Very little chance thats going to happen considering many sides of the fanbase don't know what they want themselves and zero cohesive agreement can be met without descending into vitriol.Also I love how he called us out, and how we are part of the problem and how we are the ones that can help get this genre back on track and out of the slump it’s currently in.
While I'd argue that this is related to the problems of complacency and lacking priorities - hyperfocusing on people who already have a wheel and likely will spend their money on another wheel instead of balancing focus between realism and making it easier for newcomers (who most likely wont have a wheel in the forseeable future) to join the party - this alone remains a great point to consider. Not that I play sims too often - they tend to not capture my interest as games in the long run - but I do distinctly remember setting up and using an xbox controller being considerably easier and nicer in Race 07 as opposed to Assetto Corsa.Something I think he sort of touched on but didn't go into detail on is peripherals and how they are increasingly becoming a requirement to enjoy modern racing games not just to their fullest, but at all. It forms an unneeded price barrier to play a game and unless you are already into that type of game you aren't going to make a several hundred dollar investment when you could just play something else that uses the trusty mouse & keyboard or controller that you probably have laying around anyways. This in turn artificially limits the playerbase to those already into "super cereal racing" which means the studios have to cater to what those players want, which is why we now have a market full of GT3 focused games, it's one big self-defeating cycle.
I don't think this is even just an issue that affects potentially new gamers as I'm currently at a bit of a crossroads since I'm having an internal debate of upgrading my current G29 and PVC setup or do I just put that money towards a nice desk gaming setup and stick to racing games developed by people that realize controller users also have money.
Sometimes I feel the same with fighting games due to abudance of fight/arcade sticks.Something I think he sort of touched on but didn't go into detail on is peripherals and how they are increasingly becoming a requirement to enjoy modern racing games not just to their fullest, but at all. It forms an unneeded price barrier to play a game and unless you are already into that type of game you aren't going to make a several hundred dollar investment when you could just play something else that uses the trusty mouse & keyboard or controller that you probably have laying around anyways. This in turn artificially limits the playerbase to those already into "super cereal racing" which means the studios have to cater to what those players want, which is why we now have a market full of GT3 focused games, it's one big self-defeating cycle.
The part where he goes over the overlaps between titles and game modes (12:14). Games with:I could comment on several points, but @sw3g005 covered one of the most salient causes of why things in the genre are as they are - Constant dissatisfaction from the players towards new ideas, leading to creative bankruptcy and complacency. Need For Speed Unbound was such an excellent example of this. While the game has its problems, I will credit it for trying something new by adding animated effects and characters. Unfortunately, there is a very vocal crowd that would rather have things stay as they have been for well over the past decade, so developers and publishers are unlikely to green-light any idea that's too out of the ordinary to avoid negative discussions surrounding upcoming releases.
I think both of those points can stand in their own right. His point about games not being able to meet all of the criteria listed is especially valid when you are talking about long-running franchises which already have a solid base to work on. In my original post, I was talking about the complacency that prevents publishers and developers from green-lighting new racing IPs or rebooting franchises that have seen success in the past.The part where he goes over the overlaps between titles and game modes (12:14). Games with:
Most of them are quite basic features for a racing game, and yet there's not one title that marks all the checkboxes. Tangentially, this is one point I tend to attribute to Raycevik's "the racing genre is behind" argument, @Mercia: the a sorted out core gameplay loop still is a rare sight for us.
- Party system
- Matchmaking
- Custom lobbies (and custom lobbies with AI)
- Custom presets
- Functioning online
- Career mode
- Story mode (and decent story mode)
With "risks" here being akin to having a FPS franchise where reloading have been bugged for years and the gameplay diversity in a given weapon class, say assault rifles, being yet again just the straight out DPS they have - no recoil patterns, impact on mobility, ammunition features, nothingIt's almost as if they didn't want to go too hard with it in case it failed, so the basic arcade racer is still there unchanged underneath, phew, at least we're safe from any risks being taken..
The recent reaction to Forza Horizon 5 Rally Adventure is a good example.Very little chance thats going to happen considering many sides of the fanbase don't know what they want themselves and zero cohesive agreement can be met without descending into vitriol.
I think the perception that a wheel is needed is more of a challenge than the wheel itself.Something I think he sort of touched on but didn't go into detail on is peripherals and how they are increasingly becoming a requirement to enjoy modern racing games not just to their fullest, but at all.
Can confirm. Single player racing does absolutely nothing for me outside of Achievement checklisting. I can’t predict what a human opponent will do with 100% certainty, but I can make a solid guess as we both dynamically react to each other."Once you've battled someone wheel to wheel for entire laps online, pushing each other on a wire right to edge without ever falling off a split second firefight just seems kinda boring"
Really good point. I own some of these games but have barely played them beyond the initial few hours.But I object to his 'creatively bankrupt' subtopic. How many racing game gets released year after year with distinct and 'interesting' design or promise, only to fizzle out without anyone noticing? Redout 2, came out July 2022, peak player counts on Steam barely over 400. Hotshot Racing, 330. Circuit Superstars, 420. Dakar Desert Rally, 430. Trail Out, 490. Art of Rally, 470. Horizon Chase Turbo, 260. Gravel, Inertial Drift, BallisticNG, Pacer, Xenon Racer, Slipstream, none of them managed to crack 200 peak player count since their release. And then consider Trailblazer and Skydrift Infinity which holds breathtaking peak player count of 19 and 17 each. Of course Steam stats isn't going to tell the entire story, but these numbers still say a lot.
I've done my part and purchased some of the less popular titles, but I am usually done playing them after a couple of months have passed. Perhaps it is the effect of live service games where I expect significant gameplay features to be released periodically for me to find enough interest to return to games over several months or even years.But I object to his 'creatively bankrupt' subtopic. How many racing game gets released year after year with distinct and 'interesting' design or promise, only to fizzle out without anyone noticing? Redout 2, came out July 2022, peak player counts on Steam barely over 400. Hotshot Racing, 330. Circuit Superstars, 420. Dakar Desert Rally, 430. Trail Out, 490. Art of Rally, 470. Horizon Chase Turbo, 260. Gravel, Inertial Drift, BallisticNG, Pacer, Xenon Racer, Slipstream, none of them managed to crack 200 peak player count since their release. And then consider Trailblazer and Skydrift Infinity which holds breathtaking peak player count of 19 and 17 each. Of course Steam stats isn't going to tell the entire story, but these numbers still say a lot.
Totally understandable I mean, even with the whole diatribe I wrote above, I'd be lying if I said I didn't have embarrassing amount of time spent just circling Nurburgring over and over trying to not crash.Really good point. I own some of these games but have barely played them beyond the initial few hours.
But a GT3 race on Spa on whatever current sim for the 4000th time?! Yes please
Absolutely, great point. With live service games bringing new things month after month, I can't imagine small teams competing with the big cheeses of the genre. I guess it must be one of the reason why popular games in genre either tends to be live service or mod-driven sandboxes.I've done my part and purchased some of the less popular titles, but I am usually done playing them after a couple of months have passed. Perhaps it is the effect of live service games where I expect significant gameplay features to be released periodically for me to find enough interest to return to games over several months or even years.
I reckon the success of these games should be judged by the reception they receive and how much activity they have within the first few months of their release. If I'm spending less than ÂŁ20 on a game, I'm not expecting to come back to it regularly in the long term (BeamNG has been a pleasant surprise in that regard! ).
The main big dev that took risks in a racing game that tried to be creative and interesting was Codemasters with Onrush. It was such an immense apocalyptic failure it forced them to close Evolution Studios.Interesting critique. I enjoyed watching it.
But I object to his 'creatively bankrupt' subtopic. How many racing game gets released year after year with distinct and 'interesting' design or promise, only to fizzle out without anyone noticing? Redout 2, came out July 2022, peak player counts on Steam barely over 400. Hotshot Racing, 330. Circuit Superstars, 420. Dakar Desert Rally, 430. Trail Out, 490. Art of Rally, 470. Horizon Chase Turbo, 260. Gravel, Inertial Drift, BallisticNG, Pacer, Xenon Racer, Slipstream, none of them managed to crack 200 peak player count since their release. And then consider Trailblazer and Skydrift Infinity which holds breathtaking peak player count of 19 and 17 each. Of course Steam stats isn't going to tell the entire story, but these numbers still say a lot.
Feel free to throw in ad-hoc explanation for why each of these games bombed - maybe it wasn't 'interesting' enough, maybe production value wasn't there, maybe it was just mediocre, maybe it doesn't measure up to this 20-30 years old game practically nobody can play anymore, hey it's indie what do you expect, but I still stand by my point. Despite all the clamour for 'interesting' racing games, the interest from people just doesn't seem to be there when it counts. Time and time again, some 'interesting' game will get announced, get token "huh that sounds interesting" response from people, get no traction whatsoever, and then vanish with little fanfare. It's been that same story since 2010's, and I'm tired of this whole routine. I'm at a point where I'm starting to question if the target audience for these games - this group of racing game fans so ostensibly deprived and starved for fresh, 'interesting' take on racing games - are even there in the first place.
I'm not trying to say racing games should all stay as homogenized and bland as possible to ensure that it succeeds. I want to see devs taking risks and going for that extra mile too, but players need to meet them halfway. When releasing any racing game at all is a risk, is it any wonder devs are shunning createivity and opting to iterate on what works? When there seem to be such deep disconnect between what people claim to want and how it translates to actual sales, is it surprising that devs are running like headless chicken and just opting to throw random ideas on a wall to see what sticks? Why would these big name corpo types budge an inch when any attempt on appeasing these subsection of racing game fans historically seem to result in a dud?
This is such a deep issue with so many different variables in play, and I doubt one guy going "why don't they just make creative games" and few handful of people going "huh that sounds interesting" is going to magically fix all this. Most racing game fans seem to be content staying in their comfort zone and never having to venture out for something that could interest or challenge them, warts and all, and that's fine. But I don't want to see that same types of people spreading this notion that tens of thousands of dissatisfied audiences will materialize like dandelions after spring rain as soon as devs start making 'interesting' games. It's just disingenuous.
I'm so sorry I made you read all that.
Anyway, really interesting and thought provoking video. I share the man's frustration.
We have new subgenres of FPS in last 10 years(BRs). RPGs are releasing constantly with different settings and core mechanics.I have the same frustrations with FPS and RPGs.
I want that in a racer.
While I agree with a lot of the points in the video, I agree with this point the most. Blur and Split Second are two perfect examples; absolutely loved by the few who played them but absolutely bombed sales wise and indirectly led to their studios closing. As you said, there's a multitude of other factors in play (both examples I gave got swamped with crappy marketing, a similar release window which itself was in the middle of other big games from the period) but its what has lead to where we are now. You can easily see why the Horizon games have stuck to a single game design more or less for a decade. You can see why EA rebooted Need for Speed... and then had to do it again, since people wouldn't shut up about customisation and wanting a new Underground. You can see why all these long running series get dunked on when they stray from the fence, so they offer nostalgia based updates/DLC to claw people back in.I'm not trying to say racing games should all stay as homogenized and bland as possible to ensure that it succeeds. I want to see devs taking risks and going for that extra mile too, but players need to meet them halfway. When releasing any racing game at all is a risk, is it any wonder devs are shunning createivity and opting to iterate on what works? When there seem to be such deep disconnect between what people claim to want and how it translates to actual sales, is it surprising that devs are running like headless chicken and just opting to throw random ideas on a wall to see what sticks?