OverTake.gg
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When it comes to making F1 2011, where do you think you've got the most work to do?
Stephen Hood: Well, everywhere, but honestly... certainly the media side, Live the Life.
Paul Jeal: Yeah, Live the Life and multiplayer, just because we've had to invest that much time in the first one on the career, the meat and bones, the driving, the pit-stops, the weather. We had some great ideas which have been fairly well stripped back in development for both Live the Life and multiplayer.
But being the perfectionists that we are, we want to move every element of the "Be the Driver" side forward as well, the AI, the handling model, we've got some ideas for what we want to do there.
Stephen Hood: I love working on these sorts of games, but one of the big frustrations is, the bigger the team, the more complicated it becomes. What people often don't see is, behind the scenes, you're trying to make a game out of the resources you have available, be that the time or the people you have working on the team. You're trying to balance some things accordingly; you can't be everywhere all the time.
Considering the scope of the game that we were given at the start, which I think was pretty massive... If I was trying to make the perfect game, I'd probably say the on-track stuff is most important, then build up Live the Life in the future. But I think we realised early on that Formula One games have been the same for a really long time and we needed to come back and do something different.
But that was so difficult, and we were devving up until the final few days, which was pretty mental really; people were really panicking, but we were saying look, we've got to get this final bit in.
Source: Eurogamer.net
Stephen Hood: Well, everywhere, but honestly... certainly the media side, Live the Life.
Paul Jeal: Yeah, Live the Life and multiplayer, just because we've had to invest that much time in the first one on the career, the meat and bones, the driving, the pit-stops, the weather. We had some great ideas which have been fairly well stripped back in development for both Live the Life and multiplayer.
But being the perfectionists that we are, we want to move every element of the "Be the Driver" side forward as well, the AI, the handling model, we've got some ideas for what we want to do there.
Stephen Hood: I love working on these sorts of games, but one of the big frustrations is, the bigger the team, the more complicated it becomes. What people often don't see is, behind the scenes, you're trying to make a game out of the resources you have available, be that the time or the people you have working on the team. You're trying to balance some things accordingly; you can't be everywhere all the time.
Considering the scope of the game that we were given at the start, which I think was pretty massive... If I was trying to make the perfect game, I'd probably say the on-track stuff is most important, then build up Live the Life in the future. But I think we realised early on that Formula One games have been the same for a really long time and we needed to come back and do something different.
But that was so difficult, and we were devving up until the final few days, which was pretty mental really; people were really panicking, but we were saying look, we've got to get this final bit in.
Source: Eurogamer.net