- 28,197
- Brooklyn, NY
- KR_Viper
- I Renown I
I've tackled this subject and its many possible facets multiple times before in the Rewind of old, but I've never particularly opened up the topic for actual debate and discussion; which is precisely what I'm going to do now.
To preface, what is it that attracts one to a racing game? Is it wanting a virtual recreation of the pride and joy vehicle that you drive on a daily basis? To prepare for an event in the real world? Or is it simply the opportunity to do what one feels they'd never be able to do (without sufficient circumstance) in the real world?
A more riveting thought is this: what if it's none of the above? What if it's simply the endless chase of finding that one game, that one developer, that one moment that can, without fail, recreate that feeling when you played through the game responsible for the initial interest in the first place? It is entirely possible that the current age of racing games falls short of high expectations because many of us are still attached to what racing games used to be.
A great number of us grew up playing racing games and with that comes a natural attachment to the way a world was recreated and presented to us, and a perfect example of this is Gran Turismo 2. For many, GT2 had it all and then some, a fantastic soundtrack, a wealth of variety, plenty of tracks, events that you felt compelled to run multiple times just to obtain the one car you wanted, and most importantly it had an identity and didn't divert away from that identity. In the grand scheme of things however, it was a never-ending grind that simply did not come across as such.
Why is that?
Gran Turismo 2 stands as the pinnacle of the series, a point in time where the game was exactly that - a game; it wasn't outright attempting to serve as a portal, a breakthrough in to the real world of motorsport. It took on enough to serve its purpose and left your mind to wonder what could come next. Now, it seems almost commonplace for racing games to be built using this almost stereotypical archetype that it must blur the lines of what's real and what isn't as much as possible, to engage in partnerships with governing bodies of the motorsport world to bring challenges racers would compete in in real-life to your living room, to obtain as much "data" from tire, suspension, and engine manufacturers to simulate the entire experience of any one vehicle as closely as possible and to give you an experience unlike anything in the past.
Make no mistake, advancements are inevitable and are simply the nature of the beast, however, as a result "fun" is often at the discretion of individual interpretation and not as an absolute, and a video game, in any medium, should be fun first and foremost. Shouldn't it?
----
Consider this a unique conversation in the sense that you don't have my entire viewpoint, therefore having to form an opinion based only on what's available and extrapolate from there. I'll update this post again on Friday and every two days thereafter until it's completed.
Discuss!
To preface, what is it that attracts one to a racing game? Is it wanting a virtual recreation of the pride and joy vehicle that you drive on a daily basis? To prepare for an event in the real world? Or is it simply the opportunity to do what one feels they'd never be able to do (without sufficient circumstance) in the real world?
A more riveting thought is this: what if it's none of the above? What if it's simply the endless chase of finding that one game, that one developer, that one moment that can, without fail, recreate that feeling when you played through the game responsible for the initial interest in the first place? It is entirely possible that the current age of racing games falls short of high expectations because many of us are still attached to what racing games used to be.
A great number of us grew up playing racing games and with that comes a natural attachment to the way a world was recreated and presented to us, and a perfect example of this is Gran Turismo 2. For many, GT2 had it all and then some, a fantastic soundtrack, a wealth of variety, plenty of tracks, events that you felt compelled to run multiple times just to obtain the one car you wanted, and most importantly it had an identity and didn't divert away from that identity. In the grand scheme of things however, it was a never-ending grind that simply did not come across as such.
Why is that?
Gran Turismo 2 stands as the pinnacle of the series, a point in time where the game was exactly that - a game; it wasn't outright attempting to serve as a portal, a breakthrough in to the real world of motorsport. It took on enough to serve its purpose and left your mind to wonder what could come next. Now, it seems almost commonplace for racing games to be built using this almost stereotypical archetype that it must blur the lines of what's real and what isn't as much as possible, to engage in partnerships with governing bodies of the motorsport world to bring challenges racers would compete in in real-life to your living room, to obtain as much "data" from tire, suspension, and engine manufacturers to simulate the entire experience of any one vehicle as closely as possible and to give you an experience unlike anything in the past.
Make no mistake, advancements are inevitable and are simply the nature of the beast, however, as a result "fun" is often at the discretion of individual interpretation and not as an absolute, and a video game, in any medium, should be fun first and foremost. Shouldn't it?
----
Consider this a unique conversation in the sense that you don't have my entire viewpoint, therefore having to form an opinion based only on what's available and extrapolate from there. I'll update this post again on Friday and every two days thereafter until it's completed.
Discuss!
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