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Editorial
February 15, 2006
Unification Theory: Part One
by Jens
"McGonigle" Lindblad
A Step Back
in Time
You have
probably heard the term Unification Theory in connection with
the world of physics and how the greatest minds on this planet
strive to find a single congruent theory that will combine
Newtonian physics with the odd worlds of Quantum physics.
Now,
I have absolutely no idea what the sentence above actually
means, but it is such a blockbuster way of opening this
editorial, that I just could not resist the temptation!
We can
however think and talk about a Unification Theory for simmers,
in particular the racing variety of the breed.
For some
years now we have heard talk of how the community is becoming
fragmented by the sheer number of options available to us.
If the community is becoming fragmented, how does it manifest
itself, and will a unified community ever return?
Back
in the old days things were not quite so complicated. Although
there is a tendency in humans to look back in time and agreeing
that everything was better back then.
The choice
of sims was rather limited as you had the Grand Prix series
and the offerings from Papyrus in the form of NASCAR Racing
and Indy Car Racing. And that was about it for racing sims,
wasn't it? The Internet was in its infancy, and if you had
a dial-up modem capable of 56 kbps you belonged to the technological
elite. Remember the term "Hayes Compatible"?
Seeing that term mentioned in connection with a modem that
was about the size of a hard-bound novel was almost like owning
special access and drawing rights to the National Treasury.
The sim
racing community was rather small even smaller than
today and if you had those special editing skills and
were able to skin cars or edit models, you wanted to share
the results of your work with all your online friends. This
was the spirit that led to The
Pits laboring for 10 years on modding various Papyrus titles
with very little to show for it in terms of financial gain.
This is what led to the racing sim Grand Prix 2 achieving
notoriety by providing the most user add-ons ever created.
This is what led to SCGT ISI's first racing sim
becoming a very popular modding platform. This is what led
to Grand Prix Legends boasting an impressive number of add-ons,
tracks and utilities.
What
the modders didn't receive in economical gain they received
in appreciation from the community, and the gratification
in sharing their work with a larger audience. At the same
time, they had to shell out some of their hard-earned cash
for a place to store their mods and more importantly, to pay
the phone-bills for connecting their servers to the Internet.
As mods grew in physical size, the complexity of the mods
and the cost of making those mods available for downloading
became more and more of an issue. The cost of providing bandwidth
is a point that I think is often overlooked. In December 2005,
a site like Blackhole
Motorsports transferred over 1.3TBs (that's 1300GBs!)
of data.
More
racing sims came along. Among them, NASCAR Heat and EA's line
of Formula 1 sims, culminating with the coveted F1 Challenge
'99-'02. All the sims boasted quality mods... en masse. Still,
you had a natural segmentation in the sense that there was
one, or in exceptional instances, two sims for sim racers
with specific interests: The NASCAR fans tended to gravitate
towards Papyrus' latest NASCAR title or the Hasbro / MGI's
NASCAR Heat. The Formula 1 pilots had their Grand Prix or
F1 200x series. The sports cars aficionados raced SCGT, and
the nostalgic racers ran Grand Prix Legends.
With
a growing number of high quality add-ons, it becomes more
and more difficult to agree with your friends which sim to
use, which mod to run, which track to race on, etc. Sometimes
I have difficulty deciding which sim to load up since there
are so many to choose. It's a true "wealth of riches".
Last
year the sim racer was spoiled with so many new racing sims.
The fun started with the release late in 2004 in Europe, of
Richard Burns Rally. 2005 saw the release of Live for Speed
S2, GTR, GTL, rFactor, and netKar Pro almost made it to release
status in 2005 as well. Interestingly, LFS, rFactor and nK
Pro are all purchased online.
Until
very recently, almost all add-ons and mods were free to download,
the terrific Noonan Converter for converting tracks between
different Papyrus sims being the one exception.
The "Exclusivity"
Trend Arrives
We are now seeing a trend develop
which I think will become more distinct in the time ahead.
I will call that trend "exclusivity" because the
mods coming out of this trend are defined by their exclusivity.
You will either need to enlist with the community that made
the mod and enter a relationship not very different to what
in marketing terms is known as "brand loyalty",
where the brand entices you to use their product by offering
added value. Or you will be charged for a certain mod.
Brand Loyalty
First,
lets discuss the brand loyalty exclusivity. I do not mean
that by "enlisting", you have to register with the
mod site in order to download the mod. We have already been
doing that for some time now, and the more sites I register
to, the harder it becomes to maintain the password and log-on
identity for each site. No, I'm talking about parts of the
community taking this option further down the road into professionalism.
The basic mechanism employed here is the same that is used
when a corporation entices you to buy their product instead
of their competitor's product by attempting to create "special"
benefits. For example, think "Frequent Flyer Miles"
where there are special discounts on certain related or non-related
products, collecting stamps or coupons which you can then
use as trade-in for a particular product.
In some
sim racing communities you get special benefits if you enlist
for a specific league. In this case it doesn't cost you anything
and you get a free front-end for a well known rally simulation,
which works nicely offline, but if you want to go online against
other players, it will only be functional when you register
as an online player within that specific community. You can
only race with other league members.
I can understand and sympathize with
the reasoning behind this. Surely, this is one way to attract
players in a fragmented community. If you've been in the community
for some time, you will have noticed that there are many leagues.
But having many leagues also creates problems concerning attracting
players. It is also very reasonable that the people who work
creatively and diligently get something in return for their
efforts, apart from the everlasting appreciation from the
users. It really is a classical win-win situation. Join my
league, they say, and get tools, web, site and forum access.
Be a part of this community and enjoy all these benefits.
Finally, it also benefits the player in the sense that you
will be spared situations sometimes encountered in "pick
up" races; i.e. people driving you off-course intentionally
or just because they haven't yet learned about driving online
properly. I'll grant you that this particular problem is not
really an issue in online rallying as you are the only car
or should be on the stage of the course.
You
can also say that this is a way of trying to stop the fragmentation
between leagues. Players will in theory join the biggest and
best leagues the leagues that offer the best
special benefits.
Several
examples of attempts to organize the sim racers into online
leagues either have been in existence for years, or are emerging.
One organization that has been around for some time is FILSCA
(Fedération Internationale des Ligues de Simulateurs
Courses Automobile, International Association of Autoracing
Simulation Leagues).
The object of this editorial is not
to introduce, or explain the details about how FILSCA works,
but rather to take a broad, sweeping look at the sim racing
community. For this purpose we only need to know at this point
in time that FILSCA describes itself as a club. Founded by
its member leagues and run by its member leagues for its member
drivers. It is a non-profit club with the goal of unifying
sim racing. Look for more on FILSCA here at SimHQ in the future.
Charging
The other
form of "exclusivity" is now emerging and that is
the scheme involving "charging for content" as the
business world would probably call it. A modder will offer
textures, tracks, cars or a complete racing series for a popular
racing sim (e.g. rFactor) and this is clearly the first steps
taken by the racing sim community on the road towards what
has been in exsistence for years in the case of flight sims:
Add-on payware.
Once
again it is completely reasonable for a modder to expect more
than the occasional "thank you" for their
work. After all, making any mod takes a lot of time and often
requires investments in software and hardware. So a charge
for a given mod would not in itself present a problem as long
as the potential customers find that price reasonable and
an attractive package.
Consider
this: You have bought one track and one car. I have bought
another track and another car. Neither of us plan on buying
the track and car that the other owns. So we will have to
race the default cars on the default tracks, or find a set
that both of us do own. The software might be smart enough
to substitute non-owned cars with generic ones, but there
is just no way it can substitute a non-owned track with a
generic one. The potential for further fragmentation and "exclusivity"
is certainly a consideration.
I think
that in the future we are going to see quite a few payware
options turning up for racing sims.
Will the long term successful
ones offer add-ons that are equal in quality, scope and
fidelity to products like the flight sim genre's Shockwave
Productions or JustFlight?
Will individual modders be able
to go it alone or will they have to join mod groups and
establish what is in effect a "company" in order
to be able to offer a comprehensive product that will actually
sell more than a handful of copies?
Is the sim racing community big
enough to cover this business approach?
Compared to flight sims which
is the "big one" in terms of people playing them
the racing sim community is small. Flight sims are
sold in small numbers compared to shooters and purely arcade
games. So sim drivers are a minority within a minority.
But some
modders might be very content with selling "just a handful
of copies" of their mod. If modding is primarily a hobby,
why should you not charge an amount for the the time you spend
modding? And how about this idea If I am looking for
a specific mod but unable to make the mod myself, I could
pay a modder to make the mod for me. Bespoke Mods,
Mods Bespoke (I reserve all rights to those names
henceforth!).
Licensing
and authorization to use the "names and likenesses"
belonging to organizations and persons is a factor not to
be underestimated, especially when considering a payware add-on.
If a Grand Prix Legends mod for rFactor was ever to come about,
how would you handle using names and logos for the constructors
and cars? Names of the drivers? Papyrus never did succeed
in acquiring a license to use the names and likenesses of
Cooper, Honda and Jackie Stewart.
Conclusion
The
subjects and questions raised here beg to be explored in further
detail. But this time it should be the players, the modders
and the clubs that do the talking. For example FILSCA. Hopefully
this feature sets the stage, and further features and interviews
will add more detail and texture to the questions. Perhaps,
some questions might even be answered.
The racing
sim community seems to be at one or several major turning
points. Driving professionalism is coming towards us and commercialism
is in sight. It will bring new opportunities, new demands
as well as new issues. Those are already being hotly debated
in some forums. What would you be enthusiastic about to pay
for in an add-on? And how much would you pay? Is the sim racing
community big enough to establish itself in the realm of payware,
which has proven to be successful in the flight sim genre?
Like it or not, you got to move with
the times and I think this probably means that there will
never be a Grand Unification in the world of racing sims,
unless someone codes and successfully markets a truly revolutionary
sim that in one grand sweep will render all previous sims
obsolete over night.
That seems doubtful.
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