| 3 months ago :: Sep 17, 2009 - 10:56AM #1 | |
|
It's the one you've been waiting for. We choose some of your harder questions from the forum based on the first video taster and presented them to the Lead Designer and Producer on MotoGP 09/10. |
|
| 3 months ago :: Sep 17, 2009 - 11:40AM #2 | |
|
Thanks, kinda throws the question about fully mappable controller in the air? Couldn't get the gist of that bit, sounded a lot like it'll be "forced" (may be wrong in that assumption). If it isn't mappable then that's a pretty strange choice. Also there'lll be some out there playing with missing digits (seriously) To be truthful eager to hear/see more meatier stuff, been saving this image for Daz so may as well post it:
|
|
| 3 months ago :: Sep 17, 2009 - 11:44AM #3 | |
|
All in all, the answers were mostly like I hoped they would be. Good stuff, but we also need more videos of the gameplay now. |
|
| 3 months ago :: Sep 17, 2009 - 11:47AM #4 | |
|
Realistic Powersliding, Button for tucking. I'm really liking this ..For God's sake don't screw this up |
|
| 3 months ago :: Sep 17, 2009 - 12:21PM #5 | |
|
Hope they follow through with the turning off the blur and not just "look into it" I can only say I think you are over complicating things. For example the mapping controller question. Why would you not let people just map the actions to the button of their choice? What is the problem with that? a poll of a 100 different people are going to provide such a wide variety of configs it would be simplier just to let people set it themselves. As for the comments about the tuck and avoiding the "rubber band" thing I think they missed the question. Some games that have manual tuck make it so that you have to constantly hold the rider down or up. While others you just click the button and the rider initiates and mantain the action without the player having to constantly holding the button down. For example. tourist Trophy you have to hold the button down for the rider to maintain the tuck. Where as in SBK 2001 you push a button & release for the rider to tuck and then you push & release a button for the rider to sit up. But the main problem with either method is if the player can't map the controller to something that is comforatble to them. Imagine what it would feel like if you have to learn a new keyboard layout everytime to a different computer. Since racing games pretty much all have the same mechanics (brake, accel, shift up, shift down, etc.....) when given the chance I always map them the same way and the is the way that is most comfortable for me. Why devs make a big deal about this is beyond me. Options it's all about options. you can put in all the flash and stuff in you want. just give people to use the ones that they want, especially if they don't effect actual game play. |
|
| 3 months ago :: Sep 17, 2009 - 12:32PM #6 | |
|
|
| 3 months ago :: Sep 17, 2009 - 12:39PM #7 | |
|
Yep, I have to extend on what Ronin said. In Gp2 there was lean back button as well as lean forward and to shave off 100ths from the worlds fastest laps ever you needed to apply this. The difference is the rubberband kept you forward until you clicked "lean back" positioned on another button.. This saved fatigue on your thumb of always holding forward. Without mappable buttons, it will be interesting as to how much petience I will allow in coming to terms with your idea of what should be. I must mention that I do like the fact that Monumental is really trying hard to break the mold of former builds and walk away with something fresh.. It sounds as though this is your intentions. |
|
| 3 months ago :: Sep 17, 2009 - 1:33PM #8 | |
|
and that's where letting people configure the controller to suit them comes into play. for me all racing games are assigned in the following R1-accel/R2 shift up L1 - brake (front for bike)/L2 shift down Everything is depends on the controller layout but on the PS3 Square - rear/handbrake This setup works for me because everything is grouped together by task. Before anyone questions it again this is just my preference and what works for me. When I'm accelerating and working the R1&R2 buttons my thumb easily operates the triangle (regardless of whether I have to hold it or not). When I'm braking and working the L1&L2 my left hand is free to hit the circle or look back orwhatever. But the bottom line is while it may seem strange to someone else, it seems perfectly logical and comfortable for me. So no I don't understand why this is such a big deal for devs to do especially since the fact that they generally offer different button configurations show that controller mapping isn't a big deal. So what do you have to brainstorm as to whether players should be able to do this themselves. When the only gain/advantage gameplay wise is that the player is simply comfortable with the input setup. So in t |
|
| 3 months ago :: Sep 17, 2009 - 1:39PM #9 | |
|
very cool. good listen. thanks |
|
| 3 months ago :: Sep 17, 2009 - 3:08PM #10 | |
|
So I don't understand some things can we get clarification. Controller feel means rumble in the feedback. Not only do I want the overall feel of the game/bike to feel right but will that be translated in the controller? Powerslide more like it is in GP the real life or akin to going back to rear brake hold it down and ice skate around the corner? If i am forced to tuck by pressing something, at least on the 360 controller I would like to map this to my right button or left shoulder button. IT's a very good thing foe styles to be allowed to grow and be comfortable. I have never used rubber bands etc. If you watch real races they shift while being tucked. I need to be able to replicate the same thing by using fluid conservation of movement. Left stick rider movement. left trigger front brake Right trigger accelerate Y button up shift X button downshift A button rear brake left shoulder button look back. Nothing on right shoulder since I can accidentally hit that while I am under accleration or decleration. NOw a few of my friends use both sticks as I had said in previous posts being the right for acceleration and deceleration. So if you can't map that he will have no intrest in the game. It is sad. And he uses right trigger as front brake as it actually is on a bike. I love the fact that some of you guys have worked on the previous series of the game. SO hopefully you get it right. I am very appriciative of what you are doing for us a community because you are getting back to us and giving us an update on what is our baby so to speak. I hope that this will continue and become a very lucrative thing in terms of the game and also your companies bottom line. So maybe if you get the money you can in the next game spend some of it on those more expensive features. But thank you really!
|
|

