When are we going to see some really substantial shit?
Any idea when the next behind the scenes episode will arrive?
Forza Horizon developer Playground Games will be on stage at 4pm on Friday 28th September to showcase the racing sim's fabulous new foray into open-world driving. Design director Ralph Fulton will be swerving around the auditorium dispensing knowledge about the game and doing a live demo of things you haven't seen before.
Hello, nice to meet you.Hi all,
Finally got my username changed (thanks duckroll)!
Hopefully you guys are liking the daily car reveals? There's still plenty more to come![]()
Not long at all now, I'd hope a lot of your questions will be answered in the next round of coverage we have coming up.
Welcome to the Forza Thread Helios. You must be happy to not be in the F1 2012 thread lol.
Hello, nice to meet you.
Official answer: why no track DLC for FM4?
Thanks.
My question for Helios would be regarding the relationship between Playground and T10. Seems like T10 is pulling the strings very heavily, but I would prefer Playground to come into the limelight more, since it's their game.
Hello, nice to meet you.
Official answer: why no track DLC for FM4?
Thanks.
Microsoft owns October. They're like
"We have major things coming in October, so push that event back to October"
"But it's about video games. It doesn't have much to do with the res-"
"I DON'T CARE, PUSH EVERYTHING BACK TO OCTOBER!"
Demo confirmed for sometime in October is all we know so far.Any word on a possible demo?
Demo confirmed for sometime in October is all we know so far.
Demo confirmed for sometime in October is all we know so far.
Edit: Can we get one of these in Horizon? That we can actually drive this time?
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Be careful what you wish for, even in jest. Soccer and bowling started off as a joke post on fm.net, and the rest is history.With a working turret so we can shoot all those damn Econo Boxes driving around![]()
Be careful what you wish for, even in jest. Soccer and bowling started off as a joke post on fm.net, and the rest is history.
2nd I never understand why you guys get so up tight over a couple of features like bowling and soccer. They didn't take anything away from the game.
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"Don't ye be puttin any fun in me Forza"
Because it's like putting MP into a SP game. Even if it's done by a different team, it costs time and money to implement it. Resources that could've been spent on better, more important parts of the game.
Like fixing some of the car models.
Lets be honest, you actually think the reason some car models weren't fixed was because of the addition of bowling.
No and that's not what I said. I'm saying that the money they spent on football and bowling, could've been better used to fix the car models. Instead of having 20 people working on those modes, they could've payed 10 people to fix the models in that time.
So no, those modes didn't take anything away from the final game, but it took resources during the development that could've been spent better.
That's all I'm saying.
But you agree that the resources that went into bowling, soccer, warthogs etc could have been spent on something like another circuit, for example?
But you agree that the resources that went into bowling, soccer, warthogs etc could have been spent on something like another circuit, for example?
But you agree that the resources that went into bowling, soccer, warthogs etc could have been spent on something like another circuit, for example?
Somehow this will take all of the terrible ideas from Test Drive Unlimited 2 and make them wonderful.
(Or perhaps they will simply remain terrible ideas.)
No. The people who implemented the different MP modes like bowling and soccer and modeled the warthog had, in all probability, completely different knowledge, skills and experience (not to mention job descriptions) than the people who designed and created the game's tracks. To assume otherwise shows, in my opinion, a lack of knowledge about how video games are made.But you agree that the resources that went into bowling, soccer, warthogs etc could have been spent on something like another circuit, for example?
Resources doesn't necessarily = people, though. He's not saying the same people who implemented feature X could've worked on improving Y instead, just that the money that went into it could've been better spent elsewhere at development time... or not at all, and perhaps funneled into DLC later on down the line. And given that one issue apparently seems to be that track DLC isn't profitable is *completely* relevant.No. The people who implemented the different MP modes like bowling and soccer and modeled the warthog had, in all probability, completely different knowledge, skills and experience (not to mention job descriptions) than the people who designed and created the game's tracks. To assume otherwise shows, in my opinion, a lack of knowledge about how video games are made.
Resources doesn't necessarily = people, though. He's not saying the same people who implemented feature X could've worked on improving Y instead, just that the money that went into it could've been better spent elsewhere at development time... or not at all, and perhaps funneled into DLC later on down the line. And given that one issue apparently seems to be that track DLC isn't profitable is *completely* relevant.
Sure they could have done that, but you should come to terms as to why they didn't.
There is probably a white board full of ideas that would have been added to the game if they didn't add all those new features.
I dont think anyone has ever not bought the game because of a incorrectly modeled Ferrari or Zonda. But there is somone who might have bought it because they liked the idea of Top Gear bowling, and that's the overall reason why they add these things to expand the audience.
Now of course I would love for the game to have everything done perfectly, but I also dont want it to become like the GT series and have such a long wait between games. Part of the reason why I feel Dan is an effective leader because he knows when the finish line is near and what needs to happen for the game to ship. As a manager of others I know what its like to deal with deadlines and being responsible for getting things done on schedule. Your often not able to get everything done due to various reasons, but effective leaders realize what the essential task are and get those done.that game was still full of issues after all those years
They came across as patronising to me as well, which is why I felt the need to respond. I'd have thought that the point of your post was fairly obvious, but I guess that every so often, someone only sees what they want to see in a post.Thanks Shaneus, that's exactly what I was saying, and why I spoke about 'resources' and not 'people'.
And I've got to say, Neuromancer - I found your assumptions very patronising.
I'm beginning to think now that his "vision" is more erring on the side of trying to appeal to many aspects of the gaming market (both casual and "hardcore") as possible, but winding up being the jack of all trades and master of none. The thing I don't understand is that there's the inclusion of all these modes to attract the more casual gamer, yet the sales of FM4 were dwarfed by GT5 despite the latter being infinitely less casual user-friendly. I hope they take something away from that... the idea that you should have a clear focus for your product and trust that people will follow. If you build it, they will come, so to speak.Yeah, I do still wrestle with the dichotomy of Dan's vision, and don't think I'll ever really come to terms with a serious sim having slapstick game modes. I get why he does it (gamers <-> car lovers = wider audience = more sales) and I do need to suck it up and get over it if I don't want to let it taint my overall experience. I dunno, maybe (hopefully) Horizon will be the default outlet for the Keystone Cops stuff like that from now on. Or maybe the vocal majority on FM.net will convince Dan to concentrate less on a race-day experience with a wide and varied selection of circuits, and more on finding ways to drop four-wheeled vehicles into bar-room games. It'll certainly be very interesting to see what FM5 delivers this time next year.
No. The people who implemented the different MP modes like bowling and soccer and modeled the warthog had, in all probability, completely different knowledge, skills and experience (not to mention job descriptions) than the people who designed and created the game's tracks. To assume otherwise shows, in my opinion, a lack of knowledge about how video games are made.
I'm beginning to think now that his "vision" is more erring on the side of trying to appeal to the more hardcore market. The thing I don't understand is that there's the inclusion of all these modes to attract the more casual gamer, yet the sales of FM4 were dwarfed by GT5 despite the latter being infinitely less casual user-friendly. I hope they take something away from that.
But how did they build that legacy up, though? Certainly not by throwing different, random game modes at it to see what stuck.Yes, they can take away that GT is a much bigger name with a significantly larger legacy, and people waited many years for the next game in the series. Many people bought their PS3s at the start of the generation precisely because of the prospect of another GT - even before Forza 2 came out. And the situation with racing wheels on the 360 couldn't have helped with racing sim fans either.
The sterility I thought was more attributed to the detail in track environments and not specifically in game modes. I could be wrong, though. But I don't recall people saying that it needed more variety.Indeed. Besides, many people (including a number of reviewers and even sim racing nuts) were complaining that Forza games felt sterile and lacked variety. So they fixed that somewhat, but now other folks complain. You can never please everyone.
At launch, I thought the amount of tracks that the game came with was quite acceptable (taking into account I have a HDD in my 360, so I could actually use the second disc). It was the post-launch support that was a massive letdown and made me question the focus of the team. If there was *any* track DLC, I don't think I'd feel the need to question their vision for the franchise. But when the only after-sales improvements they've offered have been cars (which to myself, is barely more than offering player skins in an FPS for what it adds to the game's replayability) then every aspect of the game deserves to be scruitinised and analysed for issues improvements. Including things like car bowling and soccer.When it comes to tracks, I think limited DVD space has been a much bigger issue for Turn 10 than additions of car soccer and bowling.
But how did they build that legacy up, though? Certainly not by throwing different, random game modes at it to see what stuck.
This should mean that Turn 10 can finally concentrate on making FM5 a more focused racer without having to worry about attracting Grandma and Grandpa with shallow offerings of soccer and baseball.