I just wanted to ask if there was an option for having the steering wheel on the right hand side, and maybe the option for km/h. I don't really mind for the second, but if the steering wheel placement could be modified, this game would be a definite buy for me.
@ Rob from Firemint (posts 59, 64 & 66) - not quote cos his post are huge! I completely agree with your decision to delay release based on your examples of what you felt needed tweaking. I don't like how many iPhone devs seem to just release a buggy version (often these could have been found with more beta testing) then "fix" it later. So well done there! As for the AI, I think it will be a critical component of RR from what you've said thus far. I remember it being stated that the cars are very similar (performance wise) within a class, so the differing factor will be the drivers themselves. If the AI was not up to scratch winning would either be too easy (like many racers i've played) or would be annoying i.e. they constantly bump into you knocking you off the track and into a spin! If not already implemented, I'd like to see multiple difficulty settings (Easy, Medium, Hard), where the AI differs by the volume of mistakes it makes, racing line, the braking points and their aggression towards the player. This would allow for all levels of player to access the game and each to get max level of enjoyment out of it... A few months back, I was a passenger in Rally car (you pay some money and a guy races it around - great fun, highly recommended). Anyway, after we got back, I was speaking to the driver and he was saying how when he drives on an off-road course, he has to use his senses and knowledge of the car to go as fast as possible. He can see what the road is like ahead (various rocks & bumps) but unlike a game, he can feel what the suspension is doing and adjusts the car accordingly. When in a corner, he can feel the resistance from the steering wheel, he can hear what the engine is doing and adjust the gears, accelerator and brakes as needed etc. Many of these things things can't be simulated in a game perfectly, so as Rob says, you need to compensate for this in the game. If you want to see some really interesting video of this sort of thing, check out this from Top Gear (season 7 ep 6). Jeremy Clarkson did an experiment where he tried to see how good Gran Turismo 4 was at simulating real life racing. He learnt a track in game, and tried to match the time for real on the same track and in the same car! He thought the differences are that he has fear in real life but not in the game, the feeling of the various forces acting upon him and the car, the adrenaline, the over performance of the games' cars and the feel of bumps on the road. I think what you say about finding the right balance of simulation is right. I think that is where the Gran Turismo series succeeds. Obviously, its not perfect at simulating the real world of racing cars, but gives a damn good impression of it, and is a lot of fun too. I think Real Racing is gonna be so great, I can't wait for the finished game!
That comment I made was a big confusing and would probably have been better left out. My distinction between social and head to head multiplayer is just something that helps me think about game design, not a point I could necessarily build a strong argument for. Here are my thoughts nevertheless: Multiplayer is often a 'one to one' competition with temporary results of minor relevance beyond the thrill of the race itself (though you have bragging rights over the person that you beat). Social gaming as I see it is more 'many to many' and more about integrating your acheivements with your life. Ideally, social gaming is a more extended interaction with a larger community that is important to you beyond the immediate gameplay. Head to head multiplayer can be enormously fun, because you are racing against a real person. So I do understand that everyone wants this, and I understand why, and we will have it (though I am not sure if it may be in an update or whether it will be there at release). So, I don't think of multiplayer so much as 'social' except to the extent that it has some long term consequence of your race that is relevant to a community you care about. That doesn't mean head to head multiplayer isn't good, it's great of course (though we think our online leagues are super awesome!) Anyway, as mentioned above, this is just the way I am currently thinking about 'social' for my own convenience. The social stuff is what you do before and after the race. Rob
My attitude as with all games is release it when you feel comfortable. Much rather something you guys feel comfortable with then pushing something out the door just to hit a release date.
^^ With that said, if they have it ready now they should really jump on the ball before Need For Speed gets here.
Hey Firemint, if you truly want to pull one over the Need For Speed guys, put in horizon stabilization so that the screen stays level even if you tilt the screen to turn, thus eliminating disorientation!
Need For Speed is incredibly disappointing. You should seize this opportunity and really make Real Racing the best it can be.
Hehe +1 The cars in Real Racing somehow look dull and monotonous. The tracks also feel rather bland (like fastlane) compared to the gritty and urban feel of NFS.
That's just the difference in where the developers have focused their attention to: EA on presentation and looks; Firemint on plgameplay and car physics whichdoes not require state of the art good looks. You may say I'm unqualified to say this without having purchased NFS, but I've had enough of straight blister-speed racers and just want to enjoy something that feels more delicate to control. I miss the days of Colin McRae Rally and hope to have something that approaches that level of driving skill. Not saying I am great, I just felt more involved in those games than something adrenaline-fueled like Burnout and NFS. Overall, I think there's space for both racers to be available and target different audiences. No need to wish all car games have to be the same as NFS.
I agree, there are rooms for both Racers as they target different audience, I'm a casual gamer so I prefer arcadey racer
wat? need for speed is the best racing game for the iphone and i dont think real racing is going to top nfs and i think there will be more delays,just like at nfs
anyway,i'm very dissapointed of firemint instead of working on real racing,they just dedicated their work to flight control,but only because it was on #1 for so long i expect another delay in late may
While I agree it seems like they're working harder on Flight Control, you can't fault them for that. Real Racing has one of the biggest budgets in iPhone gaming, and they need to make money somewhere. So cut 'em some slack.
Are you kidding me right now? Firemint has been working so hard on Real Racing, Flight Control was just a little side project that turned out to be a huge success. Real Racing is still their number 1 focus, they're probably working like 24 hours a day to get this game finished and submitted. I really don't know where you're getting your little assumption from, but it's totally wrong and dumb in so many ways.