Requirements for every modern racing/driving game.

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Holbrooklyn
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bigblockprius666
Whether it's on the street or on the track, what do you think every modern racing/driving game should have right now?

Not including sport specific games: NASCAR, F1, WRC, etc...

-Nissan s13, s14, or s15
-Lancia Delta
-At least 3 different car categories: Tuner, Muscle, Exotic
-Performance upgrades
-Course Creator

What else can you add?
 
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Overly priced and unnecessary DLC's
And on-line multi-player
 
On Line multiplayer modes
leaderboards

Upgrades and tuning capabilities

As for cars I do not think there is any specific car that would be a must for any game but I would say that any modern game should have a variety of cars of different performance levels to choose from.
 
The word BRAKES popping up on the screen in big letters so people know to brake for a corner instead of causing a 12 car pile up in the first corner.
 
  • Physics that are consistent and simulate a full range of handling, whether the game is "arcade" or "realistic." No jarring quirks or ham-handed bias toward understeer/oversteer.
  • Day/night toggle at minimum (this was common in the 1990s).
  • More weather options than just clear and dry (this was also common in the 1990s).
  • Fully customizable "Free Race" mode with options to select number of laps, which cars the AI drive, any track and car combination, etc. (again, common from the 1990s until recently).
 
Ferrari, Porsche, Lamborghini, Pagani, Konigsegg, Bugatti, Maserati etc etc.

In otherwords, licencing shouldn't be a problem for anyone who makes games...
 
Might be a pipe dream now, but it would be nice if a handheld system can have the functionality of being side mirrors or a rear view mirror. Since tablets, phablets, and other hand held system still has a market, it would be nice if it can be done. It doesn't even need to have the same or similar details as the one you get from your PC/consoles. As long as you can see objects from it that are in synced with the game, it will be huge step going forward.
 
  • Physics that are consistent and simulate a full range of handling, whether the game is "arcade" or "realistic." No jarring quirks or ham-handed bias toward understeer/oversteer.
  • Day/night toggle at minimum (this was common in the 1990s).
  • More weather options than just clear and dry (this was also common in the 1990s).
  • Fully customizable "Free Race" mode with options to select number of laps, which cars the AI drive, any track and car combination, etc. (again, common from the 1990s until recently).

This basically sums up everything I was going to say.
 
Ultra realistic simulation of all car components ad damage. If another car crashes into me and my windows break, I want my center of gravity be lowered and my wind resistance on that side to be increased. If it rains I want each individual raindrop to hit my car and potentially slow it down. I want aerodynamics and weight balance to be affected by the actual shape and direction of travel of the car and I want (most of all) actual units for tuning options. How much downforce does the wing on my RX7 give? 20 cheesecakes? 20 strippers? 20 space chickens?
 
Rampant fanboys that think all other racing games are terrible for outlandish reasons.
 
Simulation racing games at least need these 3 features from this point forward. No more excuses, no more laziness.

1. Full interior view (this is a MUST for simulation games.) You cant simulate real life racing if you are on the hood or bumper.
2. Weather (Does not need to be every track but the option must be there) Dynamic would be even better.
3. Night racing (Does not need to be every track but the option must be there) Dynamic would be even better.
4. Some sort of damage. You should not be able to take your car from 6th gear and drop it all the way down to 1st without consequences. This feature should be available to turn off if necessary.
5. Car customization.

Vinyls, engine swaps, online play, and many other features should be there too but the top 5 are a must.
 

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