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PS3 Info Page Goes LIVE  LINK  --  August 5th

 

 

Codemasters CONFIRM F1 2009 will be a "SIM"  --  July 7th

 

"GRID and DiRT are aimed at an arcade audience and they do that very well. F1 has different requirements and will get a completely different treatment from our in-house team, including full on sim options, physics, rules and regs etc. We will also have arcade requirements catered for as well. How this will be split we do not know yet, but split it will be."

 ....... From the Executive Producer of GRID


Here’s the second part of our interview with Race Driver: GRID senior producer, Clive Moody. Here, he tells us all about the game’s ludicrously complex damage modeling system, hints at downloadable content and touches on how Codemasters will approach its forthcoming F1 title…

Threespeech: The GRID damage model is very impressive…

CM: It’s been a long haul getting there! But then, we have a lot of experience with damage modeling, it’s always been a feature of the TOCA and Race Driver games, and we just keep refining and perfecting it. We’ve actually put pretty much an entirely new damage system in Grid – and again it’s something that the Ego engine has allowed us to do. It’s a different system to what you saw in CMR Dirt…

Threespeech: In what way?

CM: Just in the way that the damage functions. I mean, the slow motion is an important element of it, and in order to do that, there’s been a fundamental step change in the way that we calculate the deformation. Previously, the car would collide with an object and you’d have a single calculation that would ascertain the damage – a two-step function. Now we’re doing that as multiple calculations – the damage calculation is being applied for every single frame of the game, so it’s bending and crumpling frame by frame. And what that allows us to do is slow the process down and let you watch the whole thing happening in slow motion. It’s a big change, and a complicated system, but realism is important.

Key to this is real-life references – that’s always our first port of call with things like damage systems. We have to understand how these cars damage in real-life, and understand the materials that the cars are made from, so if it’s metal, it’s going to bend, it’s going to crumple up and deform. If it’s plastic or fibre glass, they don’t tend to bend, they have a little bit of give and then they shatter, glass is always going to shatter… we have to get all of those materials correct as well – not only as part of the car model but as part of the damage model as well. So when you do have a collision, things bend, break, crack and explode in a realistic way.

Threespeech: Apparently, in real-life, the open wheel cars are designed to break apart into sections, and this happens in your game as a result of the damage modeling…

CM: Absolutely, and that’s part of it. That’s part of understanding how this car is going to react in a collision situation, when unusual forces are applied to it. That’s modeled in from day one - when the car artists start on it, they’re going to be setting up that car in a way that… the wheels will come off on an open wheeler in a way they wouldn’t necessarily come off in, say, a touring car where it’s all about the panels bending and buckling…

Threespeech: Race Driver Grid offers a range of multiplayer options. How important do you feel it is to encourage and maintain an online community?

CM: Community is really important and it’s something we take very seriously. We took a bit of stick on CMR Dirt for not having much of an online mode in there and that’s something we’ve really tried to address with Grid – we’ve put solid online component in there. We also have our dedicated community liaison people who are always on the forums, always answering questions and keeping the enthusiasm alive out there, and letting people know what we’re doing, what plans we’ve got. Downloadable content IS going to happen for this game, and that’s not necessarily content in terms of extra cars or tracks, that can be additional features or functionality as well. We’re just working it out at the moment, what that’s going to include.

Threespeech: So you have some new ideas for downloadable content?

CM: We do have some new ideas. There’s also a lot of stuff where, when you’re making a game, there’s always stuff you genuinely can’t fit in the time. Some of those ideas are still there and we’d love to get them in – some for the online community and some for the single-player game.

Threespeech:
You’ll be supporting this title with new content for quite a while?

CM: Yes, we definitely do want to. I mean, it’s going to be a while before there’s another one – we’ll see how well this one does and how it’s received by the public. We definitely want to maintain support for the game, to keep people interested and excited. We want to be there in 12 months time, still challenging people online.

Threespeech: So with Ego, you’ve talked about it being an evolving engine… is Grid very much the start of a new journey?

CM: Yes, and it’s a long haul to be honest. It’ll be continually improved. There are very big plans at our central technology team, who own this product, they provide the technology to all of development within Codemasters – so it’s not only going into our racing titles, you’ll also see Ego in our action titles – Operation Flashpoint 2, for example, uses a slightly different arm of the Ego engine. It’s split into two elements: Ego Racing and Ego Action. They have the same fundamental core underneath, and then genre specific elements are built on top. So obviously for Ego Racing, there’s a car handling model in there, whereas Ego Action has things like ballistics physics. And we can keep adding on elements for different types of games.

Threespeech: How do you think you’ll change things for a pure F1 game? Is that going to be a new challenge, considering you’re working with one motorsport?

CM: Definitely. The fans are going to expect something a little bit different in terms of how we represent it. If you look at previous F1 games, they’ve steered down exactly the same path in terms of their presentation and maybe the handling as well, and we’d love to think we can do something to refresh the brand a little bit, to do things a little bit differently.

Threespeech: In what ways?

CM: Obviously there’s a lot of planning to go. I do think as well with an F1 game, getting the simulation aspect of it spot on is incredibly important. We have to cater for a possibly even wider audience than we do with a game like Grid – we need that full-on simulation for people who really like to get down to the nuts and bolts, doing all the very fine adjustments on their car. But similarly, to appeal to a wider audience, we need to make it simple and playable enough for those who just want to have some great, fun racing. There’s a real challenge there to try and satisfy all parties. I’m an F1 fan, I love it, but when it comes to racing games I don’t really want to get down to the fine detail – as a gamer I want to get in an have that experience, to feel like a Lewis Hamilton or a Kimi Räikkönen, a racing hero, that’s the important thing we need to get across.

Threespeech: It seems a lot of other driving games are moving toward this, openworld theme, but Codemasters now seems to be moving in a different direction, toward short, sharp racing experiences…

CM: I think there’s always going to be a place for just full-on exciting, aggressive, action-packed racing, it’s what we do well, it’s what we do brilliantly and I don’t see any reason why we shouldn’t continue to do it brilliantly.

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Codemasters’ latest driving epic drifts sideways and at great speed onto shop shelves today. To celebrate its release we talk to senior producer, Clive Moody, about the design philosophy behind the game, and the team’s passionate love of smoke effects…

Threespeech: First of all, can you explain the high concept behind the game? What did you intend when you started out?

CM: When we first started looking at the design, we had a good long look at all the racing games around at the time, and what they were doing. What we came to see was, they were less about the racing itself and more about the ancillary activities: modding the car or putting another paint job on it. From that point we just thought, well let’s get back to what a good racing game is all about, and that’s everything that happens from the point that the lights change on the starting grid, through to the chequered flag. We wanted to distil it down into five or six minute chunks of action. The line that’s been spun is, ‘it’s all about the race’, and it very much is.

Threespeech: In what ways does the Ego engine exploit new technology to provide a more exciting racing experience?

CM: That’s a big question. I should start by giving you a quick history on where Ego has come from. It’s been two years in development and somewhere in the region of 50-60 engineers have worked on it. The fruits of the engine were seen in CMR Dirt, but it’s an evolutionary piece of software and it’s evolving all the time.

Beneath the obvious stuff, the next-gen visuals, the high-definition graphics and sound, is all the maths, the clever stuff, in terms of the physics model – and that’s not just the physics of the cars themselves and the way they handles, it’s the physics of every object around the track. So when you smash into a tyre wall, it’ not just a solid block, they are all individual tyres – they bounce, they explode. And then the third element that’s hugely improved in Ego is the AI. Every single car on that track is fully aware of what’s going on around it, they’re aware of the space, aware, not only of the racing line, but of all the other lines they could take in order to attempt an overtaking manoeuvre. That’s coupled in with driver abilities and attributes – there are dozens of parameters that define how that driver will behave, how he will perform in the race, his aggression level, is he prone to errors, is he going to get tired as the race goes on and possibly make more mistakes, how well does he corner? Is he a late braker? Does he brake early and go in gingerly? All those elements come together within Ego to define what we can do with the game.

Threespeech: Are there new avenues of physics that have been opened up to you with this console generation?

CM: Definitely. I think the key thing is the frequency with which you can actually run the physics. The underlying physics engine now runs at 1000hz – on previous platforms we might have been running at 60Hz, so we’re able to update the car handling and the general car physics much faster, which means it’s a much more accurate and realistic simulation. With this system we know that, fundamentally, the cars are always going to behave correctly on the track.

Threespeech: You don’t seem to have gone merely for a photographic representation of reality with Grid – you have an art tool called ‘Enhance Client’ which includes a range of post process effects so you can add tints and increase elements such as contrast and brightness for the screen image. Are you going for more of a stylised look with the game?
Absolutely. We’re trying to represent realism, but we want to enhance that, we want to exaggerate it. It’s a terrible cliché to compare games with movies, but when you go to the cinema, everything’s bigger, everything’s exaggerated, everything’s more colourful, explosions and crashes are… well, they’re just bigger than they are in real-life. And we’ve taken that approach with the game, because it adds to the drama, it adds to the excitement, and visually it’s stimulating as well.

Threespeech: Does this sense of ‘enhanced reality’ extend to the handling? What do you aim for first, authenticity or excitement?

CM: You have to look at both – there’s a really fine balance between what would be an ultra realistic handling model and something that most gamers are going to enjoy. We don’t claim to sit in pure sim territory with this game, but by the same token we’re not sitting at the low-end of the arcade market. What we strive for, our goal and our vision, is realistic handling that feels like it behaves properly, but is accessible to the widest possible audience. It feels like you’re driving a real race car, but it’s pared back a little bit to make it playable. You put the average person in a race car and they’re going to go off the track on the first corner – they just wouldn’t be able to handle it.

And for those people who do want a slightly more hardcore experience, they can turn off the assists, they can turn off the traction control, the braking assists, the steering assists and that brings it much more toward a proper simulation.

Threespeech: The game is full of lovely little graphical effects. Lots of high dynamic range lighting, reflections and smoke. What are some of the team’s favourite graphical frills and where do you feel you’ve innovated?

CM: I love the lighting we’ve achieved through the different environments and the different feel that we’ve got – there are some great sunlight effects. Some of it is pure mathematical simulation of the lighting and some of it is… smoke and mirrors if you like, a combination of art and real-life physics.

One of the areas we’re really proud of is the smoke – just the amount of smoke you can kick up. This was essential really because drifting is all about getting the car sideways and losing traction; you automatically get a lot of tyre smoke and we had to find a way of representing that. So we worked hard on getting literally screens full of billowing smoke. You’ll see that when you play it, sometimes you’re really taking a leap of faith, you can’t see what’s happening on the next corner – you’re driving blind because there’s a wall of smoke in front of you. It’s really fun and exciting.


The future of F1 videogames - exclusive with Codemasters’ Rod Cousens

Earlier this month Codemasters secured the exclusive rights to produce Formula One videogames in an agreement that will see the company develop a new generation of the multi-million selling franchise across multiple platforms. We caught up with Codemasters CEO Rod Cousens to discover a little of what the future holds for the millions of would-be Formula One drivers eager to take on the likes of Raikkonen and Hamilton…

Q: Congratulations on securing the Formula One rights. Why do you think Codemasters were successful?
Rod Cousens:
Codemasters has a history in racing, particularly in the fields of rallying, with Colin McRae, and TOCA (touring cars), with Race Driver. As the company has grown up we’ve tried to broaden those franchises to have a more global appeal and started to reposition them - as DiRT™, where the last release got an unheard of 40 percent of sales from the US, and GRID™, which goes out at the end of this month. So with our roots in motorsport, we believe we are the home of racing and we felt that Formula One would make a marvellous fit. The best case we could make to Formula One was in the quality of our games - we may not be the biggest, but I do think we are the best.

Q: The first game will be released next year. Talk us briefly through the development process that will be taking place over the coming months?
RC:
It depends partly on format - portables are a lot easier as they don’t have such a rich graphical experience - but on dedicated consoles and PCs the way we write stems from what we call an ‘engine’, which for us is Codemasters’ EGO Engine. This is what drives DiRT™ and GRID™, so its pedigree on next-generation systems such as PlayStation 3 and Xbox 360 is already proven. The Formula One games will have the benefit of this. It typically takes us two years to develop such a game, but a lot of the assets have already been created - we have a number of the tracks because they already exist in GRID™, and we have the basics of the car dynamics and handling.

Then there’s the issue of which format when - clearly we’ll be targeting formats where there’s been no Formula One experience for a number of years, and the Nintendo Wii, the fastest-selling hardware console in the world today, where the plan is to use the controller like a steering wheel. We’ll go through a parallel development process on that, the Xbox 360 and the PlayStation 3. The artwork involved will be intense and a lot of that will be done overseas to make sure we’re up to speed.

Q: What lessons have you learnt from developing previous driving games and how will they help you with the Formula One project?
RC:
The real context of racing is to make it an absolute adrenalin rush for the consumer when they are playing, a real fix. The way we look at it now is akin to a TV broadcast. For example, if you look at the way rallying was traditionally broadcast on television and compare it to the way extreme sports are now televised in the US, with the use of the amazing camera angles, the overhead shots, the commentators - similarly, we want to make Formula One gaming incredibly exciting. We want that top-down, wheel-to-wheel racing experience that nothing else can give - we’ve got to get that to the consumer and we believe we can do it

Q: Presumably you will be working closely not just with Formula One Management, but also with the Formula One teams, the circuits etc?
RC:
What we want to do is forge a very close relationship with the teams and to be what the Americans would describe as ‘joined at the hip’. If this game is to be authentic we will want to get very close to the teams in all sorts of areas, recognise the integrity of what they have and hopefully replicate that in the game - we won’t let them down.

Q: What new features can we expect to see on the game?
RC:
What we’re trying to achieve here is to take Formula One gaming around the world and in terms of the technological aspect, that’s largely related to online developments. Another thing is car damage, or as we call it, deformation. This is a real racing experience and we all know what people want (and expect) - if there is a collision and that car spins off the track, through the gravel, into the tyres, they want to see that actually happening. It’s a big consumer buzz and so we’ll put things in like that and give it a different perspective.

Q: Some F1 games of the past have been rather hard for the beginner to get to grips with - perhaps understandable, given how hard it is to drive a Formula One car. How will you cater for both ends of the spectrum - the novice player at one end and the hardened petrol-head at the other?
RC:
Yes, simulation versus arcade. Codemasters’ history in TOCA Race Driver has been very heavily weighted towards simulation, appealing to the real hardcore fan - be they V8 supporters in Australia, DTM fans in Germany etc, we have always recognised international traits. But if you want to take the game to an even wider audience, particularly the United States (for us the largest gaming market in the world), then you have to appeal to a mass audience and so we blend the simulation with an awful lot of arcade elements too.

The issue people have today is time. This is time-based entertainment and the one thing we all know is that time is constrained. People want to be able to pick up a game, do whatever you do very quickly, post their times up on a leader board and then go off and misbehave elsewhere. We want to be able to offer both things within the game - simulation for the hardcore gamers, but also an arcade experience that you can truly pick up and play. I believe we’ve balanced that in GRID™ and I believe we’re going to balance it in Formula One.

Q: So the online element will be an increasingly important part of the game, helping in effect to reinforce the global Formula One community?
RC:
Today, if it’s interactive entertainment then it goes online. It may take five years around the world because of broadband penetration, but ultimately online is it and hopefully we can be an integral part of Formula One as they branch out and open up new markets. In theory the game could almost become quasi-TV. For example, you could speak to drivers during practice and ask them, ‘how are the tyres, how is the suspension?’ They may not give much away, as they have to race, but it’s all part of the compelling experience that you could replicate in the game - and with every extra piece of information the player can adjust his or her racing experience accordingly. Virtual F1!

Q: An increasing number of gamers are playing on High Definition displays - what challenges and opportunities does that give you as game developers?
RC:
We are in the HD era and visualisation - particularly with identifiable aspects such as drivers, teams etc - is one of the challenges facing in broadcast media today, in that it also creates a lot of flaws. It’s down to minute particles. We can even differentiate different types of paint that are used on the car, so it’s that defined and obviously visual flaws are very evident if you don’t get it right. Those are the challenges - it’s very art intensive and what we want to do is make sure it’s faithfully replicated and it appears almost as a glass-like vision before you. That’s what we’re trying to do.