- 1,068
- Raleigh, NC
- booch16
Aside from the resources required to scan and tweak a track for release, are there any reasons not obvious as to why many racing games have limited track selections?
Do tracks charge a large licensing fee?
Is scanning tracks super expensive?
Do PD (and other game developers) change game engines so often that they can't reuse track assets?
It just seems really odd to me when i think about how the GT series really helped some smaller car companies like TVR get much better recognition internationally, as well as educating people on the Nissan GTR and other vehicles that may not be available in all markets. So when a series like GT has had a material impact on brands i would think race tracks would be DYING to have their tracks used in the game. Is this not the case?
If I managed a well known track that wasn't in a racing game i would seriously consider laser scanning it and providing it to game developers for free or dirt cheap to help increase my brand awareness.
I imagine that once you get the track data the hardest part is fleshing it out to make it look like the real thing with trees, support vehicles, grandstands, etc. etc. But with the quick rise in procedurally produced worlds a lot of the filler material should/could be relatively fast and easy to create, imo.
Do tracks charge a large licensing fee?
Is scanning tracks super expensive?
Do PD (and other game developers) change game engines so often that they can't reuse track assets?
It just seems really odd to me when i think about how the GT series really helped some smaller car companies like TVR get much better recognition internationally, as well as educating people on the Nissan GTR and other vehicles that may not be available in all markets. So when a series like GT has had a material impact on brands i would think race tracks would be DYING to have their tracks used in the game. Is this not the case?
If I managed a well known track that wasn't in a racing game i would seriously consider laser scanning it and providing it to game developers for free or dirt cheap to help increase my brand awareness.
I imagine that once you get the track data the hardest part is fleshing it out to make it look like the real thing with trees, support vehicles, grandstands, etc. etc. But with the quick rise in procedurally produced worlds a lot of the filler material should/could be relatively fast and easy to create, imo.
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