A Casual Analysis of Progressive Development in a Certain Variety of Titles in the Racing Genre on the Xbox Consoles
QUANTUM REDSHIFT(2002, Xbox)
{ http://www.xbox.com/en-US/games/q/quantumredshift/ }
Premise/Gameplay: Futuristic setting, archrival storyline, with emphasis on steering skills and strategic use of weapons; a "hyperspeed combat racer"(my terms, out of quotes...).
Touts(What Microsoft refers to as "Features".)
Soundtrack: Appearantly considered a point of interest at the time, I feel that top billing of this aspect of any game bodes ill for publisher confidence in whatever may follow...
"Interactive music experience" touted, like a score for a movie.
Speed: Competative divisions segregated by various speed limitations seems a sound concept for ingame play, if not progression. And the "bat out of h***" concept is often a good draw, and half expected in anti-gravity racing.
The winning of various trophies unlocks extended gameplay, as per usual...
Weapons: Call me cruel and inhuman, but if weapons are involved I REALLY want to blow some tails off!
My understanding is that some weapons are available across the board, while some few are unique to each selectable pilot character. At least the unique ones are element/science themed. Character-unique weapons seem uncool to me. I would prefer to select a character I like the look, story and skills of, not by any special weapons unique to them...
And the weapons have to be 'picked up' from all around the tracks. Whether they auto-drop for pickup or are "stationed" strategically by the players themselves before races, is not mentioned...
"T" Rated. "Mild Violence" indeed, since no one can get more than tossed around, or whatever...
Tracks: Mentions 16 tracks at 8 unique locales. Specifies broken terrain(one assumes hilly, rocky or debris-strewn), forests(one assumes with no or broken containment barriers), rough water(one assumes directly over) and "massive" jumps(assumably with decent catch-ramps).
Course detailing and locale concepts touted...
Characters: Mentions 16, specifying some names(Who cares?) and backgrounds(of little-to-no interest for most), and confirming that ships, "home" curcuits and weapons are unique to each pilot character.
"Archrival" storylines - via cut scenes and animation - touted...
Product Features(Under "Product Info".):
1-4 Players
In-game Dolby Digital
[These were considered attractions at the time, were even additionally touted in "Features".
And the eternal presence of your pilot's archrival in Multiplay, is noted as well. At least one player in the Forums expressed disgust at that little reality...]
Additional Comments: The claims of "extended gameplay and depth" are probably hollow and misleading. I could be wrong, but it is that doubtful anything beyond the mentioned 16 tracks, 16 characters and five speeds can be unlocked...
Interestingly, Wikipedia credits a WIPEOUT designer, Nick Burcombe, as QUANTUM REDSHIFTs creator.
Wikipedia also notes that 'graphics detail was the biggest selling point' for this game. EXcuse me, but gameplay should be the biggest selling point, in my book...
'Points are earned in races for offensive or defensive Upgrades' - Wikipedia / No mention of customizing craft performance... So, assumably, vehicle performance is static and unique to each pilot character, or the same for each vehicle. It logically would have to be the latter...
I conclude this game didn't make it because of its fairly standard gameplay - thanks to period comparisons with WIPEOUT and F-Zero - and possibly the focus on its character storylines, which I feel was a risky move for that time in the Racing Genre. Still is even now...
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FATAL INERTIA(2007, Xbox 360)
{ http://www.xbox.com/en-US/games/f/fatalinertia/ }
Premise/Gameplay: A futuristic sporting event with checkpoints, collision tactics and cutting edge aeronatical dynamics factors(my terms).
Touts
Speed and Maneuverability: Emphasis is put on reflexes and spatical/speed awareness and momental factoring in gameplay(my terms, not theirs). 500+mph is specified. And I find the overhype of "mental and physical punishment" almost laughable, unless you actually have to be careful not to black out your pilot, or somesuch.
Customization: "Unconventional weapons" indeed! I would argue that unless they actually do semi or permenant damage to the "racecrafts" they can hardly be referred to as "weapons". Even if they DO come in the form of rockets and mines and such... [Damage from certain "weapons" which affect craft aerodynamics, ARE an influence in gameplay.]
The array of possible "weapons" is touted with suitably impressive, rounded figures(just like some fast food restaurants).
Racing Action: Touting decent speeds, "online multiplayer experiences with 16 racing series"(I assume referring to distinct competition circuits) and 6 distinct racing environments. [Face it. If a racing game doesn't have varied locales to host ingame tracks...]
Nex-Gen Gaming: A then top-of-the-line Engine, 720p HDTV... and there's Dolby Digital again, five years later. [I assume that Engine is now present - or even last - generation now...]
Product Features:
1-2 Players(manner unspecified)
Multiplayer Versus [REALLY? No kidding...]
Sys. Link: 2-8 [Players >or systems?]
[Good Ol' Buddy Dolby]
"Custom Soundtracks" [Assumably meaning that you can import your own tunes to jam to or that you can customize a playlist from the tracks ingame. I assume the former, as that was the new rage then... A plus, at any rate.]
HDTV [Specified.]
Hard Drive Required
Storage Device
ONLINE
2-8 Players [Getting there...]
Leaderboards [Better be!]
Voice Support [A great feature if it syncs well, but not tactically necessary, as there is no Co-op Play...]
Additional Comments: A good point was the fully onboarded arsenal of "weapons". I think "Pickups" seem out of place in a seriously intense racing game featuring anti-gravity or hover crafts...
Snagging and slinging around corners seems to have been a welcome concept in the gameplay, too, as several players commented on it.
Competition for placement was just too dependant on tactics and onboard weapons. Even if there was a o Weapons" mode/option for the Online or Sys. Link, I suspect it would have required special, "toned down" tracks, and that may not even have been enough to save the Multiplayer aspect. Bottom line: Not enough "race", too much mandatory "action"...
Interestingly, there is no specific mention of how many tracks or pilots/racecrafts there are in the game, which I consider a negative selling point...
~~~~~~~~
BLUR(TBD(est. E4/E1/'09/'10), Xbox 360)
{ http://www.xbox.com/en-US/games/b/blur/ }
Premise/Gameplay: The usual hype, touting "20" competing vehicles and a variety of genre-traditional Power-ups, though with a modern flavor. [Sounds just a bit familiar...]
Touts
Real Racing: Touting reality cyberized... [Just means lower track and locale conception costs... Makes up for all the licenses the developer has to purchase from featured car manufacturers? Yeah, riiiiight...]
Power-ups: Reality with power-ups, yet. [And custom route clearing and an auto-repositioning feature for misfortunate and inept stragglers, if the developer's newsfeed is to be taken seriously...]
Cinematic Realism: Graphically intense collisions... [Gives truth to the old saying, "People just go to those things to see the crashes...". Crashes ARE cool, as long as no one gets hurt.]
Multiplayer: Touts up to 20 players online, and a "Co-op" game mode(s).
Product Features:
1-4 Players, Competative and Co-op
Multiplayer Versus
Sys. Link: 2-20
Dolby Digital [Still the end all...]
HDTV 720p
Storage Device
ONLINE
2-20 Players, Competative and Co-op [Finally, "20"...]
Content Downloads [Good stuff?]
User Creatable Content [We'll have to wait and find out. My guess is a track builder, but they may be taking a brave new step...]
Teams [Naturally...]
Leaderboards [Of course...]
Online Tournaments [Hardly a better way to ensure online play...]
Player Stats [Refreshing.]
Voice Messaging [Oooooh!]
Voice Support
Additional Comments: To me, traditional Power-ups don't make a serious Racing game. Unless you can turn power-ups off for Multiplay, this game is obviously meant to be fun, not taken too seriously. Considering all the wear-down-to-your-rims-serious Racing titles already out for the Xbox, a game like BLUR seems to be about the last thing left to bring to the Xbox on wheels...as I believe Arcade already has a buggy/shooter/racer.
Bottom line: Xbox's answer - on wheels - to PS3s WIPEOUT franchise... With a lot of juicy frills...
[I wouldn't be surprised if Xbox developers are permenantly flushed out of the anti-gravity Racing genre, due to WIPEOUTs popularity.]
With all the frills, it will probably do pretty well, but I don't think it will be a drive away hit. Few games in the Racing genre are. I guess some players are exited this title is being developed by Bizarre Creations, though...
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SPLIT/SECOND(TBD(est. '10), Xbox 360)
{ http://www.xbox.com/en-US/games/s/splitsecond/ }
Premise/Gameplay: Touts "arcade action" against and within its storyline backdrop, that of a "reality TV show". [Think a single "PINKS All Out" production for an entire season of TV...] "Drastically" alterable environments(out of context). Seems to put a premium on critical thinking skills, in relation to your experiences with the track environments and any - Pc or NPc - opponents(my terms).
Touts
[Not available at this time...]
Product Features:
1-4 Players
Dolby Digital
HDTV 1080p
Hard Drive Required
ONLINE
2-8 Players
Content Downloads
Leaderboards
Online Tournaments
Player Stats
Voice Messaging
Voice Support
Additional Comments: A more serious Racing game, as you'll have to use your head for more than just a helmet rack...
Disney - of all companies - is the publisher!
~~~~~~~~
And the inevitable mention...
WIPEOUT HD(2008, PS3)
and WIPEOUT HD FURY(2009, PS3)
BOTH: available exclusively to buy/download Online
...just for comparison purposes...
Wait a minute. I don't want to get Banned for "hyping" the enemy. You might not want to hear about Wipeout anyway, gnashing your teeth at the mere mention of it.
Or are you one of those XBOX owners who also has a PS3? In which case, you probably know all about Wipeout if you are into the Racing genre, whether you own it or not...
If you aren't familiar with it and want to have a look at perhaps the most critical franchise competition you will face in the Futuristic Racing genre, then Wikipedia it or visit a few of its official sites.
~~~~~~~~~~~
A GENERAL FORMULA For the Racing Genre
I'll touch on most aspects common to games in the Racing genre, in many cases seperating my conclusions between how I think Casual Players feel, and the Serious Players following. I believe you will find most points apply to most games in the Racing genre, whether for mediums other than the XBOX, or for XBLIG, XBA games or full XBOX 360 titles.
SUB-GENRES
These are not formally recognized by developers and publishers, but the premise of most games lends certain other "tags" to them. The Racing genre is no exception, with period settings, various gameplay aspects, characters, and some storylines, giving a racing game additional "flavors". Some are Contemporary/Modern, some are Futuristic, some Cartoon or Fantasy; some feature Comic or Semi-realistic Combat, some more Tactics or Strategy oriented; some feature only Human, some Alien or only Anthropomorphic characters; some are Post-Apocalyptic, some are Alternate Reality, some are Criminally Mature, some are Underground. Really, whatever they are is however their developer and/or publisher cares to promote them.
Sub-genres can add much desirable appeal and depth to a game, drawing interest from a wider cross section of the established Player base worldwide. I conclude that, while you can rate feedback on this point in percentages, it is not practical, nor worthwhile to consider. Hyping the Sub-genres touched on is meant for potentially attracting more Players and better defining the IP's premise.
CONTENT RATING
Casual: Keep it lower. Some of these Players are younger, and the rest don't care how low it is, just as long as the game is good.
Serious: These Players don't mind a higher rating, and a good many of the 16-18+ ones might try/buy a game just because it IS rated higher.
The only feedback you are likely to get is if your game is rated "M", and that will be from underaged Players who are ripped their parents won't let them get it...
PREMISE/GAMEPLAY
Casual: Obviously, try to offer something new or uniquely tweaked, but, in general, keep things fairly simple and straight-forward. These Players usually don't want to burn too much brain juice picking up the gameplay, so make it as intuative as possible.
Serious: Some of these Players don't mind investing some time and mental effort into adjusting to complex gameplay, but most do want reasonably responsive and intuative controls, at a minimum. And they tend to keep a keener eye and ear out for games which have fresh flavors and textures in their premise, as well as notably different gameplay.
Interestingly, you can probably get by with only 30-40% positive feedback on this point. Many games don't offer a strikingly unique premise or Nex-gen class gameplay, but do reasonably well nonetheless, for whatever reason. May sometimes be due to Players new to the genre...
STORYLINE
Most Players don't care either way. If you DO have a storyline, you can do what you want with it, of course, but you should probably try to avoid "shoving" it on your Players in the Story Mode. Make any cutscenes brief and to the point, and animations fairly short or optional.
In the Racing genre, in-depth storylines are rarely worth the trouble and extensive cutscenes and animations are often a waste of time/funds, unless you can really "wow" and your storyline is seriously touted as an attraction.
I'll handle this one backwards; you want less than 35% negative feedback on this point. Any more, and you may conclude that your storyline is killing your game...
CHARACTERS
Casual: Many of these Players don't care if they have a face to go with the ride. If characters are involved, they will just choose one they like the look of, or the look or stats of their vehicle/craft. If you must have them in a game meant to target these Players, keep them in the background. In general, Racing isn't about the ingame drivers/pilots, its about the vehicles/crafts and the Players themselves competing.
Serious: These Players will prefer stats unique to each character, either directly or indirectly, perhaps through character-specific vehicles, weapons, tracks, ect. And you will still want to keep the characters relatively in the background, unless their individual stats can be improved by whatever means.
Don't expect more than 50% positive feedback on this point. And you really don't need it if most of the other aspects receive a high percentage of positive feedback.
VEHICLES
Your choice of vehicle type(s) will determine to some extent the age and sort of Players it will initially interest. If the premise of your game allows for multiple vehicle types and you choose to incorperate two or several, your potential Player base will probably widen, at least slightly. There is no denying that some racing "objects" are cooler than others. Which is why there are no sailboat or kayak racing games for the XBOX, though you CAN race some odder things via XBLIG. Many real vehicles have a basic and strong draw for most Players, because they are familiar with, and in some cases are fans of, them.
You want nearest 90% positive feedback on your solely featured vehicle type and/or range of them, as you can expect those who will playtest/demo/buy your game will have a particular interest in this point.
PHYSICS/CRASH DYNAMICS
Casual: You can be a bit more lax about this point for these Players, as they generally don't mind exaggerated crash dynamics or unrealistically simplistic vehicle maneuvering. Some prefer it a good deal, in fact.
Serious: Most of these Players have probably played half-a-dozen titles in the Racing genre already, and depending on which titles specifically, they may have been "spoiled" on superior physics and crash dynamics. Which means you have to do a good or excellent job on them in your game to satisfy these Players.
Lean for about 80% positive feedback on this point, as there will usually be Players who pick on little points that "just don't feel/look right", matters not how good is your physics/aerodynamics engine or crash cinematography.
POWER-UPS/WEAPONS
Casual: These Players don't care how crazy you get, just so long as you have variety and the power-ups are fairly easy for all of the competitors to pick-up and use.
Serious: These Players tend to like the weapons, and their effects, to be grounded more in reality and science. You can even touch on Sci-fi, but keep it reasonable. And these Players like to custom outfit the weapons on their vehicle pre-race; Pick-ups-style acquisition during a race is generally unwelcome, as it often involves slowed or precision maneuvering and perhaps leaving racing lines*.
*The precise route a Player considers ideal for optimum maneuvering at the highest possible overall speeds.
You want 80% positive feedback on this point if it is part of your game, and fewest complaints that there are too few or that they are too difficult to use or acquire.
CONTROLS
As responsive as necessary, simple as possible and the more intuative the better. Quiry your playtesters on this point specifically and listen. And if there is really nothing you can do to simplify the controls thereafter, inquire if other in-game features make up for their shortcomings.
You want at least 75% positive feedback on your control system, as anything less could kill your game.
TRACKS/COURSES
In general, the more, and the fewer shared simularities between them, the better. A variety of locales, terrain and weather conditions could hardly go wrong.
Few Racing games have really long tracks, so laptimes from 45:0 up to around 3:30:0 are widely expected and may in some cases be preferred. Don't go for epically long tracks unless you have only one lap, your vehicles are very fast or there is considerably more than just flatout driving in your game to occupy the Players' attention. And I don't mean the scenery...
Pay attention more to feedback on the relative difficulty of your tracks, not necessarily the overall layouts/designs, which are part of the difficulty anyway. Make sure you provide vehicles, vehicle upgrades or tunable vehicle factors to maneuver competatively on the advanced tracks, especially if your NPC AI is highly competative.
MULTIPLAYABILITY
The more Players in a race, the better. Just be careful power-up shortages, vehicle crowding and lag/syncing* aren't issues for significant percentages of most or any races. Co-op play is always a plus. And make sure competitions between friends can easily be hosted privately Online.
*where it depends on you.
Go for 80% positive feedback on this point, as it is among the top five most important aspects of any game.
STORY/TROPHY/CHAMPIONSHIP MODES
Casual: Most of these Players don't like this Mode to require them to dedicate long hours of conscentrated effort to complete, especially if the game supports Multiplayer and requires you to unlock upgrades, vehicles and tracks before they can be accessed for multiplay. Keep AI relatively competative, but don't drag out this Mode for more than 15-25 hours of gameplay. Any other Modes you provide will generally balance these Players' opinions out well, if you do have fewer hours of gameplay in this Mode.
Serious: If this Mode has a median depth, keep AI opponents competative from the start, assuming speed classes and vehicle upgrades are part of the progressive gameplay and not too hard to unlock or acquire. If you are giving this Mode a greater depth, perhaps ease into higher AI opponents more gradually, then sharply improve their AI for the second half of this Mode. If you don't have quality AI opponents, these Players will diss your game, unless it has several other "redeeming" features...
Pray for 75% positive feedback on whatever you do for this point, with fewest complaints possible from your targeted Players concerning difficulty levels and average length of time required for completion.
NPC AI(generally assuming battle/combat factors)
Casual: For these Players you can generally get away with simpler AI, in the form of pre-plotted routes and low variable tactics or even non-variant responses, such as repeating power-up pick-ups or weapon outfittings and spatical-specific attack/reaction triggers or triggerpoints.
Serious: These Players tend to be sharper and repeating NPC AI factors may really annoy them, so try to make sure most aspects of this point in your game have at least a few variable paths, both in vehicle routes and tactical actions and responses.
This is an aspect more often considered by only Serious Players, who you should want about 80% or better positive feedback from, on this point.
ADDITIONAL MODES
These are generally just icing on the cake, but for gaming in general and the Racing genre in particular, they will be expected - and are almost necessary - extras. More is better as a rule, but make them unique from one another. And it is perhaps best not to try stretching this point too far, especially as a substitute for length and depth in the Story/Championship Mode. And the more modes also available Online or Sys. Link, the better.
You should want better than 50% positive feedback on your range of additional modes, keeping in mind than most Players will only enjoy certain ones.
CUSTOMIZABLE FEATURES
What can be distinguished with the eye is generally what you want to conscentrate on for this point.
Custom "skins"/paintjobs are popular and generally well worth the effort to allow for in your game. Aerodynamic and/or asthetic parts for vehicles are also popular.
Weapons are less of interest, unless they can be distinguished on the vehicle; and the same goes for vehicle tuning as a general rule, though both of these factors may be part of your gameplay anyway.
Custom tracks are always a plus, as long as the track builder/editor is fairly easy to use, multiple tracks can be saved at once, and they can be shared On or Offline.
And Custom Soundtracks are a great option.
Personal Avatars for Online play are also probably going to be all the rage.
Remember, customization is about the Players, and most Players want games that they can bring their own style and identity to.
Look for 80% positive feedback on this point, including no mentions that your game needs more customization features.
CONTENT DOWNLOADS
A very recent means of expanding your game post-release. As long as your general Player base isn't of the opinion that you are charging too much for value and nature of anything you release under this point, it can probably be very worth your while to consider, if your game is of an expansive nature. Which it seems most games in the Racing genre would be...
If your game depends to any degree on the success of this point, you want 80% positive feedback or better.
SOUNDTRACK
To keep your Players in the right mood for a Racing game, adrenaline is often the key. You know that Classical, Country&Western and R&B isn't going to cut it. The music artists don't have to be famous or even widely popular, just do good work.
Aim for at least 70% positive feedback on this point, or plan to allow for custom soundtracks or at least a customizable playlist in-game.
GRAPHICS
Decent for casual games, excellent for serious games, as a rule. And if you can hit an "Outstanding" rating on this point, all the better.
If you are going to have to "take a hit" on this point, then make certain that almost every other aspect of your game makes up for it.
Depending on your target audience/market, you want at least 70% positive feedback on this point.
IN SHORT...
If you want your game to be "successful", then give your targeted Players as much of what they want as you can and a good value for their money.
Keep in mind that there are certain points which sell better than others, such as a unique Premise and signature Gameplay, Customizable Features and good and extensive Multiplayability, both Sys. Link and Online(perhaps moreso the latter). An in-depth Story or Championship Mode probably won't hurt either.
Any Sub-genres you can touch on will probably be a plus, widening the potential Player base for your game, though the Content Rating your game merits may do just the opposite, perhaps due to the nature of any Weapons you may incorperate.
Your choice of Vehicle(s) is very important, and how you may incorperate any Characters and/or Storyline(s).
The number and designs of the Tracks/Courses in your game is a serious consideration, as well as the depth and difficulty of your NPC AI, the quality of your Physics engine and Crash Dynamics, types of Additional Modes, and the layout and responsiveness of your games Controls.
And your Graphics and Soundtrack are quite important and can sometimes even be marginally redeeming factors.
Perhaps the most important thing to remember is...no game can be "perfect". As far as the Players are concerned, tastes differ. And you can only tweak your game so much based on Player feedback, because as a general rule, various aspects of your game will be tied in too firmly with various other aspects of it, limiting what you can redesign or adjust and just how much.
You can only make your game "perfect" if you are the only one working on it, as a hobby. Odds are, if you are commercially-minded and working with others, you will have to sacrifice all sorts of details and compromise the vision you have for your game, if you are really going to sell it, both to other Creator/Programmers and to the Players.
[Please NOTE: I am a largely non-gamer and not yet a game developer. This post comprises solely my own thoughts and opinions. Links - should - have been provided to the Game Detail Pages of each XBOX game I have featured.]
I plan to Update this with an amendation concerning my thoughts on a few XBL Indie and/or Arcade games.
I invite all Comments, especially those from gamers and developers with experience in or knowledge of the Racing genre, particularly for the XBOX consoles...
Favorite Genre: Racing / Console of Choice: Xbox 360 / Creator-Designer, "ORP" / Current Partners: "Donitz",