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Rec.Autos.Simulators Archive

Sims vs. arcade

8 posts by 8 people · 17 Mar 2000 - 25 Mar 2000

Doug Gordon 17 Mar 2000#523261
The way I look at it, any product has to be developed within a budget of $X. For a simulation, this means that they can choose to spend it on people with excellent programming, math, and physics knowledge, or they can spend more heavily on graphic artists, etc. There is always a balancing act in how the money is spent. Whenever I start up a "sim" and am immediately greeted with a super- glitzy user interface, the warning bells start to go off. All these 3D- look controls with twirling, animated actions and ker-chunck, ker-chunk sounds may be de rigeur on an arcade console, but they tell me something about how the development budget was spent. All too often, when I finally get into the "sim" part of the game, I realize where they must have spent the most -- and it wasn't on the simulation part of the product! GPL is a good example of what I expect to see in a hard-core simulation. Simple, minimalist 2D setup screens; no fancy animated intros; to-the-point options and settings. Even the scenery and special effects are minimal -- who has time to look at the scenery and shadows when you're trying to drive a hot lap?? And when you get into the simulation itself, you realize where they spent their budget: on the math, physics, and efficient software implementation. When you think about what this game is doing -- in real-time -- it is very, very impressive. OTOH, the emphasis in what I've seen so far from companies like EA Sports sends my expectations in a different direction. I have not played SBK2000 for very long yet, but so far it seems like they spent a lot more time on the UI and graphic glitz than on the simulation. I hope that F1 2000 does not also follow this trend (but I suspect it will). BTW, this is not to say that a game can't be produced that has all of the special effects AND is a great simulation. It's just that this would require a correspondingly larger budget. Doug Gordon Sent via Deja.com http://www.deja.com/ Before you buy.
: GPL is a good example of what I expect to see in a hard-core : simulation. Simple, minimalist 2D setup screens; no fancy animated : intros; to-the-point options and settings. Even the scenery and special : effects are minimal -- who has time to look at the scenery and shadows : when you're trying to drive a hot lap?? Anyone who wants a braking point more accurate than "some time after the green blob but before the white square". One of the things that frustrates me about the GPL graphics are that they are relatively primative for a driving game and therefore it's hard to pick brake points due to the lack of trackside markers. Even GP2 was better since it had some markers actually by corners. So, yes, I'd pay more money for GPL with better scenery because its featurelessness makes it more difficult than it needs to be. -- Richard G. Clegg Only the mind is waving Networks and Non-Linear Dynamics Group Dept. of Mathematics, Uni. of York UPDATED WWW: http://manor.york.ac.uk/
David 17 Mar 2000#523263
Well I do not think during the 60s many tracks had braking markers. Some did and they are in the game. I am not a Papy lover, but I do think they did get this reasonably right in the game. Dave
Ace 17 Mar 2000#523264
My Dad, who was involved in F1 during the 60s and early 70s, took one look at GPL and his first comments (apart from remarks about my driving) were "where are the distance markers?" apart from Rouen, and Spa, in places, none of the tracks feature enough useful markers in GPL, yet they definetly did exist at the majority of tracks (according to my old man, who actually raced at Silverstone many times, among other places). Notice there are distance markers at Spa before the Masta kink, and on the run up to la source. Very useful, so why not implement them at other circuits?
Quoted text (10 lines)>Well I do not think during the 60s many tracks had braking markers. Some >did and they are in the game. I am not a Papy lover, but I do think they >did get this reasonably right in the game. >Dave >> Anyone who wants a braking point more accurate than "some time >> after the green blob but before the white square". One of the things >> that frustrates me about the GPL graphics are that they are relatively >> primative...
<snipped>
Colin 17 Mar 2000#523265
It looks like F1 2000 gives us just that =) ...Colin
Now there's a patch we could use! The GPL Brake Marker Patch. People are adding graphics to gpl all the time, so it obviously wouldn't be to difficult for someone that knew what they were doing. I'm unfortunately not one of those people. Any takers ?
Quoted text (25 lines)>My Dad, who was involved in F1 during the 60s and early 70s, took >one look at GPL and his first comments (apart from remarks about my >driving) were "where are the distance markers?" apart from Rouen, >and Spa, in places, none of the tracks feature enough useful markers >in GPL, yet they definetly did exist at the majority of tracks >(according to my old man, who actually raced at Silverstone many >times, among other places). Notice there are distance markers at Spa >before the Masta kink, and on the run up to la source. Very useful, >so why not implement them at other circuits? >>Well I do not think during the 60s many tracks had braking markers. >> Some did and they are in the game. I am not a Papy lover, but I >>do think they did get this reasonably right in the game. >>Dave >>> Anyone who wants a braking point more accurate than "some time >>> after the green blob but before the white square". One of the >>> things that frustrates me about the GPL graphics are that they >>> are relatively primative... ><snipped>
-- Don Scurlock Vancouver,B.C.
Jan Hovius 21 Mar 2000#285935
Richard G Clegg <[email hidden]> wrote in message news:8atmvf$18k$[email hidden]...
Quoted text (17 lines)> Doug Gordon <[email hidden]> wrote: > > : GPL is a good example of what I expect to see in a hard-core > : simulation. Simple, minimalist 2D setup screens; no fancy animated > : intros; to-the-point options and settings. Even the scenery and special > : effects are minimal -- who has time to look at the scenery and shadows > : when you're trying to drive a hot lap?? > > Anyone who wants a braking point more accurate than "some time > after the green blob but before the white square". One of the things > that frustrates me about the GPL graphics are that they are relatively > primative for a driving game and therefore it's hard to pick brake > points due to the lack of trackside markers. Even GP2 was better since > it had some markers actually by corners. So, yes, I'd pay more money > for GPL with better scenery because its featurelessness makes it more > difficult than it needs to be. >
Richard, I've struggled with F1-2000 and then went back to GPL and oh man what a revelation that is! The gfx in f1-2000 may be better but i'll predict that this GAME simply isn't the big fish it promised to be. The graphic detail in GPL is just good, not too much not too few either. I think the problem of finding your braking point is not because of the graphics but because you're not familiar enough with the track. The original poster on this thread is right about his opinions: The emphasis in f1-2k is on action/graphic detail not on accuracy/modelling, I'm sorry but I think all our hopes have to be focussed on GP3 and WSC if you're looking for a sim that is! J. > -- > Richard G. Clegg Only the mind is waving > Networks and Non-Linear Dynamics Group > Dept. of Mathematics, Uni. of York > UPDATED WWW: http://manor.york.ac.uk/
EldredP 25 Mar 2000#283837
In article <01bf8ffe$8accb580$20d4fc3f@packardbell>, "David" <[email hidden]> writes:
Quoted text (15 lines)>Well I do not think during the 60s many tracks had braking markers. Some >did and they are in the game. I am not a Papy lover, but I do think they >did get this reasonably right in the game. > >Dave > >> Anyone who wants a braking point more accurate than "some time >> after the green blob but before the white square". One of the things >> that frustrates me about the GPL graphics are that they are relatively >> primative for a driving game and therefore it's hard to pick brake >> points due to the lack of trackside markers. Even GP2 was better since >> it had some markers actually by corners. So, yes, I'd pay more money >> for GPL with better scenery because its featurelessness makes it more >> difficult than it needs to be. >>
Which is a drag, unless you have a FAST system. On many systems, you need to turn down the graphics details to get a good frame rate. When you do that, you lose some of your brake markers(trees, bushes, wall graphic, whatever)... Eldred -- Tiger Stadium R.I.P. 1912-1999 Own Grand Prix Legends? Goto http://gpl.gamestats.com/vroc Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.

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