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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 - 7:44PM #51
WhoDaFunk
Posts: 821

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


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.




 


Couldn't agree more

6 months ago  ::  Jun 09, 2009 - 9:45PM #52
Mush
Posts: 621

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


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




I don't think you are listening to be honest. What I said was Climax's games were hybrid between arcade and simulator. I don't class them as arcade, somewhere in the middle. The games are fun, because they cater for a lot of tastes in one mode, something that you are asking for. They push you to the limit, increasing your skill, allow everyone no matter what skill to play together and give you that "Just one more race" feeling.


I also told you, "No, I prefer something with a bit of skill, that gives you a learning curve, where you get better and better at it (progressive difficulty). So no not arcade, more in between arcade and sims."


I actually like the physics, atmosphere and a lot more from Climax's games and really don't want a game anything like SBK or MotoGP 08, to me they don't have a sole. Now both SBK and GP08 have arcade modes, Climax's games don't. Climax's games have progressive difficaulty, which was what I was talking about.


I really do think reviews speak for themselves, every one of Climax's ones got very good reviews, can't say the same for any titles that have come out since. OK reviewers are perhaps not always bikers, but a good reviewer does know a good game which is going to last and provide the player with enjoyment over one that isn't.


Perhaps the way you need to look at it is, are Monumental Games making a title which will appeal to a few people or do they want to sell to many? I'm sure when people watch the real sport they are looking for a game which reflects the atmosphere, speed and excitement of a race, they are not bothered whether the bikes they are controlling through a pad reflect entirely on a real bikes physics, not many of them would know how a real MotoGP bike handles anyway, but for those who ride a road bike or for those who want to take the game further than just racing there does need to be realism or as much as a game will allow. Bike set ups and customisation add depth to the game, as well as giving you control over how the bike handles and making it go faster, it's this and trying to beat each other that keeps people playing, trying to beat PB after PB, whether in a race or in time trials. What's the point in the game setting the bike up for you? this should be something that you learn and get better and better at as well as learning how to take the corners to get round the track in the fastest way possible.


The game should try and mimic the real sport, but in a way that is fun, enjoyable and exciting. MotoGP is all about speed, taking the bike to the limit, the bikes are not road bikes, they are especially made for the sport.


For Monumental Games to be working with an engine from scratch is great, as we can get a game that perhaps we can all agree on and maybe contains elements that everyone can enjoy whatever mode they like to play.


If I was a developer I would be so confused by now and be pulling my hair out lol

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 10, 2009 - 1:22AM #53
WALKEN
Posts: 1157

How can I post?


In defence of Climax, Climax has made the best ever online MotoGP game. If you don't agree then IMO your a complete moron seriously, sorry.


I don't care about how real someone thinks the game should be as it (gp1&2) emulated MotoGP real enough for my taste...


I really do enjoy sharing my opinion about the Climax series of MotoGP as I tag myself the last remaining Gp1 top ranked players to have an opinion, but that is coming near its end, as I guess people who think that Climax's physics are garbage are turning me away from posting as that is just plain ignorant!


If no one can see the value of Climax's work then you are completely awkward and have no groove at all. I think the turn from Gp1 to Gp2's handling tried to emulate 4 stroke technology and ran away by making the physics faster and faster and less real, but the earlier build of the game was shear brilliants! Nothing has even come close! 


Tell ya what, go get a copy of Gp1 or 2 and get a 1:30:32 On mugello on Gp1 or a 1:22:90 on Gp2 NSR and then I'll be willing to take you some what seriously. Until then its all just a waste of time.. People that have done this all agree, bar none, across the board! 


Infact, I will not take any posts seriously unless you own a copy of Gp1 & 2 and realize the brilliants of these titles! If anyone feels the 3rd person view of Climax Gp games are not perfect then there is somerthing seriously wrong in your head! And this has nothing to do with real motorcycle physics as that is apples and oranges! You want to ride for real? Go do it! I just want a game that simulated RC bikes as the Climax series did perfect on Gp1 and 2!


And for the record, I make perfect sense! The reason you may not understand is because of ignorance?

6 months ago  ::  Jun 10, 2009 - 1:56AM #54
Eugene
Posts: 72

This thread is on fire.


Hey Walken I'm willing to give it a shot :)
Does the game support a racing wheel? I know GP3 did not support them properly.


I think Ronin has the right idea. Make the game as realistic as possible. Then add assists for those who prefer to go fast straight off the bat.


1. Braking assist (brakes come on at the correct position and adjust so you don't lock them or fall off the bike)


2. Traction control (throttle adjusts to the conditions so you don't highside or run wide in the corners)


3. Automatic gears (bike must be shifted out of neutral manually to make starts even between riders using manual and riders using automatic transmission)


This way we get the hottest simulation money can buy and by turning up all the assists people can basically go round the track with their foot to the floor the whole time and brakes on full without penalty...

6 months ago  ::  Jun 10, 2009 - 3:50AM #55
HeYjOe
Posts: 730

Jun 10, 2009 -- 1:22AM, WALKEN wrote:


 


In defence of Climax, Climax has made the best ever online MotoGP game.


I don't care about how real someone thinks the game should be as it (gp1&2) emulated MotoGP real enough for my taste...


If no one can see the value of Climax's work then you are completely awkward and have no groove at all.  Nothing has even come close! 




amen

6 months ago  ::  Jun 10, 2009 - 4:34AM #56
Ronin05
Posts: 261

Mush actually I don't think you are understanding me !! lol You keep going on about the overall experience of the Climax games and all these extras....... that made the game fun and inviting for a player.  I aknowledge that. Just as I acknowledge the fact that Tourist Trophy with all it's extra's (video & photo theatres, customizations, etc....) is also a more engaging game than the milestone titles. So we can agree on that. Just to be clear, again when you talk about everything that made these games (Climax) so enjoyable to you, most of the points aren't based on what I'm tring to get across, but other items, which if were applied to the Milestone games would have the same engaging user experience.


Right now I am not talking arcade or sim as that is irrelevant. Difficulty is irrelevant for the point I'm trying to make at this particular moment.  I have never and probably never will ride a MotoGP or SBK spec bike.  The point is simply this. If you took the Climax games that you love so dearly and kept them exactly the same except for two items, those being


  1. Make the bikes tilt on the correct axis
  2. Make the brakes work correctly (front as the primary stopping option)


Would you like the game any less? Would it be any less an engaging user experience?  I would guess it wouldn't. And for those who could care less if it were accurate or not, I'm sure it wouldn't make a difference either.  So my point is then why not make it correct and then you'd have something that would be more acceptable to people across the board?  Those two things are the main reasons I do not like the Climax games and honestly I don't see how changing those two items so that they were a bit more accurate would make those games any less commerically viable then they were.  If they replaced those two items with their counterparts from the SBK08 game I'd love the Climax games


The next point and this is clearly subjective is I wouldn't call the Climax titles anything near a sim. Arcade and maybe advanced Aracde, lol but not a sim.  Here again this isn't about making the game ultra difficult, it's about details for those who want it. I guess the term "sim" for consoles means simply the ability to add parts and tune, because that's basically what most of the console games use when going into "sim" mode.  But again let me try to focus you to a specific point


If a gamer isn't into advanced tuning options then it would be safe to say that they'd probably never use them. That being the case then again why not offer a fully featured tuning set for those who are? As I said over and over I'm about giving people options, so I don't see how giving those looking for something with more depth would make a game less commercially viable?  So looking at your Climax games again, if it kept it's current bike setup configuration, but added an advanced option which offered more specific tuning choices, would you like the game any less?  Again I would guess not


I tried the extreme modes of MotoGP 06 & 07 for a few mintues and it was enough for me to know that it wasn't something that would ever interest me long term, but yeah I can understand why it was added. But at the same time I don't agree with it being there because it should have been a seperate game and not part of a fully licensed title. That's just my opinion.


But this talk about how realistic games aren't commerically viable doesn't hold up because again all you have to do is look around at some of the top selling games over the past few years (in other genres as well) and you will see very complicated games selling in large numbers. Trust me I don't like complicated games and that's why I've gotten away from sports titles because they are just getting too complicated control and setup wise for me.  I love the physics model of NBA2K9 but hate the presentation and layout of the game and wish there was an option that I could put the basic configuration of the game into simple mode so that I could simply pick a team start a season and go through it without being bogged down with all the other crap that is in that game.


I'm not going to pretend to try and tell you what or why you like or dislike something, but in all your posts you kind of state the same things and they tend to say


  1. You don't like SBK because it's flat and boring: This does seem so much the actual riding experience, but more the overall presentation, layout and additional feature set of the game.  Because everything you point that you hate about it is basically the same things I hate about it.  But the reason I stick with it is because the actual riding aspect of the game (even in it's arcade mode) to me is more enjoyable than anything else out there because it is closer to how a bike feels
  2. You love the Climax MotoGP games with all it's feature sets and engaging user interface/experience. Again I would agree with you in that I like a lot of those same items also, But for me when you get past all that other stuff and down to looking directly at the feel of the bikes I find it unacceptable.  This isn't about difficulty or being a hardcore sim or arcade game just about being somewhat accurate.  I've never driven a Rally car or F1 car but from watching them millions of hours on TV, and with my general common knowledge of how cars behave from a basic physics point of view, I know I want my Rally or F1 games to try and get me close to that experience.


Your closing statements though basically mimmick everything I've said over and over again, but for what ever reason I'm failing to get across the main point when it comes to the Climax game is regardless of whether you consider the game arcade or sim it has two very basic aspects of motorcycling  wrong.  Like it or not that is a fact that can't be disputed and I don't understand how simply correcting those two simple points would make the game any less appealling.


I can tell you this right now. Monumetum can take every suggestion I've made and put it in their MotoGP game, but if they make the physics model of the game anything like the Climax titles when it comes to the Pivot axis of the bikes, off throttle turning control and the brake dynamics (rear bias) then I will not like the game and won't waste my time with it even if it were the most visually stunning game ever made.   But on the flipside if they ignored everything I've said and made it pretty featureless basica arcade style game, but got the pivot axis correct, on throttle turn control and brake dynamics (front bias and proper power level) that is a game I would spend time with

6 months ago  ::  Jun 10, 2009 - 4:49AM #57
Ronin05
Posts: 261

Walken dude posts like that is why it's hard to take anything you say seriously and to think you actually accussed people of personal attacks!!! lol


For the record I own all of the Climax MotoGP games, actually I own every motorcycle racing game (non combat) that has been released in the last 12 years.  So like you, I and everyone else are allowed to have an opinion on those games even if they are different than yours.  If you'd take the time to stop ranting and actually read what people wrote you'd see that it has been generally acknowledged that Climax did a great job with the feature sets of their games and is something Milestone, Monumentum or whomever should take a look at.


Your challenge proves nothing because


  1. even if it happened to turn out that you were faster, that still doesn't change the fact that all of the Climax games has the basic physics model of motorcycles wrong.  Like it or not, Fun or not you can't argue that because it's a fact.
  2. it would come back to the issue of how you like to play the games which we've already seen is very different than how I like to play. Not right or wrong simply different. so there is no point in me ever playing you because I get nothing out of  playing the game like you have it setup.
  3. since you seem to think that proof of skills is the only way a person has any validity or merit with opinions, going from the perspect of living in the present and not in the past, in regards to the people posting on this board. When playing head to head with the most recent MotoGP game released you were the 4th fastest of 4 players in all the races run, so uh going by your own logic that kind of makes you the least qualified on how to make a good race game doesn't it


But if you bother to ride this and actually answer the question without ranting I'll ask you the same question I asked Mush.   If you took your favor Climax game be it GP1 & GP2 or whatever and in the beginning kept everything the same except changed the pivot axis so that it was correct and the braking dynamic so that it was correct would you have liked the game any less?  I'm not talking about making the game any harder, difficult, complex or anything like that. just simply changing those two items so that they were based more on how an actual motorcycle behaves would you have liked them any less?   Speaking for myself those two changes would have made me a big fan of the Climax games regardless of if they were considered arcade or sim. I don't see how making a game reasonably correct would make them any less commercially viable or acceptable.

6 months ago  ::  Jun 10, 2009 - 5:05AM #58
Ronin05
Posts: 261

oh and in regards to the 3rd person view comment.  It's been a while since I played that game but is that the one with the motion blur?  If it is yeah I hated that (just my opinion). Felt it was an unnecessary gimmick. Other games have been able to give a great impression of speed without needing to put in the Star Trek warp speed effects.


Before you get bent out of shape with that comment Walken again just stop and think for a second that not everyone plays or enjoys game the same way you do.  If you want people to respect and or accept your points of view or opinions then you have to really try to do the same for them


 

6 months ago  ::  Jun 10, 2009 - 8:06AM #59
WALKEN
Posts: 1157

Quote-"But if you bother to ride this and actually answer the question without ranting I'll ask you the same question I asked Mush.   If you took your favor Climax game be it GP1 & GP2 or whatever and in the beginning kept everything the same except changed the pivot axis so that it was correct and the braking dynamic so that it was correct would you have liked the game any less?  I'm not talking about making the game any harder, difficult, complex or anything like that. just simply changing those two items so that they were based more on how an actual motorcycle behaves would you have liked them any less?   Speaking for myself those two changes would have made me a big fan of the Climax games regardless of if they were considered arcade or sim. I don't see how making a game reasonably correct would make them any less commercially viable or acceptable.-Unquote!


To answer the question, I would not like the game at all!


The whole allure of my favorite versions of Climax's GPs (1&2) where/are the way the bike acts/looks in 3rd person view and the braking is perfect for the EXCITING riding style I prefer. Changing these properties would change the basic foot print of the entire game itself.. 


The reason I semi retired from Xbox was because of Gp3 (Climax). Gp3 brought with it a new set of rules which ruined my prefered style along with many others who also prefered this style. It wasn't that Climax wasn't slick enough to allow you to dial the bike in to suit "your" style, it was because you where forced to ride a new front brake style on the Proton using Auto gears and setting them up in a very cheap way by what I would call "Jump shifting"..  This along with NO sim slider and the sim level set at around 25-35% at 0% oppose to what Gp2 was at 0% posed a different challenge that did not suit me as a veteran...


This forced me to buy a $1500 PC to play Gp1 & 2 at Network-Challenge which taught me alot about the over all differences between the Xbox versions of the game, 1/2 and 3... 


Speaking about, as you say, "pivot point" this is where Climax Shines! all other bike games with the acception of GP-Bikes ( an alpha game) ever gotten this correct interms of my Opinion and many others be it fake or real interms of its real world Brother/Sister.


I lost interest in Climax's later builds because of scoreboards not being separated for riding styles. It was my choice if I wanted to dial the bike in with Manual gears (which IMO is a given) a longer wheel base for stability, maybe a smoother gear ratio, so not to spin the tire out under powersliding by making the gears to agressive, and using the Yamaha. BUT! This would never get you even close to the top 10 on the boards which was Bull$hit and pushed me away! Basically you where forced to ride one way to be a challenge to the boards.. A style I could learn and get better at, but a style that I don't like at all, hence why I don't play them!


Capcom's Gp07 brought on this funky style of slaming your front brake to dive into corners fast and forcing your rear brake against the throttle to create the proper line. Some times even lying into the fronts leaving a black line as you can see in my Capcom Gp07 videos... 


This style is completely different than anything yet from previous GPs I've played be it Climax to Namco.. But it also gave me an excited feeling even though it is nothing like real bike physics. I wrote to Capcom about this explaining it to be somewhat of an exploit if you will, and it seems to have been snuffed. Which I really enjoyed that style over the currant Gp08 physics.


Does that somewhat answer your question?

6 months ago  ::  Jun 10, 2009 - 9:27AM #60
WALKEN
Posts: 1157

You want Hardcore?


www.youtube.com/watch?v=-jVj6T9GaHE


Thats Beastie!

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