Dan ITW at the Paris event from
X360Racer, best interview so far in my opinion (not the usual same generic questions like everyone else).
[Translated with Firefox, too lazy to do it myself]
http://www.x360racer.com/divers/149-5-questions/3086-5-questions-a-dan-greenawalt-forza-motorsport-4
Question 1
X360Racer - Since you started in Turn10, in interviews I've seen of you or the articles I've read, you always spoke of the history of "vision". Can you explain a little about how this "vision" has evolved since your beginnings until now? Are there things that you thought, and in the end you did not include the game and back things that you would not even think and are now present in Forza?
Dan Greenawalt - Absolutely, the "vision", as such has been the same since the beginning, these are the cars, love cars, a passion for cars and the fact the players to turn into love Car lovers and car players. But as a team we have evolved, we grew up and how we tried to pursue this vision surprised me because we have very creative guy. On the other hand, it may take time for technology to make certain things possible and there are opportunities that I would like to propose soon ... but honestly, it is ideas and creativity of our team that we have achieved such leaps between FM2 and FM3 FM4 and now, while maintaining the same vision.
Question 2
X360Racer - A question I am often asked, who had the brilliant idea to allow players to make paintjobs in Forza, and you thought that success would also be huge? For example, if you type the name of a car on google image ... like a Turner Motorsport BMW, most of the time you find pictures of the car in the game before the real car!
Dan Greenawalt - It's funny that you mention Turner Motorsport as it is at home that I bought my BMW! But getting back to your question was a team decision, we really wanted to try to push the customization options and the most interesting stuff in there that we wanted to propose means of personal expression to players but we never expected such a result. When we saw the reaction of the players we thought " wow, ok now we will look for ways to move forward , "then we looked at things like the auction house in World of Warcraft and it was suggested our own auction house, and the success was enormous, so we continued and we presented the "showcase", and that too it was a phenomenal box. The trick is that each new feature we think it will have a significant impact, and we would be delighted if it did ... but in reality it explodes completely!
Basically, all this is that we respect the car culture, we respect the gaming culture and we try to give people tools to express these passions. Among these people, there is a small percentage that is capable of things of this world.
Question 3
X360Racer - As of today if we put FM2 and FM4 side by side it almost seems that this is not the same hardware! As a player, do what I can expect to see yet another leap forward in quality of the Xbox 360 or do we reached the max of its abilities.
Dan Greenawalt - The answer is yes. Innovation is the spirit, not material . The material does not give you more features, it offers you the opportunity to achieve them. But once you spend a lot of time on the same hardware and you start to know him ... then you know how to use it, how "fake" to draw the necessary power. The top is not having new material, the top is a few years when you know all the tricks and you know how to get the max for a particular application. But even at that time, there is still room for further improvements, it is always possible to discover new approaches. We have numerous partnerships with ... Hollywood , Warner Brothers , Pirelli , and this often results in innovation, new approaches and that's what makes the difference. Not the hardware, but the approach of the material.
Question 4
X360Racer - For Forza 4, you have "injected" the real data of Pirelli in the game in the physics of tires. Should we expect in future games, which take only the data from the real world and Bilstein for suspension ... a F1 wind tunnel for aerodynamics etc ...?
Dan Greenawalt - Honestly this is the direction we want to add more and more partnerships for data more accurate. The problem however is that when you propose parts "aftermarket" for the modification of vehicles, the number of opportunities and panel data becomes so large that perform the proper research would require a titanic work ... I'm not 100% sure but I answer to your question is moot anyway.
X360Racer - so it would not work with the original car, that's what you mean?
Dan Greenawalt - well, what I know is that through partnerships we can do simulations, but the difference between a damper KW and H & R or Bilstein at the hardness and the physics of springs .. . is very low. The difference here is played at the deflection, hardness ... so here what interest us beyond brands are the different deflections of springs ... Another example, what is the pressure of the clutch this car over it? Rather than test them all, we seek a partner who will enable us to achieve a simulation of the physics of the clutch the best possible, and once completed, we are going to add different variables to represent the differences you see ... I am getting?
X360Racer - I love the natural feel and at the side line but when it comes to math and numbers I passed!
Dan Greenawalt - I just love the numbers, I love math (laughs) . When you play Forza 4 or when you watch someone play this game you know so well, what is the thing you're most proud of?
Question 5
Dan Greenawalt - What I like most is when we realize the closed beta playtest or within our team of Microsoft. What I love is to look at different players approach the game of passion, a passion for the automobile from different perspectives and monitor their progress in the game then they come to us and say " wow that was really cool, you put this in the game, for against, I understand why you put it so ... " and sitting next to that player then there is another player who He does not play as the only feature that the first did not like! And for me it is something great. All players do not necessarily see the game the same way, they do not apprehend the game the same way, but somehow, they find exactly the game they love.
So to answer you, it's really about that which I am proud because I think it is possible, by means of an excellent game design, to make a game without compromise for a player to another. I think it is possible to make the most advanced simulation without removing the fun side of the game for a kid for example. A kid who wants a player who is interested in cars, over time, it removes the driving aids, it is moving gradually towards a more "hardcore" of motor racing. And for the hardcore gamers who have children like me, well it's a way to restart the machine, pass the baton, my children play with the game via Kinect and begin their journey on the same path. This is something I am very proud because in the end is what will replace me, I try to have something that will replace me and that will give future generations the same passion for automobiles that people of my generation.