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General Forums General Discussion MotoGP - Discussion topic: Full on hardcore...
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MotoGP - Discussion topic: Full on hardcore simulation?
6 months ago  ::  Jun 09, 2009 - 5:13PM #41
Ronin05
Posts: 261

Heyjoe nothing wrong with liking what you like and no need to anticipate being shot down for anything, or at least not by me unless you just start talking wierd stuff.   Again I don't think anyone has come out and asked for some ultra difficult sim, just a bike game that well acts like a bike game.   WhoDaFunk compared the climax titles to Jetskies, but for a more direct comparison I'd say it feels like the Playstation Wipeout series.  Making the bikes act like bikes wouldn't make the game any less fun if that's what you are given.


Since I'm constantly accussed of attacking people, HeyJoe I'd like to ask you as politely as I can, would you find GP2 any less fun if the braking was correct?  By that I mean the front being the primary means of stopping power?  It's these tiny little details that are driving us "sim real life riders" crazy.  Since you said you don't know what a real bike feels like if they had made that feature correctly, when you first played the game you would have quickly figured out the best way to stop the bike and by doing so would have also gained an understanding somewhat of how a real bike works.  That's all I've been saying


It has nothing to do with being a kid or lazy either.  I'm an adult and have a full time job and minimal time for gaming, so the last thing I want to is have to sit through a game like Forza 2 or Gran Turismo and have to play it 40 or 50 hours before I can get a decent car.  So yeah time and motivation needs to be a consideration into why people play.   But as I keep saying over and over, if the game had proper physics (not impossible just proper) and made everyone play the same way, if you decided to put more time into the game it would be easier for to jump between modes.   I will say it now I do not like overly complicated games or racers who's main claim to being a sim is making the cars uncontrollable.


SBK08/MGP08 are not "true sims" in any fashion of the term.  But they are close representation of the sensation of the dynamics of riding a motorcycle.   I mean there is more to throwing a football than pressing the x or y button on a controller in the Madden games........ you get the point I'm trying to make.  If Milestone would add the simple common features, leaderboards, player profiles, rooms, etc........SBK08 would easily be the standard.    But the problem and other games do this too is that to Milestone the term "sim" means to make things complicated.   I haven't played a NBA live game in years and picked up NBA 2K9 and only lasted 30 mins with it because it was just overkill.   I just want to play a freakin game or season......!!!!! lol

6 months ago  ::  Jun 09, 2009 - 5:32PM #42
Ronin05
Posts: 261

WhoDaFunk...thanks for the vid!   That does more than anything I can about how you turn a motorcycle!!!   The point we've been trying to make is simply why is wrong to expect a bike game to act like a bike?   I don't want my F1 game to feel like a Rally car.   And I don't want my Rally game to feel like a Touring Car.   So why is it that some seem to think that if you make a bike game at like a bike that's a bad thing?


 


Steve


like the others this has kind of strayed off topic but as has been one of the main common themes to every topic, people just want options and features.  you stated that you guys have played the current bike games MotoGP08 included.   Even on it's hardest setting MGP08 isn't really difficult to maintain balance with and I haven't heard anyone here say that want something more difficult than that.    It seems when we say sim we are talking about


  1. Correct braking dynamics (front is 90% of the stopping power)
  2. Realistic steering dynamics: steer with the throttle no the brakes
  3. Motorcycle physics: the bikes should act like bikes and not jet skies or spaceships.  Uniform physics mode throughout the whole game
  4. Deeper immersion features: put the rumble to use for then when you hit a curb...Bikes are all about feedback
  5. Detailed stat tracking, player profiles
  6. Detailed configuration options for the bikes: this would include tuning and upgrades
  7. Strong online stable online features: leaderboard, rooms, chat, etc........
  8. Detailed setup options for the game itself: number of laps, weather, sessions, etc.......


Honestly that quick list basiclly is a good overview of what everyone is asking for from both the sim and arcade perspective.


The main disagreement point is those that want a bike game that doesn't actually try to represent what bikes are supposed to act like.... and those who want their bike games to act like bikes

6 months ago  ::  Jun 09, 2009 - 5:36PM #43
Eugene
Posts: 72

Jun 9, 2009 -- 1:02PM, Mush wrote:


The problem is we are talking about a game, within games we can break away from the reality and create a bubble from which we can escape to, do things that we couldn't do in real life.




Yes we can but there's a reason we don't. Sure you could make the bike go 10000km/h and brake on a postage stamp, you could also make it fly and shoot rockets at your enemies from above, you could be invincible and give yourself -10 seconds off your lap by touching a button. But we don't. These games are modeled on reality and hence should be realistic.

Jun 9, 2009 -- 1:02PM, Mush wrote:


SBK is just confusing, there's too many difficaulty modes and they are separate, why not bring them all into one game, like Climax did?




I agree like what Ronin said, this way all the different modes would be in the form of assists and sim riders can race arcade riders in the same server only one has all their assists turned on.

6 months ago  ::  Jun 09, 2009 - 5:40PM #44
HeYjOe
Posts: 730

Jun 9, 2009 -- 5:13PM, Ronin05 wrote:


Since I'm constantly accussed of attacking people, HeyJoe I'd like to ask you as politely as I can, would you find GP2 any less fun if the braking was correct?




No I don't think I would


I'd still enjoy hearing Monumentals views about where they stand, they've played the first build, also why has the question been posed, do they have doubts one way or the other? if so why?


I realise they're supposed to pose the questionsLaughing


 


ps


Quote Eugene "Yes we can but there's a reason we don't. Sure you could make the bike go 10000km/h and brake on a postage stamp, you could also make it fly and shoot rockets at your enemies from above, you could be invincible and give yourself -10 seconds off your lap by touching a button. But we don't. These games are modeled on reality and hence should be realistic."


That is NOT what has been suggested, almost as condescending as calling someone a kid to be truthful

6 months ago  ::  Jun 09, 2009 - 5:50PM #45
Mush
Posts: 621

Jun 9, 2009 -- 4:36PM, Ronin05 wrote:


mush


But honestly I think that if the Milestone bike games have better physics but lack the additional features, while the climax games has the better features but weaker physics ...to "equal those games out" it would be easier to add the missing features to the Milestone games than to fix the physics of the Climax games.



Climax's MotoGP 07 is now two year's old, whereas SBK 08/09 and MotoGP 08 are newer. To say Climax's series has weaker physics is wrong, maybe less realistic in some eyes, but not weaker. If Climax had made two more after 07, it would have been interesting to see where they would be at now, my guess is that it would be more realistic, but they never intended the game to be a hardcore simulation game, but were willing to adjust to what their fans wanted and they listened.


To make a game more realistic, but keep the fun, something arcadish (is that a word? lol) must be added, be it a powerslide or faster than real bikes, so I can see where they were at. They wanted to provide a game that anyone with any style could play and would be fun, the only group they didn't cater too well for was the hardcore simulation fans, but they tried with the sim slider and other things.


I have bikers on my friend's list and on my site who prefer Climax's series over Milestone's so I think it's just a matter of opinion and depends on what kind of game they like, no one is right or wrong,  I really think middle ground is best, but like I said the game needs progressive difficaulty and a learning curve, so that you get better and better the more you play it, and I really don't think we need five difficaulty levels as with SBK and GP 08, one progessive level would be fine where you can up the simulation.


-IMO I would say the other way round, it would be easier to add simulation and to up the physics so that it becomes more real, you are then only changing the bikes rather than the whole game, rather than add all those other features to Milestone's games. It's a bit ilrellavant now though as we have Monumental Games developing not Milestone and it will be interesting knowing their Climax background to see what they come up with. One thing is for sure if the team who were responsible for MotoGP 2's Xbox Live are working with them or advising them, then Joe has nothing to worry about with the online side providing they have no problems with next-gen consoles.


An online demo is needed Smile

Xbox EMEA MVP, Member of IGDA, Xbox Community Developer & Network, Microsoft Partner
Xboxliveaddicts.co.uk

This posting is provided 'as-is' with no warranties and confers no rights.
6 months ago  ::  Jun 09, 2009 - 5:58PM #46
Mush
Posts: 621

Jun 9, 2009 -- 5:36PM, Eugene wrote:


Yes we can but there's a reason we don't. Sure you could make the bike go 10000km/h and brake on a postage stamp, you could also make it fly and shoot rockets at your enemies from above, you could be invincible and give yourself -10 seconds off your lap by touching a button. But we don't. These games are modeled on reality and hence should be realistic.




LOL nice! that would make a great game, but not a MotoGP game. I've always wanted a game where you can ride a motorcycle, get off punch the guy in the head and shoot rockets from your bike, def Xbox Live Arcade material Wink

Xbox EMEA MVP, Member of IGDA, Xbox Community Developer & Network, Microsoft Partner
Xboxliveaddicts.co.uk

This posting is provided 'as-is' with no warranties and confers no rights.
6 months ago  ::  Jun 09, 2009 - 6:28PM #47
HeYjOe
Posts: 730

Come on Monumental "Bite the Bullet" "Cards on the Table" you must have some idea which way you're leaning, it's not as if we're never going to find outLaughing

6 months ago  ::  Jun 09, 2009 - 6:51PM #48
Ronin05
Posts: 261

Mush this is going to definately be one of those things that is subjective...I doubt Climax's physics would have gotten any "better". If anything I think they've gotten worse in the direction of arcadish gameplay.   What I meant by weaker is for on thing how all of Climax's game tilt on the axis.  I don't know what that is based off of but it wasn't motorcycles and you don't have to be a rider to see that. The pivot point on climax's games seems to be the rider and not the contact patch of the tire so their games to me have a pendolum feel that just isn't natural.   That doesn't mean it can't be fun..... but regardless it is wrong.  It's the same with the steering of Tourist Trophy. Point blank it's wrong when put in perspective of what it is supposed to be trying to represent.  Is that game fun?  Yes but it's still wrong.   Like I said would you want to play a F1 game that felt like a Rally car?


What I don't understand is why there seems to be this train of thought that a sim can't be fun.  you can slide a real motorcycle and until all this traction control came in it was great watching those guys do it.  I'm really not one to bitch about game laptimes compared to real life, if for no other reason is that because it's just a game for sure I'd take chances that I'd never do in real life.



I don't buy that people want simple games because the Grand Turismo series is a huge seller that gets more complicated with each version.  I stand by the my statement that no one ever asked Climax or any other company to make a bike game that didn't act like a bike.   All of your bullet points all go back to additional features that could have easily been put into any of Milestones recent games. And really when people compare the Climax games to the Milestone, just as you are currently doing it's these extra features that those game have that makes them prefer the game better. Ironically for whatever stupid reason Milestone seems to remove features with each release.


Yes their take on game setup is extremely deluted, but please tell me which would be easier.....
Having a different physics model/feel for each mode? Or having one physics model throughout the game but having player assists to help people of different skill levels enjoy the game?


Like my example before if Monumentum had one gloabl physics model based off say SBK08 and then had 3 different game levels that were time based but all included the option for player/rider aids, wouldn't it be far easier to progress through the game as you got better than having to learn a new physics model at each level? The goal for basic level is to run a specific time.  When you can run that time you just move to the next level and go for that time.....etc..... and you can't get more progressive then that.  But I truly believe you are handicapping people when they take this route of different physics for different levels.  Despite what anyone thinks you can't learn to ride a bike with training wheels. It doesn't really prepare you for anything.  What's the first thing that happens when you take them off...... you fall off.  so it could be argued that it's kind of a waste of time to use them in the first place as at some point you still have to learn how to balance yourself without them so why not start there?


If you start gamers off in a game without limits, it's really going to be hard to get them to accept any kind of limits when you try to put them in.  On the flipside if I am introduced to those limits in the beginning, I know what I can and can't get away with and then can work my way up to pushing past the limits.  So yeah when I read people saying "i don't want a game that is more concerned with not falling than going fast....."  I have to question the basis for that statement.  Especially if I'm going faster than the person making that statement without even being concerned with falling.  Why because I learned balance first and speed second.  as opposed to speed first and never really balance.   Does that make sense?


I guess the reason I'm talking in circles now is because you and others keep coming back like only an arcade game can be fun and have extra features and sims can only be featureless boring games for tech heads only.   Every bad review for SBK08/MGP08 complained about the same issue and that was a boring gaming experience.  On the flip side I've read these glowing reviews that claim how realistic Climax's games were and I just roll my eyes because they don't have a clue what the hell they are talking about.    Again if you enjoy the game and have fun with it great, but don't BS me about how close to the real thing it is when it isn't.

6 months ago  ::  Jun 09, 2009 - 6:55PM #49
Ronin05
Posts: 261

oh and Mush that dream game of yours is called Road Rash and it was  a riot!!!!  Actually I think the problem is people trying to cram to destinct games into one.  Climax lost the MotoGP license but it really doesn't matter because they tacked the Extreme mode onto the game with the fantasy bikes and courses.  If climax made that game I wouldn't have a problem if it were arcade in nature.  But when companies go after specific licenses like MotoGP, SBK, F1, NASCAR, NBA, NFL, etc.......the tendency is to expect some level of realism

6 months ago  ::  Jun 09, 2009 - 7:01PM #50
HeYjOe
Posts: 730

Jun 9, 2009 -- 6:51PM, Ronin05 wrote:


Every bad review for SBK08/MGP08 complained about the same issue and that was a boring gaming experience.




Sometimes a few words say a lotLaughing Nail & Head spring to mind.


What does amaze me is how many people were foolish enough to enjoy MGP2, and I was one of those fools for years.


Sorry but I'm wearing my sarcastic helmet this evening

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