Xboxygen dans son habituelle bonté nous propose quelques nouvelles infos sur le prochain grand jeu de course de
Microsoft.
- Le circuit de Mugello sera présent.
- Turn 10 (le studio de développement) souhaite diffuser via le marketplace le mode Drag Racing quelques temps après la sortie du jeu.
- Dan Greenawalt indique avoir beaucoup travaillé sur l'aspect online du jeu avec un mode carrière qui va permettre de gagner beaucoup d'argent. Il sera d'ailleurs possible de progresser uniquement dans la carrière à travers le mode online.
- Il estime aussi qu'il faudra environ 40h à 50h de jeu pour terminer le mode solo du jeu sans refaire une course et en supposant que toutes les courses soient gagnées.
- L'Intelligence Artificielle nommée Drivatar sera conservée pour le jeu mais améliorée.
EGM: You've announced a new photo mode that will allow players to upload their pics online. What else ya got?
Dan Greenawalt: Well, we've done a lot more in the online career space to give people the ability to really level up and win a lot more money. One thing we found is that we've got this really home-grown community of people that were creating their own seasons and tracking their car clubs with each other online, doing all this crazy stuff, and what they want to be able to do is make tournaments, and limitations, and create really competitive races. So we've given them those options, and it's still in the online career, so there can kind of be a ringmaster that can set up races and set up leagues for people and actually earn a bunch of money.
EGM: Is it possible for someone who's really into the online mode to, basically, not play the single-player game, and just progress through the online stuff?
DG: Completely. The money is seamlessly integrated, and only things that they wouldn't be able to do are some events that unlock one-off special cars. However, they could get the cars from other people online.
EGM: Do you anticipate that people who have Live access are going to be playing the game that way, as opposed to traditional single-player?
DG: We've got a really deep single-player, we're targeting 50 to 60 hours of single-player without repeating a race, and that's assuming you win all of them. A lot of players are really into that aspect, mastering he physics and just playing it more like a game, leveling up your character. But I think there's also a group that is very, very competitive. The nice thing is, we can match them with other people of the dame skill level and they can race online and do their career that way. And I think there's going to be people who are more about expression online──that's drifting, painting their cars, getting together and talking about cars. Our goal is to create more of a hub for those people too, so we can really be a bridge between gamers that like cars and car people that are getting into games.
EGM: How is the game going to feel different? Is it?
DG: I'd say that 95 percent of the players won't notice a big difference. But the people that do a ton of drifting, what they'll notice is when the car is at like 25 degrees of yaw, and you're using your accelerator to steer rather then the wheel, so you're not counter-steering but you're literally just changing the weight balance from front to back by using your accelerator, you'll notice you can get yourself in and out of trouble much quicker.
EGM: What's changed with the Drivatars? How has A.I. evolved in Forza 2?
DG: Our entire A.I. system is still built on Drivatar technology, but there has been some evolution on the back-end side, which is that they follow the line a lot better. And they've actually gotten really freaking fast.
EGM: Sometimes the A.I. cars would get really aggressive in Forza 1 ...
DG: Yeah, every once in the while the A.I. would just decide to hit you. But we got to the bottom of some of that. As far as the actual Drivatar training aspect of the game, we're taking on most of the training ourselves, and we're going to let people hire Drivatars just like last time, but how the training is going to be expressed... we're taking a lot of that offline and just doing it ourselves on this one.
EGM: So what's going on with the finally-force feedback wheel you guys are coming out with?
DG: Being able to actually feel the forces through the wheel itself, it'll be exciting. Obviously, I play with force-feedback games all the time, so you can imagine that I've gotten pretty opinionated about force feedback!
EGM: Are you upset that it doesn't have a clutch pedal?
DG: Yeah, I'm torn. What I want is a wheel that has fantastic force feedback and lets you experience the game the way we intended, yet normal people can buy it and use it in their living room. But at the same time, I also want [one that has all of the bells and whistles of] a $400-500 wheel.
EGM: So can you talk a little about where the series is headed──what are some of the dream features that you have in mind down the line?
DG: My ultimate goal in all of this is to get people that play games to get hooked on cars and get that car passion that I've got. Also, how can get gamers who aren't the best racers, but maybe they know a lot about cars, to be part of the cummunity and be really successfull in the community and valued equally as much as these great drivers are?
EGM: Are you thinking like, player-run tuning shops, paint jobs...
DG: Yeah, all sorts of things like that. I don't want this game to be just a driver's club and a tuner's club. What I want is one group made up of people where some are drivers, tuners, painters, organizers, and some guys who just like the shoot the s*** a lot.
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posted the 09/11/2006 at 10:46 PM by
blakguy