F1 2010 - Game delayed?

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Shopto.net now has a June release date for this game!

What are people trying to do to me what with this and GT5!

Anyone else heard why it's delayed?
 
Shopto.net now has a June release date for this game!

What are people trying to do to me what with this and GT5!

Anyone else heard why it's delayed?

The so called March release dates that people were floating about were nonsense and were based only on a single provisional date that a games website was giving. To be honest, I wouldn't expect it to be out by June either - much more likely to be August or September. They haven't even released any screen shots for it at all, but they have promised that we will see some by March 16th at the latest (an appropriate date!). With Dirt 2, Codemasters released screen shots probably around this time of year and the game eventually hit the shelves in September 09 I believe. I'm prepared for a September release date.

Oh well, hope for the best, prepare for the worst 👎
 
On Wikipedia the release date is said to to be 'mid-2010' this makes me think of somewhere around May, June or July at the latest.
 
The longer the wait the better with F1 games...they are more likely to have the driver changes and more accurate performance charateristics for the teams. I mean, we can't expect the game out now can we? How are they meant to judge how fast each car and driver is?
It also means they have more accurate information for the effects of the rules changes.

We should want games released at the end of the season rather than the start for all these reasons. I think driver changes are possibly unlikely but getting the team's abilities right is a must!

March would have been unreasonable considering the first race is on the 14th....
 
"I think driver changes are possibly unlikely.." - Ardius

Yeah that's what Studio Liverpool thought...:ouch:

Parker

I meant driver changes reflected in the game...very few F1 games have ever featured all the changes during the season.

Studio Liverpool also faced a similar problem, they finished their game very early in 2006 (it had to have been, if it was released in July, taking into account the months needed for certification, mastering, production, delivery, etc). They couldn't feature driver changes like de La Rosa when they hadn't even happened yet.
Admittedly, they could have changed this for CE, but its such an irrelevant detail (in the grand scheme of things) that its not surprising they instead chose to focus on refining the core game.
 
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I don't see why it would matter too much when the game was released. Nowadays, they can just use patches to update the game anyway.

And there's always the DLC road to go down if things change drastically later in the season.
 
I don't see why it would matter too much when the game was released. Nowadays, they can just use patches to update the game anyway.

And there's always the DLC road to go down if things change drastically later in the season.

This is what I hate about patches and DLC...I want a full game not a half-completed one "that we can patch later".
You shouldn't feed this approach, it shouldn't be encouraged in the industry and thankfully most publishers realise the large amount of the audience isn't going to pay for DLC at the moment, so releasing a half-completed game is not going to help their reputation.

Unfortunately, the move to digital distribution is slowly going to take away this worry for them. More money for less goods, if you're happy to buy less for more, then enjoy.

Anyway, its not just "changes in the season" I was referring to - I agree that those are minor things.
The main problem is modelling the cars when they are only launched to the public in Februrary/March. It takes several months to fully test, master, produce, distribute and market a game, so its rediculous to expect Codies to release the game so soon afterwards.
Working out the relative performance is also a big issue, they can't just guess and "patch it later", for the reasons I mentioned earlier.
 
I'm sure many of you here will move to F1 2010 ((if the physics are as good as the graphics!!)) And I'm inviting you all to Our site where we're preparing for F1 2010 and already picking drivers/ Teams. F1 2010 will allow 13 racers per online race, so we're going to have split race days. 12 in one race 12 in the other. For PS3 and Xbox. We already have the site up and the forums. Also Our scoring system is up and ready >> Stop by and check us out if you are interested, alot of great drivers here!
👍 www.F1-Racers.Net 👍​
 
I'm sure many of you here will move to F1 2010 ((if the physics are as good as the graphics!!)[/CENTER]

I have to say, I haven't got all the fuss about the graphics we've seen so far in F1 2010. They seem almost a step backwards when compared with F1 CE. Asides from the tyres and wet weather effects, I haven't seen anything which really trumps F1 CE's graphics. Just goes to show that the Ego engine relies on bloom and other lighting effects to disguise its deficiencies when compared with something like GT5 or as I say, even F1 CE. Slightly disappointing given that F1 CE is over 3 years old!

That said, I maintained from the start that i'd take a good physics and racing experience over cutting edge graphics any day. Much to my surprise this seems to be Codemasters line of thinking as well judging by what we've seen so far 👍
 
Ugh, there's too many F1 2010 threads at the moment. But here's something I noted in one of the others (based on the first quote I'm still a little concerned how the handling's gonna work out):
https://www.gtplanet.net/forum/showthread.php?t=126189

Here's Eurogamer's rather lengthy hands on:
F1 2010 Hands On

A couple of quotes I found interesting:
The team is keen to avoid talk of either "arcade" or "simulation" handling, preferring to use words like "authentic", "predictable" and "consistent". That could be because DiRT and GRID's lighter handling styles have disappointed sim fans, and Racing Studio is keen to extract itself from a debate you can't win. But it's also fair; making something as incomprehensibly fast, agile and volatile as an F1 both driveable and involving is no mean feat, and based on a short play-test this handling scheme seems well up to the task.

Errr is the suggested interpretation simulation>authentic>GRiD handling? Or is it authentic>simulation>GRiD? To my mind authentic should essentially equal, as much as possible, simulation. So I'm not quite getting the distinction being drawn here.

On multiplayer:
In both multiplayer and career mode, the game will set you objectives relative to the ability of your car and your standing against your opponents.

"If you're driving for a Lotus or a HRT [in multiplayer] you're not expected to win every race, you have an objective which looks at the relative quality of the car, your times on that track in comparison to the other people in the room, the ranks of the other drivers, and you might be given the objective of trying to finish in the top three, try to finish fifth," says Hood. "So you still have a goal, and it's not about that charge for the first corner."

I'm concerned how popular online events will be if several of the cars are 2-3 secs slower per lap than the top runners. I just don't see yet how they will incentivize players to drive the Virgin and get trounced online. I suppose they could use GP's/Trophies as the carrot, but even then once you acquire that why invest any more time to race the Virgin's of F1 online knowing your car is 3 secs off the pace no matter how well you drive it? Granted the full details are not yet known, I'm just curious how they'll make this challenge fun and inviting.
 
I'm concerned how popular online events will be if several of the cars are 2-3 secs slower per lap than the top runners.

For the better part, multiplayer is a mess anyways. Unless you team up on websites like gtplant and find like minded folks.

I wouldn't mind "mixed class" races if you'd call them that, nor have I ever minded using non leaderboard cars in FM2 - even if that meant they were 2 seconds a lap slower. But then again I'm in racing games for the race, not the winning ;)
 
I think if they're sensible, they'll have an option to equalise all the car's performance to the same level alongside having realistic levels. Otherwise, I agree its not going to be fun for the casual gamers being stuck in backender teams.
For me, I would love the challenge of trying to win in cars that are 3 seconds off the pace so I hope we can do that. Half the time I spent on GT5 Prologue online was in the underdog cars, it was much more of an achievement than simply going with the fastest car everytime.
 
What about a system where your driving skill determines what car you drive? Everyone qualifies in the same car, best driver gets the worst car, worst driver gets the best car.
 
For the better part, multiplayer is a mess anyways. Unless you team up on websites like gtplant and find like minded folks.

I wouldn't mind "mixed class" races if you'd call them that, nor have I ever minded using non leaderboard cars in FM2 - even if that meant they were 2 seconds a lap slower. But then again I'm in racing games for the race, not the winning ;)

Re: FM2 - I think alot of the sustained success of that game's online mode was because the individual could setup a public lobby configured to their liking (ie RWD only, A class, less than 400hp, no driving aids), unlike FM3 I might add. So if this is what your suggesting CM's might do, then yeah I agree that could definitely work. That way the most popular/effective customized lobbies are the one's that get used the most. Win/win as they say.

I think if they're sensible, they'll have an option to equalise all the car's performance to the same level alongside having realistic levels. Otherwise, I agree its not going to be fun for the casual gamers being stuck in backender teams.
For me, I would love the challenge of trying to win in cars that are 3 seconds off the pace so I hope we can do that. Half the time I spent on GT5 Prologue online was in the underdog cars, it was much more of an achievement than simply going with the fastest car everytime.

I agree there is potential there, I just think it's gonna take some careful thought on CM's part to make it interesting/fair for both the casual and enthusiast online players. Maybe they'll have different "hoppers" for different types of online play, etc. I'm very much interested to hear the details though as F1:CE's solution is very easy to wrap one's mind around, this one not so much.

What about a system where your driving skill determines what car you drive? Everyone qualifies in the same car, best driver gets the worst car, worst driver gets the best car.

Good idea in theory, but if people don't qualify earnestly then it'll just be a battle to see who can tank the best to end up with the faster cars. Maybe it could use the player's driving skill demonstrated in the offline mode to determine online car selections. Even that's not quite perfect but at least we can conceive of several options they might consider, so hopefully they used some quality brainstorming as well.
 
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I might be alone on this... but how about getting past the 2010 season? I mean realistically, f1 2006 had good career mechanics, But I kept wishing the whole system was a bit more flexible in terms of customization, from substituting drivers, to starting a new team, etc. I mean Super Aguri and Midland are still there. DLC can be a way to update the rosters, but it would be more fun to do it on your own. This may be true to this season since most teams are new. Especially online, where people wouldn't have to be limited to a specific set of teams.

The ability to customize liveries, or even opening up a set of older classic liveries will add up to this. It's not as if this is GT or Forza when we didn't have a custom livery editor, we can pick a car and change the color and still look unique online.

Your thoughts guys?
 

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