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General Forums General Discussion Your questions answered: Week 4 - Part 1
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Your questions answered: Week 4 - Part 1
6 months ago  ::  Jun 10, 2009 - 4:03AM #1
steve
Posts: 204

Will you be researching the correct speeds and correct gears needed for each corner on each track and making it realistic compared to the onboard laps filmed from that of each MotoGp tracks and races?


We say: Replicating the exact speed and gear using on board data could lead to a very unforgiving game. We are trying to strike the balance between realism and accessibility. We do use onboard video, statistical data from Dorna and our own riding experience when working on the handling! It’s a balance of pulling all these factors together so we can achieve an experience that feels authentic; although possibly not 100% accurate. This leads into the discussion topic for this week; should GP be a full on hardcore simulation, ala GP500 or hi-sim, ala Grid etc.


Will the main emphasis on the handling development and accuracy be from the onboard view first or from the behind the bike view or both together?


We say: Behind the bike view will be the main focus, but the cockpit view is something close to our hearts and we will dedicate time to ensuring this is done properly.


Will there will a beta test process that we can get involved in, so we can provide feedback before the game is released?


We say: This is a possibility although we can’t supply any details yet. We are thinking of doing focus testing later down the line, something which we’ll be looking at both inside and outside of the MotoGP community.


Will there be any Rossi style leg dangling when approaching the limits of adhesion whilst putting the anchors on for a corner?


We say: Not for this version of the game, however we would be looking at ideas like this in future titles. This MotoGP game for Monumental is about nailing the core experience, game modes and online experience. We want to make a totally immersive experience, which is then a solid platform which adopts ideas like customisable riding styles.  Will it be possible to download other peoples fastest lap ghost?  We say: Yes, we have an event cooler feature in the pipeline as well, but I can’t tell you about it just yet.


Will there be an indication of the fastest lap of the race while the race is on? Eg (a red helmet with the lap time and the player name.)


We say: We’re still to finalise a final solution for the HUD timers, but we would like to include this idea. It’s seen on the real sport broadcast and we feel that it’s great!


Will there be an option to install the game on the PS3/360 hard-drive to improve loading times?


We say: Yes!


Will players be allowed to create a custom rider/team to race against the MotoGP regulars and use in a career mode?


We say: You’ll have to wait and see. Sorry we can’t say anymore right now, but we’re sure you won’t be disappointed!


How deep will the bike setup options go?


We say: Bike setup options will go much deeper than the previous MotoGP game. We are including wheelbase, suspension stiffness, compression and rebound dampening, individual gear ratios, traction control and braking aids. (And by ‘aids’ I don’t mean ‘power’.)

6 months ago  ::  Jun 10, 2009 - 4:51AM #2
HeYjOe
Posts: 730

Cheers, especially like the first reply as it's obvious that you feel the game needs to be right as a "Game" ie As I've said,  I'm sure there's many in your Team that possess Physic/Maths qualifications but when applied literally to a game it can equate to  "blandness" (and I'm not talking about POWERSLIDING anyone)


Still extremely optimistic and would not relish making ALL the decisions

6 months ago  ::  Jun 10, 2009 - 7:34AM #3
WALKEN
Posts: 1157

Thx Steve!


Sounding better and better, but we will see?

6 months ago  ::  Jun 10, 2009 - 11:02AM #4
steve
Posts: 204

From what I've seen so far Walken, I think you're going to be impressed with the next version of MotoGP. It's also great to see the development team getting so excited when they're testing the game as well. Kinda gives me a warm feeling about the game. :)


I'll be posting more feedback from your questions later this week and again towards the end of the month, so keep them coming in.

6 months ago  ::  Jun 10, 2009 - 11:45AM #5
WALKEN
Posts: 1157

Thanks alot, lol


I hope you guys are having fun! Just do me a favor and release it!


 


 


 


 


 


 


 


Pssssst, can I have an alpha, maybe a beta, pretty please....

6 months ago  ::  Jun 10, 2009 - 11:53AM #6
Ronin05
Posts: 261

I guess the thing that still hasn't been answered and is my biggest concern is how much liberty is going to be made to the physics engine in attempts to trying to make the game "accessible".   Are the bikes going to act like bikes?  Are the going to pivot on the correct axis and not act like a hovercraft?  Are the brakes going to have the correct dynamics and power or is it going to be a rear sliding fantasy experience? 


It is just beyond me why people think having an accurate model means the game has to be hard and boring. While I still don't consider it a sim Gran Turismo is at least based somewhat on how cars actually behave and it doesn't seem to have a problem selling a lot of copies.


I will say it again, it doesn't matter if you have the hardest sim or the simplest basic arcade game, if you don't give people options and features it is not going to sell.  All you have to do is look at the charts and that fact is backed up.  So this train of thought that dumbing down of motorcycle games is the only way to get it to sell is simply frustrating.  And unfortunately with each list of responses, I get the feeling the Monumentum game is just going to be more of the same.  And to completely contridic what I just wrote.  you can put all the options and features in the world in the game but if the bikes don't actually act like motorcycles then I'll pass as I'm tired of throwing my money away on this stuff.  Again this isn't about about making the game difficult just correct.  Front brakes stop a motorcycle! You turn with the throttle. the bike pivots off the contact patch of the tire not the rider.  Those things can be done and the game still be accessible.

6 months ago  ::  Jun 10, 2009 - 1:45PM #7
blastGradius
Posts: 9

Since Steve mentions the game Grid in the hardcore simulation discussion topic, Somehow, I have a feeling thats the type of game you're settling on - a hybrid that leans towards the arcadish (us 'sim' guys loose the war) Cry. If that is the case, could I recommend at least giving the bikes a sense of weight and inertia?

6 months ago  ::  Jun 10, 2009 - 1:48PM #8
Ronin05
Posts: 261

my point exactly

6 months ago  ::  Jun 10, 2009 - 2:20PM #9
Juho
Posts: 177

The one question that keeps getting dismissed is WHEN. Come on Steve, give us something even if it's only your best guess.

6 months ago  ::  Jun 10, 2009 - 3:16PM #10
Eugene
Posts: 72

Is there going to be a demo? I don't buy games without playing a demo first.

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