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Interview
Codemasters Motorsports
We interview Codemasters
new Motorsports CLO,
and find out what's ahead in 2004.
First
an introduction: I'm Richard Tysoe, Codemasters' Motorsports
CLO. Mike Rowland, the previous CLO for motorsports, had his
hands a bit full dealing with both the shooting and the driving,
so I've taken over the motorsport. I've worked for Codemasters
for 5 years, and in that time worked on ToCA2, CMR2, ToCA
WTC, 1nsane, Race Driver, CMR3, IndyCar Series, and Race Driver
2. I'm a huge racing fan (so much so that I convinced my fiancée
to spend part of our honeymoon at the Le Mans 24 hours) and
I've been playing racing games ever since I've had a computer.
Faves are GPL, NASCAR 2003, GTR-2002 and ToCA, Colin McRae
and IndyCar series, though I will play anything with cars
in it at least once.
Q.
The next big thing in motorsports sims seems to be realism
based rally sims. Multiple significant ones are currently
being produced. Is Codemasters planning to address this new
interest in realism based driving sims? If yes, how?
A.
The Colin McRae Rally and Race Driver games have wide, mass
appeal so we've got to make sure we're providing games that
a large audience, with a range of skills, can enjoy. However,
we understand that for a lot of people in the "hardcore"
crowd only want a high end sim. Part of my job is to try work
on that and show we do have people who live and breathe motor
racing and rallying, who do, on occasion, sit down and read
very dry technical books about vehicle dynamics and suspension
design for "fun". But we know that fundamentally,
to the community, words only go so far, particularly when
you're starting from the point we are. So we have to show
what we've got. So we're including things, in our new games,
to appeal to that harder crowd. It all really starts with
the PC version of Race Driver 2, but it won't end there. We
have been listening to the community, and there will be switchable
features in the game solely for that hardcore player.
Q.
A distribution questions for the U.S. We cannot find Colin
McRae 3 or IndyCar Series anywhere in U.S. retail stores
for the PC platform. Were both released in the U.S.?
A. Yes, they were. If you're
having difficulty getting either game from your local retailer,
then head to the Codemasters
Eshop (and select Eshop from the menu running across the
top) and we'll gladly sell you a copy.
The
Colin McRae Series
Q. How will Colin McRae 04 differ
from the other rally sim contenders?
A. We've got the monstrous
Group B machines, for a start, parts testing, and the Colin
McRae "feel". No other rally game drives like the
McRae series, and I think that's the main strength and we've
upped the handling model for 04 to be more realistic. I think
we've also got the widest range of rally cars in terms of
period, style and power, than anyone else.
Q.
Have you made any decisions about Colin McRae 04 being available
for the PC platform?
A. Colin 04 is being developed
for PC, but we've yet to confirm distribution in the US.
Q.
Will Colin McRae 04 have additional driving physics than CMR3
has?
A. The driving model in CMR04
has been seriously revised, with a four-point model (effectively
taking the stabilizers off the cars, but without compromising
the "feel".
Q. Will you have real-time online
multiplayer rallies hosted by Codemasters?
A. The CMR 04 does have real-time
online multiplayer, but I don't think we'll personally be
hosting games. The game web sites and forums will feature
areas where players can arrange games, but lots of other dedicated
game hosts already do a great job of hosting.
Q. Do you plan to present "stages"
more like the actually rallies?
A. Realistic-length stages
are a big technical challenge, and visually can be very boring.
We focus on making the tracks as interesting and challenging
from a gameplay perspective as possible, while keeping them
a manageable length. It's one of those mainstream/hardcore
balances that can be very tricky to get right. It's worth
pointing out, though, that the average stage lengths in the
games have been getting longer.
Q.
Do you plan to have "team" communications built
into CMR04?
A. Rallying Team-to-car comms
seem less frequent than in circuit racing (and anyway, the
driver always has a co-driver yelling in his ear about the
road), and I'm not sure players would want to be told to slow
down and drive conservatively so the team gets the manufacturers
title at the expense of the driver's title (for example ;-))
Q.
Do you plan to have mechanic repair capabilities along the
rally route?
A. If you mean in the sense
that Colin 2 did, then yes, CMR04 has that system again.
IndyCar
Series
Q. Now that IndyCar Series is
out, what is the next step in the series?
A. It's still in discussion.
Q. Will we see a patch to add
multiplayer to the PC version?
A. It's not planned.
Q.
Will we see a patch to add mirrors to the cars for the views
missing them?
A. Again, It's not planned.
TOCA
Race Driver 2
Q.
You released Race Driver (RD) then added the patch that significantly
improved to realism driving experience. Will TOCA Race Driver
2 (RD2) have a more realism based physics model from it's
inception?
A. Most definitely. The physics
model has been subject to a ground-up rewrite, with no artificial
driver aids, even in the default setting. The goal has been
for the default physics model to maintain the level of accessibility
but with the greater driver involvement that a more realistic
model brings.
Q.
How will RD and RD2 differ?
A. It's much bigger in terms
of motorsport content we have 15 different motorsports
fully simulated through the game and you get to experience
a great variety through to many championships. Cars are hugely
varied too and all monstrously powerful. The cutscenes are
a lot better, with a more realistic first-person viewpoint
and more gritty it's not about a fictional character
(like Ryan Mckane in RD) it's all about your progression through
the championships. The DTM and V8 championships are bigger,
with more tracks and cars, and it looks a lot better, mostly
due to being able to concentrate on fewer platforms to really
squeeze the hardware.
Q.
Will you drive Ford GT's one week then switch to "big-rig"
trucks the next, or can you select just the trucks or GTs
to follow the entire "season"?
A. When you've picked a championship
to race in, you'll race through to the end of that championship,
then pick another. They aren't all the same length
some are just one race long, others are 5 or 6 races. Some
are long enough that you have to do them in 2 halves.
Q.
If you're mixing driving vehicles to that extent, won't that
significantly detract from the realism?
A. Nope, with a good physics
engine, you can model anything with four wheels and an engine.
If you put in data for a truck, then it'll play like a truck,
if you put in a formula ford, then it plays like a formula
ford. With the model RD2 has, it's given us this "free"
effect where the cars display pretty accurate behaviour, without
having to spend a huge amount of time feeling in the dark.
Q. Will it have multiplayer?
A. Yes, Xbox Live and PC online
play have been subject to a complete start-again-from-scratch
approach. It's a huge improvement.
Q. Will Codemasters host multiplayer
racing?
A. I'd say see the answer for
CMR04 above.
Thank you Richard for your time and
we'll look forward to Codemasters increasing interest in realism-based
motorsports sims. It's nice to see Codemasters has a racing
enthusiast communicating with their customers about new products.
A very special thanks to Didier Vanoverbeke
for coordinating this interview.
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