I apologise if this should be in the Wish List discussion but it's something I feel quite strongly about and I want our friends at Codies to read it... (a little selfish I know )
If F1 2013 has just one improvement over F1 2012, let it be AI Management.
The heart of a good racing game, whether it be ultra-arcade or hard-core sim, is the ability to race closely and competitively with others (AI or human). In close racing if I drive my best (consistent lap times with no major errors) I want to be rewarded with a strong finish. If I drive through a gravel trap I want to lose positions.
Because we are all so different in skills (not just overall but from track to track and even corner to corner), programming 'close racing' for everyone is nigh on impossible.
When I first bought F1 2010 I loved it, but gave up on it when I realised my options were to lose by a mile on 'Legend' or win by a mile on 'Professional'. Not only that, on some tracks I was winning in a Lotus and at others getting lapped in a Red Bull. I gave up when my Lotus was being held up by Alonso's Ferrari as we went through Eau Rouge! I stopped playing - I was bored.
And then I found some free third-party software that enabled me to adjust the AI not just track by track but corner by corner. At last - I had a racing game. I played three full seasons and loved it. If I made a small mistake I paid the price. If I was at my best I won. In my last race I chased Lewis Hamilton from a consistent 0.3 seconds behind for a whole race at Brazil. I passed him on the last lap. At the end I was sweating, but I won a tight race because I drove well.
Codemasters can't program a game to give me that experience, but as the third-party software showed they could include a module that enables me to 'program' it. When I buy a new suit off the rack I need to shorten the trousers and bring in the waist a little. That's what I need to do with a racing game as well. Everyone does.
Papyrus NASCAR Racing 2003 Season (the best racing game ever in my opinion!) was made 10 years ago and you could adjust the AI track by track (in the game). The EA sports F1 series enabled that as well through easily understood and accessible txt files.
I've just bought F1 2012 and there is a LOT to love about it. BUT I'm back to where I started in a no mans land between Legend and Pro. My AI choice is to win every time or lose every time. And that's no choice at all.
If F1 2013 has just one improvement over F1 2012, let it be AI Management.
The heart of a good racing game, whether it be ultra-arcade or hard-core sim, is the ability to race closely and competitively with others (AI or human). In close racing if I drive my best (consistent lap times with no major errors) I want to be rewarded with a strong finish. If I drive through a gravel trap I want to lose positions.
Because we are all so different in skills (not just overall but from track to track and even corner to corner), programming 'close racing' for everyone is nigh on impossible.
When I first bought F1 2010 I loved it, but gave up on it when I realised my options were to lose by a mile on 'Legend' or win by a mile on 'Professional'. Not only that, on some tracks I was winning in a Lotus and at others getting lapped in a Red Bull. I gave up when my Lotus was being held up by Alonso's Ferrari as we went through Eau Rouge! I stopped playing - I was bored.
And then I found some free third-party software that enabled me to adjust the AI not just track by track but corner by corner. At last - I had a racing game. I played three full seasons and loved it. If I made a small mistake I paid the price. If I was at my best I won. In my last race I chased Lewis Hamilton from a consistent 0.3 seconds behind for a whole race at Brazil. I passed him on the last lap. At the end I was sweating, but I won a tight race because I drove well.
Codemasters can't program a game to give me that experience, but as the third-party software showed they could include a module that enables me to 'program' it. When I buy a new suit off the rack I need to shorten the trousers and bring in the waist a little. That's what I need to do with a racing game as well. Everyone does.
Papyrus NASCAR Racing 2003 Season (the best racing game ever in my opinion!) was made 10 years ago and you could adjust the AI track by track (in the game). The EA sports F1 series enabled that as well through easily understood and accessible txt files.
I've just bought F1 2012 and there is a LOT to love about it. BUT I'm back to where I started in a no mans land between Legend and Pro. My AI choice is to win every time or lose every time. And that's no choice at all.