Only PS fanboys consider Forza an arcade game. Even FM Horizon is a great sim.GT is the king of "real=difficult" on consoles and the reason why legions of casuals think GT is the most realistic thing in the universe.
It doesn't matter if FM4/5 is factually more realistic, most people will consider Forza an arcade game because of this mindset.
Only PS fanboys consider Forza an arcade game. Even FM Horizon is a great sim.
You can have challenging gameplay without needing a hardcore physics model.
I'd give the same answer to both points. Yes, a game can be demanding without a hadcore physics model; and yes, one could alleviate the challenge of a realistic physics model with a bunch of assists.The demanding and challenging factor can always be toned down with assists and whatnot. Why won't devs accept this??
I'd give the same answer to both points. Yes, a game can be demanding without a hadcore physics model; and yes, one could alleviate the challenge of a realistic physics model with a bunch of assists.
Thing is, I feel that a lot of developers glance over that issue like Codies did with the cockpit cam in GRID 2. "Shall we make the game a challenge?!" "Nah, not worth it, only 20% of our player base cares". Same with realistic physics. Why bother to create them, then scale them down for the bulk of players who don't want that? Just create something simple out of the box, throw it out there and don't bother with the few sim-racers who are complaining.
Quite frankly, why would you do 100% of the work to get 100% of potential buyers cuvered when 20% of the work already covers 80% of your potential market? Simple answer: You don't, unless you want the positive PR or something.
Now, this bit might be important to understand this post: I'm not saying that most players are like that. That's my impression of what the developers are thinking, currently. We'd be seeing more sim-oriented driving games and more challenging games overall, otherwise, in my opinion. However, just an impression, so don't mistake it for claimed fact![]()
On the subject of Horizon, any arcade behaviour is purely up to how you choose to drive or the forced nature of the story mode. The nuance to the handling is still there, just as in any decent console sim.
Among all racing games, Forza Horizon's handling dynamics are truer to life than most of them. Compared to FM4, what it gave up with its modified tire model was made up for with improved suspension and aerodynamic modelling. Compared to any "arcade" game -- or Codemasters title -- it's in an entirely different category.
You can consider Horizon "simcade" if it makes you happy.
This may very well be the sad truth. Fun, fun fun... it's all gamers want today.
Um, that's all any gamer has ever wanted from any game. It's kind of the point. Even die hard sim racers want to have fun, don't they?
No game on Consoles have archived the same level of driving realism as in FM4 (IMO), that was released in 2011 and by the time P-cars releases on consoles it would probably be the most realistic game on consoles.Oh yes, they most certainly do! Serious fun... not casual fun with retarded physics and a forgiving driving model. Games ain't what they used to be I tell ya mate.
About a decade ago, especially back in the 90s devs were way more serious about making realistic and believable games. Now it's all about fancy shmancy graphics, MP and gameplay.
Physics and sounds just aren't taken as seriously today. Whatever sells, stays.
Oh yes, they most certainly do! Serious fun... not casual fun with retarded physics and a forgiving driving model. Games ain't what they used to be I tell ya mate.
About a decade ago, especially back in the 90s devs were way more serious about making realistic and believable games. Now it's all about fancy shmancy graphics, MP and gameplay.
Physics and sounds just aren't taken as seriously today. Whatever sells, stays.
This may very well be the sad truth. Fun, fun fun... it's all gamers want today. A quick fix.
Very few are willing to actually sit down, understand and appreciate what happens to a fast moving car, when you push it over the edge.
Wouldn't you say the braking is a tad bit cartoonish? The physics are certainly in no way comparable to Dirt, GRID or say TDU/Burnout/NFS, but not quite close to FM either.
Still deserves to be called a console sim? Cos' FM and GT do a far better job of physics on a console.
Horizon may have been taken more seriously had it not had the ultra-colorful dudebro setting to begin with.
A dark and serious open road game with consequences of bad driving would be SO nice.
I get what you're saying, it was just weird you saying all people wanted was fun.
Personally I've been gaming since SNES/Megadrive days and I don't really recall there being a time where racing games on consoles were all serious, sim orientated. All you really had in the realistic realm in PS1 days was Gran Turismo and the Toca games but when you go back to those today you realise they weren't that realistic at all. Other than that, pretty much everything was firmly in the simple, arcade physics realm.
In short, I personally don't see how anything has changed, not in racing games anyway. If anything there are more console racing games around with a slant towards realism these days than the other way around.
No game on Consoles have archived the same level of driving realism as in FM4 (IMO), that was released in 2011 and by the time P-cars releases on consoles it would probably be the most realistic game on consoles.
That said, stop talking out of your ignorance, in the last few years there has been literally breakthroughs on the Sim Racing scene, take Assestto Corsa for example which was released last year and is probably the most accurate simulation there is in the public market, is based on actual RD data taken directly from Vallelunga circuit, unlike previous games with relate to data offered by third party contributors (Like Turn-10 with Pirelli).
Flight simulation took a great hit with Flight, however that's the only example I can take from simulation going backwards, and even so there is stuff like X-plane, which keeps getting updated.
Why do people fool themselves into thinking that what they play is simulation, this happens with GT6 and FM5 alike, none of them are accurate to what can be done in a car and they are designed under a game design philosophy, now we have people who only want sims, TOCA 3 was the last entry to the series which was closing to sim-racing territory, and even then the physics lacked, the only redeemed feature on that aspect was the damage model which was surprisingly accurate.
I honestly rather play a fun game on consoles and a simulation game on PC, I have a lot fun with GT6 even though I know is not simulation, same with NFS Hot Pursuit and PGR4. rFactor provides fun when you mod it to include Targa Florio and some other mods like additional cars, but the data required to duplicate such instances is too inaccessible for rFactor developers due to their budget constrains, therefore they work on the engine to make it more simulation like, and leave moders complement the game with the engine provided by the developer, same is happening with AC proving a similar framework with a more advanced simulation engine.
What I want is a fun experience, TOCA 2 offered me that in the PS1 days and I would like to have similar experiences, I had a lot of fun with Grid 2 and I'm looking forward to this one as well, even though I know it will not be simulation, the game will be designed in order to provide such an experience.
According to Codemasters...
"It's in no way a simulation game, in terms of numbers it's probably 60:40 in favour of simulation to arcade.
GRID has never been a simulation, it's always been a bit of a mixture but for Autosport it's closer to sim than its ever been. Playing GRID Autosport with a steering wheel is completely different to how it was on GRID 2.
Rest assured, this is at it's heart, an authentic racing experience."
TOCA and GT certainly didn't square off with the likes of Papyrus sims.By those standards in the day, TOCA and GT weren't exactly leaning towards the arcade realm were they?
Maybe over a decade from now, FM and GT both might be considered "learning more towards arcade".
Full blown traditional motorsports sims -- like the SimBin games -- are usually niche titles for enthusiasts, and any game that's going to challenge the average gamer with its driving model has to drill in its authenticity with marketing, because few people can recognize the damn difference. Defining your product with a label like The Real Driving Simulator™ allows you to get away with almost anything. Same if you can establish yourself as a premier platform exclusive, beyond the reach of Gran Turismo's shadow (Forza).Why can't they go either all sim or all arcade? Why do PC gamers only get to enjoy the most hardcore sims? PCs have casual arcadey and fun/easy to pick up and play games too.
Yet devs shy away from making a full blown sim on consoles.
^^ How many sims have you mastered to date? And how long have you stuck with each?
Just curious.
Q) Can replays be saved?
A) Not at this time.
Q) Is the AI as good as it was in TOCA2 and Toca World Touring Cars
A) AI has had a lot of improvements made to it, will leave you to decide if it’s better or not.
Q) Is the classical D-pad layout still available and does it match the thumb stick lap times?
A) By default the d-pad is used to talk to your team engineer. The game hasn't really been made with D-pad controls in mind, just controller sticks and wheels. However, you can customise your controls should you wish.
Q) Do AI opponents also suffer from mechanical damage?
A) Yes
Q) Is there a podium sequence when one has made a podium finish?A) No
Q) Are there bonuses to be unlocked if you reach a certain mileage within a discipline?
A) You do get a ‘discipline level’, more on that soon.
Q) Is there a team manager who keeps you up to date with what's happening on the track?A) You have an engineer but he doesn't really say much on his own. Instead we've allowed you to take control by giving you the ability to request details via the D-pad.
Q) Can cars loose oil which makes a surface slipperyA) No
Q) Why did Codies not add a flag system to GRID ASA) There’s a danger if we go down the route of adding all these traditional sim options that the game will lose a bit of its identity. That’s not to say we won’t look at that kind of system in the future but right now it’s probably a step too far towards sim for Autosport, we’re all about that ‘middle ground’
Q) How does qualifying work? one flying lap or several laps?A) You have x amount of time, set the fastest time. Bit like F1 in that regard.
Q) All cars / all tracks on Custom Online?A) Yes, with a few exceptions (can’t drive a drift car on a non drift route etc)