Did any of that skill translated to you real life driving? That is what I'm saying. There is simulating and there is playing "simulation"
Let me just hand it over to wiki as they hit the exact same milestones in Sim racing that I referenced. They are still games, The technology (and thus the user experience) has just improved.
Early arcade years
Prior to the division between arcade-style racing and sim racing, the earliest attempts at providing driving simulation experiences were arcade
racing video games, dating back to
Pole Position,
[7] a 1982
arcade game developed by
Namco, which the game's publisher
Atari publicized for its "unbelievable driving realism" in providing a
Formula 1 experience behind a
racing wheel at the time. It featured other
AI cars to race against, crashes caused by
collisions with other vehicles and roadside signs, and introduced a qualifying lap concept where the player needs to complete a
time trial before they can compete in
Grand Prix races.
[8] It also pioneered the
third-person rear-view perspective used in most racing games since then, with the track's vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.
Emergence of sim racing genre
Sim racing is generally acknowledged to have really taken off in
1989 with the introduction of
Papyrus Design Group's
Indianapolis 500: The Simulation, designed by David Kaemmer and Omar Khudari on 16-bit computer hardware. The game is often generally regarded as the personal computer's first true auto racing simulation. Unlike most other racing games at the time,
Indianapolis 500 attempted to simulate realistic
physics and
telemetry, such as its portrayal of the relationship between the four contact patches and the pavement, as well as the loss of grip when making a high-speed turn, forcing the player to adopt a proper racing line and believable throttle-to-brake interaction. It also featured a garage facility to allow players to enact modifications to their vehicle, including adjustments to the tires, shocks and wings.
[17] With
Indy 500, players could race the full 500 miles (800 km), where even a blowout after 450 miles (720 km) would take the player out of the competition. The simulation sold over 200,000 copies. It was around this time that sim racing began distinguishing itself from arcade-style racing.