Codemasters' F1 game discussion

Posted by Rodrigo007 
Codemasters' F1 game discussion
Date: May 30, 2008 12:26PM
Posted by: Rodrigo007
hi ppl , not sure if it's the correct section of the forums to post this , but there's an interview with the guy published in f1.com , as many ppl are not used to check news there everyday, here it is, theres a great number of interesting parts, most part good :)




Earlier this month Codemasters secured the exclusive rights to produce Formula One videogames in an agreement that will see the company develop a new generation of the multi-million selling franchise across multiple platforms. We caught up with Codemasters CEO Rod Cousens to discover a little of what the future holds for the millions of would-be Formula One drivers eager to take on the likes of Raikkonen and Hamilton…

Q: Congratulations on securing the Formula One rights. Why do you think Codemasters were successful?

Rod Cousens: Codemasters has a history in racing, particularly in the fields of rallying, with Colin McRae, and TOCA (touring cars), with Race Driver. As the company has grown up we’ve tried to broaden those franchises to have a more global appeal and started to reposition them - as DiRT™, where the last release got an unheard of 40 percent of sales from the US, and GRID™, which goes out at the end of this month. So with our roots in motorsport, we believe we are the home of racing and we felt that Formula One would make a marvellous fit. The best case we could make to Formula One was in the quality of our games - we may not be the biggest, but I do think we are the best.

Q: The first game will be released next year. Talk us briefly through the development process that will be taking place over the coming months?

RC: It depends partly on format - portables are a lot easier as they don’t have such a rich graphical experience - but on dedicated consoles and PCs the way we write stems from what we call an ‘engine’, which for us is Codemasters’ EGO Engine. This is what drives DiRT™ and GRID™, so its pedigree on next-generation systems such as PlayStation 3 and Xbox 360 is already proven. The Formula One games will have the benefit of this. It typically takes us two years to develop such a game, but a lot of the assets have already been created - we have a number of the tracks because they already exist in GRID™, and we have the basics of the car dynamics and handling.

Then there’s the issue of which format when - clearly we’ll be targeting formats where there’s been no Formula One experience for a number of years, and the Nintendo Wii, the fastest-selling hardware console in the world today, where the plan is to use the controller like a steering wheel. We’ll go through a parallel development process on that, the Xbox 360 and the PlayStation 3. The artwork involved will be intense and a lot of that will be done overseas to make sure we’re up to speed.

Q: What lessons have you learnt from developing previous driving games and how will they help you with the Formula One project?

RC: The real context of racing is to make it an absolute adrenalin rush for the consumer when they are playing, a real fix. The way we look at it now is akin to a TV broadcast. For example, if you look at the way rallying was traditionally broadcast on television and compare it to the way extreme sports are now televised in the US, with the use of the amazing camera angles, the overhead shots, the commentators - similarly, we want to make Formula One gaming incredibly exciting. We want that top-down, wheel-to-wheel racing experience that nothing else can give - we’ve got to get that to the consumer and we believe we can do it

Q: Presumably you will be working closely not just with Formula One Management, but also with the Formula One teams, the circuits etc?

RC: What we want to do is forge a very close relationship with the teams and to be what the Americans would describe as ‘joined at the hip’. If this game is to be authentic we will want to get very close to the teams in all sorts of areas, recognise the integrity of what they have and hopefully replicate that in the game - we won’t let them down.

Q: What new features can we expect to see on the game?

RC: What we’re trying to achieve here is to take Formula One gaming around the world and in terms of the technological aspect, that’s largely related to online developments. Another thing is car damage, or as we call it, deformation. This is a real racing experience and we all know what people want (and expect) - if there is a collision and that car spins off the track, through the gravel, into the tyres, they want to see that actually happening. It’s a big consumer buzz and so we’ll put things in like that and give it a different perspective.

Q: Some F1 games of the past have been rather hard for the beginner to get to grips with - perhaps understandable, given how hard it is to drive a Formula One car. How will you cater for both ends of the spectrum - the novice player at one end and the hardened petrol-head at the other?

RC: Yes, simulation versus arcade. Codemasters’ history in TOCA Race Driver has been very heavily weighted towards simulation, appealing to the real hardcore fan - be they V8 supporters in Australia, DTM fans in Germany etc, we have always recognised international traits. But if you want to take the game to an even wider audience, particularly the United States (for us the largest gaming market in the world), then you have to appeal to a mass audience and so we blend the simulation with an awful lot of arcade elements too.

The issue people have today is time. This is time-based entertainment and the one thing we all know is that time is constrained. People want to be able to pick up a game, do whatever you do very quickly, post their times up on a leader board and then go off and misbehave elsewhere. We want to be able to offer both things within the game - simulation for the hardcore gamers, but also an arcade experience that you can truly pick up and play. I believe we’ve balanced that in GRID™ and I believe we’re going to balance it in Formula One.

Q: So the online element will be an increasingly important part of the game, helping in effect to reinforce the global Formula One community?

RC: Today, if it’s interactive entertainment then it goes online. It may take five years around the world because of broadband penetration, but ultimately online is it and hopefully we can be an integral part of Formula One as they branch out and open up new markets. In theory the game could almost become quasi-TV. For example, you could speak to drivers during practice and ask them, ‘how are the tyres, how is the suspension?’ They may not give much away, as they have to race, but it’s all part of the compelling experience that you could replicate in the game - and with every extra piece of information the player can adjust his or her racing experience accordingly. Virtual F1!

Q: An increasing number of gamers are playing on High Definition displays - what challenges and opportunities does that give you as game developers?

RC: We are in the HD era and visualisation - particularly with identifiable aspects such as drivers, teams etc - is one of the challenges facing in broadcast media today, in that it also creates a lot of flaws. It’s down to minute particles. We can even differentiate different types of paint that are used on the car, so it’s that defined and obviously visual flaws are very evident if you don’t get it right. Those are the challenges - it’s very art intensive and what we want to do is make sure it’s faithfully replicated and it appears almost as a glass-like vision before you. That’s what we’re trying to do.



Edited 2 time(s). Last edit at 01/20/2009 11:47PM by Rodrigo007.
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 12:53PM
Posted by: aagancia
It should be in the "other games" section. But thanks for the news anyway.

I am very worried by the answer below. I've played the GRID demo. If this F1 game turns out like GRID, its gonna be another of one of those disappointing F1 games


> The issue people have today is time. This is
> time-based entertainment and the one thing we all
> know is that time is constrained. People want to
> be able to pick up a game, do whatever you do very
> quickly, post their times up on a leader board and
> then go off and misbehave elsewhere. We want to be
> able to offer both things within the game -
> simulation for the hardcore gamers, but also an
> arcade experience that you can truly pick up and
> play. I believe we’ve balanced that in GRID™
> and I believe we’re going to balance it in
> Formula One.
>
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 02:48PM
Posted by: kerleyf1
Video that shows a damage impacts in game GRID:

[outerspace.ig.com.br]

If Formula One 2008 will be like that.....

------------------------------------------------------------------------------------------------


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Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 02:55PM
Posted by: Anonymous User
Me too aagancia i didnt like that answer of balanced of arcade and simulation.
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 03:00PM
Posted by: fongu
the damage model is amazing, but what we want is realistic tracks and a less arcadey physics and feel to the game. I know they want to appeal to the non-simulation fans, but the longevity of the game will depend (to some extent) on how realistic it is imo.


Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 04:12PM
Posted by: IWE
I doubt they want to make make it long lasting game.. They will release new one every year and hope they dont have to compete with modding teams.

Kimi, so, Massa Fernando Sebastian is faster than you. Can you confirm you understood that message?
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 04:15PM
Posted by: Viper-F1.com
Why a damage model?! When I heard about Grid being the ultimate in damage, and my mates are all like "WOAH, when you crash, its brilliant..." It makes me feel really yucky cause, yeah you want the car to be damaged when it crashed, instead of bouncing off a wall, and your out of the race or whatever, but I dont think the 'Damage' modelling should be driving the game.

"Oooo, lets do a Kubica at Montreal and see all the car totally destroyed! WOOOO"

Nah! Lets have some good simulation racing where the more you push, the better you get, until you push too much, that you loose grip and start to go backwards. Close racing, and as real as possible in the racing standard. Thats why GP4 still lives today, cause it's just sheer brilliance in car setup, car handling, track realism, and general F1 atmosphere. Hell, thats why GP3 and GP2 still have their following. Might be lesser an extent but they are still the backbone of a great gaming generation.

So lets hope and pray that Codemasters can make a good game. I want to feel going round the corner, being on a limit, but able to push just that little bit more. If I feel for an instant that I can go round a corner without the car about to step out, then I reckon I'll keep playing GP4.

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Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 04:29PM
Posted by: jpmfan
its worrying how when asked about what things we can see in the game there is a tiny bit about the technology and racing and then the usual Codemasters talk on damage this and damage that. I personally dont think their damage model is that great.

Like people have said i want to see a solid game from them with decent features, good weather dynamics, some great graphics, but a solid game underneath all that, which i think is what codemasters lack on doing.
If there's S/Cs and realistic wet-weather, I'm happy. :)



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Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 06:07PM
Posted by: stipe
Let be honest. Which racing games have most users? Simulations (racing sim)? NO!
Easy playable games with amazing (and in las period, unrealistic graphic with all those effects like HDR and so on) and posibility do have great crashes with world amazing cars (!!!).
I'm not hard core sim gamer, but I like very much rF, GTR, GTL, GPL, GTR2 (specialy), GP4 and similar, by I'll be honest and my best game to date is Gran Turismo (serial).
And to compare GRID vs GT5P I will rather go for GT without single piece of doubt. It is like physics vs damage model.
In racing games I want good RACING, not destroying MADNESS!



Edited 1 time(s). Last edit at 05/30/2008 06:22PM by stipe.
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 06:15PM
Posted by: aagancia
Here's some feedback from the Codemaster HQ. It's not as bad as I thought...





>"We believe to have found the correct balance for GRID in regards to its >content and focus as a fun and exciting racing game that >features the most breathtaking and heartstopping racing situations ever encountered.

>Of course the focus of a FormulaOne game is a different one than what we >focused on with GRID, and we are going to attempt and >balance it accordingly, taking in the wishes of our community.

>You are the guys we want to sell the game to, after all."
__________________
>Helmchen - German Community Officer

[community.codemasters.com]
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 06:20PM
Posted by: Briere
what's the link with GP4 ? :s
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 07:02PM
Posted by: IWE
Both are Formula 1 games? :) ;)

Kimi, so, Massa Fernando Sebastian is faster than you. Can you confirm you understood that message?
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 07:38PM
Posted by: kimifanaat
I think it is better to wait until we see the first ingame screenshots too know something about the game. I hope the graphics arent that poor like PS2/PS3.
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 07:45PM
Posted by: champ
Anyone remember how horrible their Indycar series was?
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 08:10PM
Posted by: Shaddix
kimifanaat schreef:
-------------------------------------------------------
> I think it is better to wait until we see the
> first ingame screenshots too know something about
> the game. I hope the graphics arent that poor like
> PS2/PS3.


PS2 where very bad

but PS3 where pretty good, just TVcams looked a bit crap sometimes, but onboardcamera's looked brilliant

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Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 08:41PM
Posted by: Excalibur
Good news for all F1 fans but I tried GRID demo on my Xbox 360 and I was very disappointed because It's "too much" arcade game.

Codemaster is one of my favorite developer and has a very good experience in race simulations (Toca series, Colin McRae etc...) but their last games (Colin McRae Dirt, GRID) were most oriented in arcade game handling...

I've been waiting for years that Codemasters make a real F1 simulation but I'm not so optimistic now...But as it's been said above, let the developers make their job...Anyway, we can trust them for realistic graphics because they are the best on that point.

____________________________________________________________________________________________________________________________________________

Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 08:45PM
Posted by: IWE
champ Wrote:
-------------------------------------------------------
> Anyone remember how horrible their Indycar series
> was?


Sadly I own this game for Xbox.. Wasted of almost 20€ for game, wich I didnt start more than 1 or 2 times. It was even more worse than it looks like:



[www.codemasters.co.uk]

Kimi, so, Massa Fernando Sebastian is faster than you. Can you confirm you understood that message?
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 08:51PM
Posted by: Rodrigo007
IMO i believe checking the looks of it the first game will be just okay , but seems that by the way they're talking that they're running with it, and tbh i think we will only get satisfied more or less in the third game when they'll have acquired the "know how" of the thing...
Re: Interview with Codemasters' CEO @ F1.com
Date: May 30, 2008 09:08PM
Posted by: Turbo Lover
Excalibur schreef:
-------------------------------------------------------

> I've been waiting for years that Codemasters make
> a real F1 simulation but I'm not so optimistic
> now...But as it's been said above, let the
> developers make their job...Anyway, we can trust
> them for realistic graphics because they are the
> best on that point.


That won't happen, cos the F1 licence is way too expensive nowadays to make enough profit if the game is only for die hard sim players.



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