RaceRoom Racing Experience: SimBin-DNA intakt - neue Infos vom Creative Director

Diego Sartori, Creative Director bei SimBin, gibt Antworten auf Fragen die gestandene Racer als auch free-2-play-Gamer zu RaceRoom Racing Experience haben - plus neue Screenshots.

RaceRoom Racing Experience: SimBin-DNA intakt - neue Infos vom Creative DirectorRaceRoom Racing Experience: SimBin-DNA intakt - neue Infos vom Creative Director  ZoomRaceRoom Racing ExperienceAlle BilderMit RaceRoom Racing Experience möchte das im Bereich der PC-Rennsimulationen erfahrene und weltweit bekannte schwedische Entwicklerstudio SimBin im free-2-play-Markt mitmischen. Creative Director Diego Sartori hat sich, jetzt, nachdem die brodelnde Betriebsamkeit der gamescom, auf der das Spiel kürzlich offiziell vorgestellt wurde, bereit erklärt einige der am nahe liegendsten Fragen zum zu beantworten. Dabei geht Sartori auf die Fragestellung ein was ein Hardcore-Simracer ist und erläutert ausführlich was SimBin-Fans in Sachen Racingerlebnis vom free-2-play-Titel als auch von der Grafik- und Soundengine erwarten dürfen.

Aus Gründen der Aktualität könnt ihr das vollständige Interview hier zunächst in Englisch lesen.

Frage: "How would you say the hardcore-simracers will experience this game?"
Diego Sartori: "In order to be able to answer this question one must question what a hardcore simracer really is. We have seen many so called hardcore simracers not really being all that hardcore and we have seen some, that at first appeared to be relatively casual racing game players, only to turn out as absolutely hardcore racing gamers.

It is worth mentioning that we have seen super serious racing gamers on console as well as on PC. The game they play may not be all that hardcore but their approach, their skill and the level of dedication they display surely places them right next to any other hardcore simracer.

So, ask yourself this please, am I automatically a hardcore simracer because:
-I wear a helmet when playing a racing game?
-I play my racing game with controllers and a racing frame worth 1000 Euro or more?
-I only play my racing game using cockpit camera?

And then ask yourself this, can I call myself a hardcore simracer when:
-I play the game with a Joy-Pad?
-I only play the game using the Amateur difficulty level?
-I play the game using driving cameras other than cockpit?

A simracer to me is a player that loves real racing and racing games. Playing racing games is their hobby and the approach to the racing games they play, is one of dedication and determination to improve their race-craft."

Frage: "How one player experiences full immersion should have nothing to do with how hardcore they are allowed to think of themselves?"
Diego Sartori: "I think racing games (any game really) are a little bit like running shoes, they are made for running, but you can use them for walking too, when you try to choose between one shoe over another it is not the brand or the tech that matters, ultimately it is about how the shoe fits and the one that fits perfectly is the one you will end up wearing.

RaceRoom Racing Experience will in some way or another fit most of the players out there. We are aware that it will not fit all the players, and we know that some might label it as less hardcore than other racing games.

I can live with that because I know that to be in the top 100 on any RaceRoom Racing Experience leaderboard, or to be on the podium of a ranked multiplayer race, will require an extraordinary talent and a huge amount of dedication and that to me, that is the real definition of a simracer, hardcore or not."

Frage: "What changes in the driving experience can we expect?"
Diego Sartori: "For the most part, the changes we have made will come across as subtle, small refinements where needed but also with the aim to keep the SimBin DNA intact. For now we have announced the availability of two difficulty levels and matching driving models, Amateur and Get Real.

The Amateur driving model is designed to cater for casual gamers and seasoned racing gamers alike and this is done through the careful use of two driving aids, ABS and traction control, nothing more. At our booth at this year’s GamesCom, we had visitors performing 1 minute 29 sec laps around our track, coming out of the simulator stating that they would have wanted less driving aids, and some have come out saying that it was spot on, at GamesCom we only used the Amateur driving model.

Fact is that the current delta time with that car on that track is 1 minute 22 seconds, the challenge factor and difficulty level changes a lot over a span of 7 seconds per lap and that is worth having in mind. The premise for the Amateur difficulty is that is runs the Amateur Driving model, tire wear, tire heating, ambient temperatures and fuel use disabled. Damage is kept to visuals only and the cars are using fixed setups.

In order to make sure players can get the feel they want from the controls when playing the game, we have moved the steering lock from its normal place in the car setup menu to a new location within the controls menu, this allow for personal tweaks of how the car and controller inputs interacts even with fixed car setups. The Get Real driving model feels and drives much like you would expect a SimBin game to drive, it is immersive, dramatic and challenging. A new aspect of the Get Real driving model is that we do not treat traction control as a driving aid, we simply treat it as part of setting up the car, just as any team would if they are racing in a series that allows the use of traction control, and those there are plenty of.

This presents the player/driver with a completely different challenge when it comes to setting the car up for a given track and a given discipline, they have to 6 traction control positions and for each of these the player can assign any amount of traction control between 0 and 100%. Now some may think that adding 100% traction control to the car will make them win races, or be fastest on a leaderboard, that is not the case, a skilled driver will be faster with no or very limited traction control values, it will be about finding the right compromise between your driving style, the cars mechanical and aero dynamical grip and then of course the amount of “safety” you are willing to sacrifice in order to get the lap times you are looking for."

Frage: "What graphics engine is RaceRoom Racing Experience using and which visual improvements does it come with?
Diego Sartori: "RaceRoom Racing Experience is using our new RendR™ graphics engine. RendR™ has been developed for this project, and future projects of course. The premise given to the team was that we wanted a graphics engine that was able to deliver a game with looks worthy of a 2012 release.

In addition to providing the game with its good looks, RendR™ also had to improve on the games scalability. We wanted RaceRoom Racing Experience to play on as broad a range of differently spec computers as possible, this we have achieved.

RendR supports and features all the commonly used post effects and tech advances you would expect to see in a game release anno 2012. How we use them or to what extend we use them is where RaceRoom Racing Experience might differ from other racing games currently on the market.

The one crucial aspect of a games appearance is the light settings the game ship with. In SimBin we have always gone for a natural look and feel, this we know, is not always the preferred light setting by the fans, and even internally.

The way we have decided to deal with this is through a feature we call Driving Moods, this feature makes it possible for the user to toggle between a wide range of different light settings, different times of day, different styles of light setting, super bloom, overly saturated and anything in between. Driving Moods can be toggled at any time during any game-mode, it is a local setting so one player can play the game with one Mood and another play the game with a completely different Mood, even in multiplayer."

Frage: "Do you support different times of day? Weather?"
Diego Sartori: "The game engine does support different times of day and it has native support for rain. For RaceRoom Racing Experience we start off with races during daylight hours and no rain. The game has a feature we call Driving Moods and what this does is provide the player the option of changing the light settings of the game on the fly, in any game mode.

A Driving Mood can be a change in time of day, between morning and late afternoon, but it can also be a change between an overly saturated look and a more natural look, it can be a super bloom look or even a black and white theme. So the player has great control over the look of the game, but not the weather – for now we stick to a dry setting and no night racing. It is important to note though that we start off like this – what is in store for later we will communicate at a later date."

Frage: "Are the sounds we heard in the trailer really in-game?"
Diego Sartori: "Yes they are, that is the simple answer to the above question. The sounds and visuals you have seen in the trailer is nothing more than replay files captured with Fraps and then put in sequence using standard video editing software. How we create the sounds for the game and how we use them is based on experience from all the other games we have done prior to RaceRoom Racing Experience, for each release we have made small changes, both in how we create the sounds but also in how we use them.



With RaceRoom Racing Experience we wanted to have the best sounding racing game while in control of the car, but we also wanted the game to shine and deliver stunning audio during replays. So first we had to figure out what we wanted to improve, now as a developer you want it all and if possible you wanted it yesterday, in the real world however there are many things to consider before work on such a big game component can begin.We needed a sound system that would work and be able to deliver credible sounds even if recording sound of a given car was not an option and we needed a sound system that would support our new camera system for replays, especially replays we knew was lacking in terms of sounds and dynamics.

So for RaceRoom Racing Experience a brand new sounds system has been developed, this new system provides more triggers and is able to play more simultaneous sounds and with these new additions it has been possible to lift the audible qualities of the game to new standards. One of the most rewarding aspects of the new sound system is to drive an all-out attack lap in a cool sounding car and then view and listen to the replay of that lap. Not only was I 100% immersed while driving the lap, now I can place a camera wherever I want it and listen to the car as it is all the way over on the other side of the track, just hear it going up and down the gears, back-fires, a lockup of a tire there, a short-shift here and then be blown away as it eventually comes screaming past my camera position, that experience makes watching replays the extension of the game it should have been many releases ago."

Frage: "Will RaceRoom Racing Experience have multiplayer or is it a hot-lapping game only?"
Diego Sartori: "RaceRoom Racing Experience will absolutely have multiplayer, and it will also have a feature rich single player experience where the player can take part in races against the AI, using either a classic AI solution or our new Adaptive AI that on a per race basis adapts to the performance of the player.

So to be clear, RaceRoom Racing Experience will be a lot more than just hot-lapping, but even the hot-lapping we have decided to make a connected experience, rather than a solo play type experience as it has been in the past. This we do through the use of the In Session Real Time Leaderboards, this feature will show the players actual position on the Leaderboard as the player completes a lap, in other words, the player can see their position improve or drop on the Leaderboards as they put in their hot laps."

Frage: "Are there any new game modes such as career?"
Diego Sartori: "There are new games modes yes, but not a career mode as such. RaceRoom Racing Experience is based around an online community platform where each player has their own persistent profile. With this approach, playing the game becomes your career and we think that is a more valid form of career than an “artificial” one dictated by the game. Championship and single race game modes are not new, but we have made new additions to the two game modes worth mentioning.

Multiclass racing (will also be available for multiplayer) is now handled in a way where the winner of each class is celebrated/awarded as victors. In earlier games also featuring multiclass racing the game would only celebrate the overall winner and that we found was not consistent with how multiclass racing works in real life racing scene. Another new addition is the Adaptive AI that has been introduced in order to prevent the player ever outgrowing the game.

Our Adaptive AI works in a way where the AI performance adapts to the performance of the player on a per race basis, so if you do a race with the Aquila at RaceRoom Raceway and perform a lap-time of 1,30 then the AI strength will be built from that value the next time you do a race with that combination of car and track. If you improve your lap-time at the next race, then the AI will adapt to that new performance for the race after that. So, this is not the old classic in race rubber band type of AI.

Apex Hunt, another new game mode, is designed to serve two purposes. At first it is a learning tool the player can use to learn the layout of new tracks, as with any type of game map knowledge is key, and in a racing game track knowledge is key as well. That is what Apex Hunt is designed to provide, the needed track knowledge. The game mode is created around the race-line and ghost from Leaderboard Challenge, plus the addition of Apex Markers. These are placed on entry, at the actual apex and at the exit, and are clearly visible and placed in a way that will get you safely around the track. We are acutely aware that the apex’s and the lines that we present may not be the lines a given player ends up using once they have become comfortable with a track how their driving style applies to it. It is however a good start and will allow the players to get all important track knowledge a lot faster than without a feature like this one."

Frage: "Have you done anything to prevent cheating in contests?"
Diego Sartori: "Yes, a lot is done to prevent cheating, and it is the key for us to try and keep the cheaters in check. Sadly we also know that this is a never ending battle and our measures will be exploited, new measures introduced, new exploits and so on and so on, we will work hard to keep the integrity of the Leaderboards, competitions and of course multiplayer races.
Detailing exactly what we are doing however is not going to happen, we believe those details are best kept to ourselves."

Frage: "RaceRoom Raceway looks incredible. Can we expect more fictional tracks?"
Diego Sartori: "We needed a fantasy track as part of RaceRoom Racing Experience and we needed the creative freedom that comes with having a license free track, but we wanted it to be a “real” fantasy track in the sense that it had to come across as a track that could just as well have been real. We are really happy with the outcome of RaceRoom Raceway and chances are that we will make a few other fantasy race tracks of the same high standard. When and if this happens, it will be as a result of a layout/scenery concept that we think could be a worthy addition to the game, it will never be something we resort to in order to rack up the track count of the game. For Hill Climb stages we do however use fantasy stages in addition to the real stages that are planned for the game."

Frage: "How many layouts are included in the RaceRoom Raceway circuit?"
Diego Sartori: "RaceRoom Raceway supports 5 different layouts in total. During the tracks development we did try to add more layouts to the track but it came across a forced and moved the feel of the track away from that real sense we felt it should possess."

Frage: "Can we expect more original cars like the Aquila, Georg Plasa BMW and the P4/5?"
Diego Sartori: "Yes, there will be more 'original' cars coming for RaceRoom Racing Experience, exactly what cars and when I cannot disclose at this time."

Frage: "Do you have plans to release some legends or classic cars?"
Diego Sartori: "Your age more than often determine how old a car needs to be in order to qualify as a classic and your geographical location may have its own car legends, this we know to be true and therefore we have tried to collect cars from interesting car manufacturers from several different decades and several different classes.

RaceRoom Racing Experience for the most part is about modern racing featuring current cars as you would be able to see them out on the race tracks, on TV, YouTube and the Internet in general. Looking at the current lineup of cars, I do see cars that I would refer to as classic and/or legendary and I am sure most players will be able to find cars they would label the same way."

Frage: "Will there be custom skin support? If so, will they be shared automatically?"
Diego Sartori: "No, there will not be custom skin support in the traditional sense, this basically due to license limitations on some cars. We do have two fantasy car classes that we are dying to share with you guys, one of them is our 2012 interpretation of the amazing Group 5 cars. For a fantasy class there are no license restrictions to take into account so as long as we can motivate the investments we can more or less do what we want with these cars.

It should be said that these cars are done with the same mindset as we used for RaceRoom Raceway and the cars could just as well have been real race cars and while doing these cars we often found ourselves hoping a class with these cars would exist in real life. How does this relate to the question you may ask. The simple answer is that we wanted absolute creative freedom so that we could introduce an additional layer of persistence into the games already persistent nature, this when we think the time is right for such an additional layer.

What this means for custom skin support and how skins are shared is too early to reveal, so a simple answer is no, there is not going to be custom skin support at first, but we know you want and it is certainly also something we want to have."

Frage: "How tightly will RaceRoom Racing Experience be integrated with Steam?"
Diego Sartori: "RaceRoom Racing Experience relies on an active Steam account in order to run and vital parts of the games infrastructure uses Steam technologies."

Frage: "Will there be car setup adjustments? If so, will they be freely shareable like in previous SimBin titles?"
Diego Sartori: "Yes, Get Real™ comes with a fully featured car setup interface much as you would expect from a SimBin game and car setups can be saved and loaded from within the car setup interface. It will become possible to share car setup files through the games online Portal. You will be able to make a car setup public or only accessible to your friends, they will be able to access your shared car setup files through your profile on the Portal.

For clarification it should be said that sharing of car setup files through the Portal will not be available on day 1 of the RaceRoom Racing Experience release, an announcement will be made when the feature is available for you guys to use and hopefully enjoy."

Frage: "When can we play the 'Get Real' version?"
Diego Sartori: "Get Real™ will be available from day 1 of the RaceRoom Racing Experience Release."

Frage: "Is RaceRoom Racing Experience a test platform for GTR3?"
Diego Sartori: "No."

Frage: "Can we race offline with AI in the future?"
Diego Sartori: "Yes, you can race offline in single race events and championship events, against Classic AI or against our new Adaptive AI. The Adaptive AI is designed to match the player’s performance level on a per race basis, this means that as the player gets faster and faster, so will the AI."

Frage: "Will any complete racing series like the WTCC be available?"
Diego Sartori: "It is the aim for RaceRoom Racing Experience to feature complete themed packs of content to reflect a given series. Exactly what series and how these packs are presented is too early for us to communicate about at this stage though."


Frage: "There is a new button in the Teaser main menu called ‘Join The Beta’"
Diego Sartori: "By pressing this button you can apply for access to the closed Beta program and get early access to some of the content, game modes and features that will be in the release of RaceRoom Racing Experience. In addition, you will be able to comment on the game in a dedicated forum where you will have the chance to discuss your impressions of the beta. This will help us make sure the product meets the high quality requirements we have set for it."

Frage: "What is the new Bonus Challenge button in the Teaser all about?"
Diego Sartori: "We wanted to share a little more content with you guys so we have added the Saleen S7R and the additional RaceRoom Raceway Bridge layout to the Teaser.

Pressing the Bonus Challenge button in the menu system will launch the Leaderboard Challenge using the Saleen S7R on the Bridge layout of the RaceRoom Raceway trac. The car will be running Amateur physics and the track will use the more liberal Teaser/Amateur Difficulty specific Cut Track Corridor.

For those of you that have been playing earlier SimBin games, the Saleen S7R should be a familiar sight, it has been featured in GTR, GTR2, GTR Evolution and RACE Pro. For those of you that are new to SimBin racing games this car will of course be a first, and, hopefully welcome sight. There are several reasons why we chose to use the Saleen S7R as our Bonus Challenge surprise for the Teaser and I will try to explain a few of these reasons.

The Saleen S7R has as mentioned been with SimBin through all of our earlier games featuring GT cars, meaning it has been with us since the start and it felt natural that it would be with us for the start of our new adventure with RaceRoom Racing Experience.

Having been lucky enough to have seen and heard this car on race tracks around the world, I can honestly say that it makes an impression when it comes racing past you, not only do you hear the car, you feel it in your chest too. This trait in the car is something that we never really got right in our earlier games where driving the car somehow left you with a feeling of something missing. This is not the case when you drive the car in RaceRoom Racing Experience, here you hear and feel the car in a way that does the real car justice."

Frage: "Does this mean that all cars in RaceRoom Racing Experience are just a repeat of old cars you have/used before?"
Diego Sartori: "No, absolutely not, surely there will be some cars you guys may have seen before, we do after all cover a lot of ground with RaceRoom Racing Experience, but for the most part the cars and many of the tracks in the game will be new and/or firsts from SimBin."

Frage: "Why aren’t you showing the Get Real driving model with the extra car?"
Diego Sartori: "The reason for that is that game and infrastructure design simply does not allow the Teaser to carry and take proper advantage of the Get Real difficulty setting as there is more to this setting than just the driving model itself. I hope you guys will enjoy the Saleen S7R, see you on the other side of the Bridge."



Tags: SimBin, gamescom, Cologne, Köln, RaceRoom, Racing Experience, Simulator, Rennspiel, free-2-play


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