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I've been playing this game since it came out...and over the last couple of years started playing the "Missions"...1 to 10 were brain bending, but 11 onwards...good lord...
A bit of background...I've been involved in motor sport for maybe thirty years now, since I was a spanner twirler in the pits for a school friend at age 15 who had a "bomber" (a cheap old car raced on a dirt oval), to move on to dirt track racers, then to a bit of amatuer rallying, drag racing (car and bike), and tarmac racing. At the moment I've got an old Celica with a stove-hot 18RG in it. So i noticed a few things about the Missions that kind of vary from real life racing conditions...something which the game is supposed to replicate accurately...
* Years ago with computer games, we used to say that "challenges within a game can be made difficult, but they shouldn't be made so difficult that the "average" player has no hope of achieving them...nothing creates an annoyed player who is likely to not buy your future offerings than intentionally making challenges in a game that are practically unachievable".
* The AI...this is a big issue. Many years ago we used to say that in certain games, there is "AI", and there is "PAI", or "Perfect Artificial Intelligence"...computer opponents that are, to put it simply, "too damn perfect for thier own good". The opponent cars in the missions fall into that category...they never make mistakes, they don't appear to be affected by understeer or oversteer, they never accidentally lock the brakes, and they basically follow every racing line perfectly.
* "Reality"...the way you make a challenging race is to bring in rules and regs and homologation specs that mean everyones cars are as close as possible to each other...no one has a significant advantage over the other guy. This is how things are done in real racing of most sorts. However, in these missions, what is the point of starting someone in an underpowered ill-handling car up to 30 seconds behind a far superior lead car? Most guys, entering the 3rd last lap and being told he was 30 seconds plus behind the leader (especially on a technical circuit like the diabolical laguna Seca), and knowing he would have to make up 10 seconds plus a lap, would just try for a place and some points.
* It might have sounded trite in Days Of Thunder with Tom Cruise, but "rubbing is racing"...in real life circuit racing, if you rub against another car, you don't automatically slow down for five seconds (especially if he's the one who cuts across your bows and knocks you...). If you brush a barricade, you don't slow down for five seconds...like it or not, swapping paint in corners is jus part of life sometimes...my Celica has the scars to prove it.
* If you get one wheel slightly in the dirt in a real racing car, you don't maniacally spin off into the sand...
* Racing cars have, you know, racing tyres...not the squeeling virtually gripless rubber seemingly fitted to most of the cars in the Missions.
* To answer a query on another thread on this site, yes, downshifting at too high a revs does indeed have more of an effect than a puff of flame out of the exhaust and a "rev-rev-rev-rev-rev" off the rev limiter...it results in either/or a detonated motor and shredded gearbox...in the corner of my shed is a destroyed 302 Ford V8 and four speed from just such a mistake I made several years ago...oops...
* In the missions, driving to your absolute limits seems to be rewarded by spinning off or the aformentioned slight wheel in the dirt and off into the wall. In real life racing, we had a name for the guys who drove like thier pants were on fire and with little regard for thier own safety or the panelwork of their racer...that name was "trophy winners"...
Oh I still love the game, expecially the 'Ring which I went around in real life a few times in the passenger seat of a freinds Mercedes (an old 380SL with good tyres and suspension)...but I will be avoiding the Missions like the plague, as much as I would love Jay Leno's Tank Car...
A bit of background...I've been involved in motor sport for maybe thirty years now, since I was a spanner twirler in the pits for a school friend at age 15 who had a "bomber" (a cheap old car raced on a dirt oval), to move on to dirt track racers, then to a bit of amatuer rallying, drag racing (car and bike), and tarmac racing. At the moment I've got an old Celica with a stove-hot 18RG in it. So i noticed a few things about the Missions that kind of vary from real life racing conditions...something which the game is supposed to replicate accurately...
* Years ago with computer games, we used to say that "challenges within a game can be made difficult, but they shouldn't be made so difficult that the "average" player has no hope of achieving them...nothing creates an annoyed player who is likely to not buy your future offerings than intentionally making challenges in a game that are practically unachievable".
* The AI...this is a big issue. Many years ago we used to say that in certain games, there is "AI", and there is "PAI", or "Perfect Artificial Intelligence"...computer opponents that are, to put it simply, "too damn perfect for thier own good". The opponent cars in the missions fall into that category...they never make mistakes, they don't appear to be affected by understeer or oversteer, they never accidentally lock the brakes, and they basically follow every racing line perfectly.
* "Reality"...the way you make a challenging race is to bring in rules and regs and homologation specs that mean everyones cars are as close as possible to each other...no one has a significant advantage over the other guy. This is how things are done in real racing of most sorts. However, in these missions, what is the point of starting someone in an underpowered ill-handling car up to 30 seconds behind a far superior lead car? Most guys, entering the 3rd last lap and being told he was 30 seconds plus behind the leader (especially on a technical circuit like the diabolical laguna Seca), and knowing he would have to make up 10 seconds plus a lap, would just try for a place and some points.
* It might have sounded trite in Days Of Thunder with Tom Cruise, but "rubbing is racing"...in real life circuit racing, if you rub against another car, you don't automatically slow down for five seconds (especially if he's the one who cuts across your bows and knocks you...). If you brush a barricade, you don't slow down for five seconds...like it or not, swapping paint in corners is jus part of life sometimes...my Celica has the scars to prove it.
* If you get one wheel slightly in the dirt in a real racing car, you don't maniacally spin off into the sand...
* Racing cars have, you know, racing tyres...not the squeeling virtually gripless rubber seemingly fitted to most of the cars in the Missions.
* To answer a query on another thread on this site, yes, downshifting at too high a revs does indeed have more of an effect than a puff of flame out of the exhaust and a "rev-rev-rev-rev-rev" off the rev limiter...it results in either/or a detonated motor and shredded gearbox...in the corner of my shed is a destroyed 302 Ford V8 and four speed from just such a mistake I made several years ago...oops...
* In the missions, driving to your absolute limits seems to be rewarded by spinning off or the aformentioned slight wheel in the dirt and off into the wall. In real life racing, we had a name for the guys who drove like thier pants were on fire and with little regard for thier own safety or the panelwork of their racer...that name was "trophy winners"...
Oh I still love the game, expecially the 'Ring which I went around in real life a few times in the passenger seat of a freinds Mercedes (an old 380SL with good tyres and suspension)...but I will be avoiding the Missions like the plague, as much as I would love Jay Leno's Tank Car...
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