MotoGP '07 Diaries - Week 3
#1
Posted 16 July 2007 - 05:35 PM
Before we begin I'd like to first of all apologise for the lack of information for you guys last week. I had a quick week away (hastily arranged at the last minute) so I wasn't able to get another post out to you all. However, whilst I was away I did keep up with events on XBLA and I hope you find this post to be of interest.
This week I'm going to be focusing on a number of different game play aspects. First of all, I want to detail some changes we've made to the influence rider position has on bike handling. In real world MotoGP, position and form on a bike is crucial to speed and handling. For MotoGP '07, we have captured this in a number of ways.
Aerodynamics are crucial when travelling at high speed. Unlike past versions of the game, MotoGP '07 places much more emphasis on this. The faster you go, the more important it is that you tuck the rider in to reduce drag as much as possible. Without doing this, top speed will be heavily compromised. In addition, we've added some subtle effects like camera shake to emphasise this. If you are racing at high speed but are creating too much drag, the camera shake increases. As you tuck the rider in, so your speed increases and the camera movement remains smooth.
As well as using rider form to race faster, rider form can also be altered to help slow you down. Approaching slower corners, you will now be able to slow down from the highest speeds by sitting up on the bike. Braking will always be needed but this more subtle form of deceleration should mean you'll be able to get on the brakes even later than before, with practice.
Rider form also affects bike manoeuvrability. When tucked in, a rider has less influence over the bike's steering than when sat upright. As a result, the best riders will be able to stay tucked in around the fastest corners thanks to taking the right line. But if you get the racing line slightly wrong, you'll have to sit up in order to take greater control of the bike and get it back into line.
These systems are designed so that more experienced players can shave those precious fractions of a second off their times.
Another new addition to MotoGP '07 is the implementation of variations in track surface from track to track. Previous games in the series have tended to feature tracks that were perfectly smooth, something that is impossible in real life (especially when riding a bike). For MotoGP '07, we've set up a range of parameters on each track which determine the variation in track quality and surface. The result is an even greater sensation of speed because the suspension on the bike is now working much harder than ever before, making the higher speeds look a lot more dangerous than before. In the past it perhaps seemed a bit too serene when you were at top speed. That is no longer the case.
Now, onto one of the biggest areas of change for MotoGP '07; AI. From a personal point of view this is one of the areas I was most keen to address for the new game. The objective was to make AI behaviour in races a lot more dynamic, in order to emphasise the individuality of each rider, as well as their ability to make mistakes. We have done this by addressing a number of issues, all of which make single player racing in MotoGP '07 a far more exciting and rewarding experience than ever before.
First of all, we've changed AI behaviour in order to encourage them to be more daring and take more risks than ever before. The most obvious change as a result is that AI riders use a lot more of the race track. They are no longer content with following each other single file down the track, with the rare passing move. Now you will see them taking all manner of racing lines, sometimes to perfection but other times running wide. This makes the track feel a lot more populated whilst at the same time eliminating the feeling players always had that AI riders were stalking them.
With this change in behaviour also comes the welcome addition of AI mistakes. With the range of lines being taken, players will see moments where AI riders misjudge corners or even make contact with each other entering them. This makes each race far less predictable and allows for some previously unfancied AI riders to get good race finishes.
There are also a range of other AI tweaks. AI riders no longer wheel spin at the start of races, removing those annoying moments where the player gets a flying start only to slam into the back of the AI rider ahead of them. Also, collisions between AI riders and players has been redesigned, levelling things in a way that no longer feels like the game is working against the player.
That will have to be all for the moment but I'll be back to you all next week with more information on MotoGP '07.
Thanks for reading.
#2
Posted 16 July 2007 - 05:48 PM
One thing i have to say though is if the AI now makes more mistakes and uses more of the track in various ways - could this undo what you have said? If you are taking a great corner and about to go into first and the AI makes a mistake then this could send you flying just like seemed to always happen on the previous game. Or, if you are hurtling down the straight and about to take some positions.. Due to the AI riders using more of the track, is there more chance they will get in your way and hinder you?
Anyway, thats all i have to ask on this weeks diary - sounding interesting as always with the changes and look forward to next weeks.
#3
Posted 16 July 2007 - 06:02 PM
i have to disagree with part of this.....
"Rider form also affects bike manoeuvrability. When tucked in, a rider has less influence over the bike's steering than when sat upright. As a result, the best riders will be able to stay tucked in around the fastest corners thanks to taking the right line. But if you get the racing line slightly wrong, you'll have to sit up in order to take greater control of the bike and get it back into line."
the straight line aspect..yes for sure it's true, BUT not in a corner, the rider HAS to lean off a bike to get through it properly....
you can't take, rather you shouldn't be able to take a corner in full tuck.....
#4
Posted 16 July 2007 - 06:26 PM
With the PC version can I turn off the anti aliasing to cure this effect? Is it part of motion blur?
I've always felt that on the last 2 games in the series the rider positioning was the culprit when falling to some degree.
Will I still be able to use a Rubber band to keep my rider tucked under his fairing? You did state that with the right line a rider can keep
tucked and make the corner without sacrificing speed.
Also seeing as this game is coming out for both PC and 360 can you throw in a bit of PC info, like specs and differences.
Will the PC version be on Gamespy?
#6
Posted 16 July 2007 - 08:10 PM
I've refrained from replying to my own posts in the past but I want to set the record straight with a few comments that have been made in response to this week's post.
First of all, with regards to AI behaviour, the new system has arisen as a result of the AI being more player aware than before. As a result, the number of instances where the AI "takes out" the player has been dramatically reduced. So far, when collisions have occured, replays have shown that the collision was more down to the player taking erratic lines than the AI being malicious in any way. Even when these collisions occur, the game is now a little more sympathetic to the player, meaning an increase in scenarios where the AI rider falls and the player continues or where both AI and player fall. In conclusion, the new system is far more convincing and fairer than before. I always found that when playing a race of default length on previous games in the series, I would either finish first or last. Staying in the pack felt too difficult because of player / AI collision. This is definitely no longer the case.
Secondly, with regards to rider form, he comments made in response to my post are absolutely correct. Cornering and maneuverability are always better when the rider sits up in order to exert more physical influence over the bike. This is definitely still the case in MotoGP '07. My example was really referring to the small handful of corners (kinks really), that can be taken close to flat out when the right line is raced.
Finally, please do not be alarmed by the camera shake. The effect we have implemented is incredibly subtle and increases in intensity the faster you go. However, the effect is completely removed when the player tucks their rider in. When we made this proposal there was naturally some concern internally as to how disruptive this effect could be. This is why we've taken a moderate approach which enhances the experience without compromising gameplay in any way.
Hope this extra information has helped.
#7
Posted 16 July 2007 - 08:14 PM
Serkan Hassan, on Jul 16 2007, 09:10 PM, said:
What i was hoping to hear - Ta
#8
Posted 16 July 2007 - 08:40 PM
#9
Posted 16 July 2007 - 09:42 PM
PS- your gonna make me buy a dam 360 aren't you? And make me upgrade my PC as well huh?
#10
Posted 16 July 2007 - 10:02 PM
Thanks for writing back so soon. Thank you for clearing this out..now it makes sense. its true some corners are taken without much movement from the rider, so i hope the rubberband cheating goes away for good. Rider control is what makes the diff. on bikes, so thanks for noticing that.
#11
Posted 17 July 2007 - 12:50 AM
Mainly what im referring to is two things. The bikes and the tracks.
Bikes - I bet you overrated the Honda and KR as well as vise versa for others. I don't know though if it has actually worked out because Honda is coming on stronger now. The yamis are still slow in a straight line as the Ducatis are still faster then everyone in the top end. Little things like that is what im curious about. Maybe just 1 update when the season is over? That isn't till November though :\
Tracks - Sachsenring .. I'm absolutely positive the track surface is reflected incorrectly as you could of now had much data on the new surface. Its more abrasive then the previous surface.
I'm not complaining by any means I'm just asking
I'm also hoping you will hint at if we will see a Demo before release? (I already have it pre-ordered I just want to play a teaser bassicly)
This post has been edited by IronMan2003: 17 July 2007 - 12:53 AM
#12
Posted 17 July 2007 - 03:41 AM
Bang bang.
#13
Posted 17 July 2007 - 03:57 AM
As for the AI improvements, they should at least make the single player game more fun. Skilled players never cared for the AI in these games because well they were just too fast thus making the AI more of an obstacle than an actual challenge. Hopefully this new AI will give us that racing feeling the game series has been missing...?
Can't wait to see what's in stock next week
PS: Any news on the games final release date here in North America? and any word on a demo coming soon to the marketplace?
#14
Posted 17 July 2007 - 08:41 AM
One thing that would've been cool - a blue flag system for slow Ai/xbox live riders, it'd be good to see them being able to move out of the way if they were about to be lapped.
This post has been edited by thelogger: 17 July 2007 - 08:52 AM
#15
Posted 17 July 2007 - 09:23 AM
I'm more interested in collision detection, can we hustle each other a tad without coming off so easily. When collisions are ON you only need to break wind next to someone & they'll fall, and do you take into account it's really the responsiblity of the guy approaching from the rear without braking sufficiently that should get the short straw. I realize the guy in front should yield if he's a tad slower but I've yet to see anyone do that whilst playin', when push comes to shove they shove.
It's not a deal breaker as I play collisions ON for fun more than anything but it'd be nice to hustle
#16
Posted 17 July 2007 - 09:30 AM
But i agree with you about collision detection, one race i was real close to the guy infront of me, he fell & went apes**t but i didn't think i'd touched him - there was space between my front & his rear wheel, but one lttle nudge & down he went !
#17
Posted 17 July 2007 - 11:57 AM
#18
Posted 17 July 2007 - 12:12 PM
QuBix, on Jul 17 2007, 04:57 AM, said:
QuBix has raised a good and important point there. In all previous GP games, bar none, the only reason to race the single player mode was to gain credits for your bike and, if you're preoccupied with that sort of thing, gain achievements. Now that the AI has been improved the single player may turn out to be a little more rewarding to play in its own right, but only if the AI are also faster!
On 'Legend' mode, is the AI actually a challenge this time around, speed wise, or will we still be starting to lap them by the second lap of a race? I realise you have to strike a balance and not put them too far out of reach for most players but I do feel they're currently a little on the slow side...


Users Achievements
#19
Posted 17 July 2007 - 05:29 PM
- ← GP '07 Achievements revealed
- THQ and Black Rock's (Climax's) Official MotoGP Forums
- Climax are coming back for a chat. →
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