A driving simulation that aims to be as realistic as this one needs to support a true force feedback steering wheel. The wheels I've tried with the Xbox thus far have been horrible, and that's before you even get to the issue of no force feedback support. I have to admit getting enjoyment out of TOCA 2 using the S Controller, but I would get a lot more out of it with a decent steering wheel and force feedback The Forza demo already tells me that I'm not going to be able get what I want out of it without a steering wheel - it demands more control precision than I can deliver with my gamepad skills. I hope someone steps up to the plate to meet this need. If you read the technical discussion of the XBox's interface, it's not going to be easy.
Jone Tytlandsvik wrote:
Quoted text (7 lines)| John Cauthen wrote: || If you read the || technical discussion of the XBox's interface, it's not going to be || easy. | | The controller interface is USB with a different connector. What is | it that makes it difficult?
Support in games. Built-in deadzone in games to make it behave nicely with gamepads. It's not a matter of "can-do" but "be willing to do", and not on the behalf of game/sim developers necessarily.
Eric Tetz 04 Jan 2005 18:44 UTC↳ reply to tomb#27276
According to Logitech (http://cars.ign.com/articles/526/526806p2.html) the Xbox simply does not support force-feedback. They are ready and willing to make a FF wheel for the Xbox, but something about the hardware/OS/SDK (I can't imagine what) prevents it. It's a real travesty, because there have been so many great racing games on the Xbox. PGR2 and RSC2 both would have been a blast with a good FF wheel. Neither are simulators, but both have very fun driving models and fantastic rumble feedback. Speaking of... why hasn't somebody made a force feedback wheel with a 'rumblers' built-in? It's amazing how much feedback you get from vibration alone -- combined with force feedback it would be awesome.
tomb 05 Jan 2005 09:06 UTC↳ reply to Eric Tetz#27145
Eric Tetz wrote: | According to Logitech | (http://cars.ign.com/articles/526/526806p2.html) the Xbox simply | does not support force-feedback. Thanks for that link. Quite interesting (and a bit disappointing, really).
Quoted text (7 lines)| They are ready and willing to make || a FF wheel for the Xbox, but something about the hardware/OS/SDK (I | can't imagine what) prevents it. It's a real travesty, because there | have been so many great racing games on the Xbox. PGR2 and RSC2 both | would have been a blast with a good FF wheel. Neither are | simulators, but both have very fun driving models and fantastic | rumble feedback.
Yeah, a little forces can add a lot; even on arcadey stuff like Burnout 3, for example, which is a blast on the PS2 with an FF wheel (and I can't play it with a gampad, as arcadey as it is, the feeling of loss of traction is just not there with a pad but it is with a wheel). | Speaking of... why hasn't somebody made a force feedback wheel with a | 'rumblers' built-in? It's amazing how much feedback you get from | vibration alone -- combined with force feedback it would be awesome. I guess the problem is that "rumble" carries no information about direction at all. How would you know whether it's supposed to push left or right? It just rumbles.
> Anyone been following Forza Motorsport? I havent found a whole lot of > good information about it yet, but my first questions are > > 1. will it be a sim or arcade or hybrid? > 2. how many real race tracks will there be? 1. It's definitely a sim judging by the demo I've played, however, there's not really much bump modelling so the tracks are pretty flat - possibly even flatter than papy games. It looks like a lot of work has gone into it but I can't see it setting any benchmarks in terms of physics modelling i.e. some PC sims have a more realistic behaving tyre model etc. Reminds me a bit of F355 Challenge as far as console sims go but the cars' weight transfer, suspension etc are more advanced. 2. Quite a few. The demo features a nicely modelled Laguna Seca (albeit without many bumps) I'm not sure if the full track list has been publicised yet.
In article <[email hidden]>, [email hidden] wrote: >Anyone been following Forza Motorsport? I havent found a whole lot of >good information about it yet, but my first questions are > >1. will it be a sim or arcade or hybrid? >2. how many real race tracks will there be? See the following for a list of cars and tracks gleaned from the demo disk (which had 3 classes of 4 cars each usable for a 3-lap Laguna Seca race and can be found with Official XBOX Magazine demo disk #39 ~Dec). http://www.forzacentral.com/forum/showthread.php?t=1&page=8&pp=10 http://www.forzacentral.com/forum/showthread. php?t=250&page=2&pp=10
Eric Tetz 06 Jan 2005 18:57 UTC↳ reply to tomb#27191
They are ready and willing to make > I guess the problem is that "rumble" carries no information about > direction at all. How would you know whether it's supposed to push > left or right? It just rumbles. It would be nice to have *in addition to* regular force feedback from a wheel. It can give you a bit of that 'seat of the pants' feel. RSC2 uses it to great effect, letting you feel the motor (which adds to the immersion) and letting you feel the car's connection to the road. If you had it in a FF wheel, the wheel would let you feel understeer, while the rumble would let you feel oversteer and fine detail of the road surface. A side benefit might be reducing the noticeability of 'cog slack' in gear driven FF mechanisms.

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