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Bugbear's Next Car Game Is Called Next Car Game

And they are letting you destroy the hell out of some damn cars.

Dec. 10 2013

Posted by: Patrick

In This Episode:

Wreckfest

66 Comments

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Rhymes

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This looks really cool

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McQuinn

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I'm itching real hard for this. Probably because I haven't had a burn out in a long time. I hope implosions make it to the final build!

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holybins

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Does anyone know if that is a music track that can be downloaded? Or is it something they made just for this trailer?

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MeatSim

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Edited By MeatSim

Don't ever change the name of this game.

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ripelivejam

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Edited By ripelivejam

@jaytee00: i almost flagged your post cause it was all bold, lol.

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THEBIGZED

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Now THAT'S particles flying anywhere. Real particles, not the garbage that fills the screen in every new Frostbite game.

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jaytee00

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Flatout was uniquely great because of the physics engine. It's only one pillar though; they also need good tracks and fun AI, but I guess it's easier to do those things after you've got the engine right.

They couldn't have picked a worse name though, temporary or not. Even just "Car Game" would be a massive improvement on "Next Car Game".

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Moth_Pope

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FlatOut: Ultimate Carnage was one of those games I wanted to 100%, just for the satisfaction, way before achievements existed! Fantastic game and I can't wait to see how this turns out.

I could see why they might want to distance their name from FlatOut as that 3rd one was terrible and made by others dudes.

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velvetdespair

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I think Bugbear have hurt themselves by emphasizing the tech demo instead of showing more of actual gameplay. There is a bit of proper racing gameplay on their YouTube channel. It is a bit old now and uses placeholder assets and the developer's car is indestructible, but it should give a better idea of how the game will be when it is completed.

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SaturdayNightSpecials

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The Next Great Car Game in The Car Game Franchise

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hyst

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@brashnir: Well keep in mind that a lot of what is cool here is the engine, what can be done with it to make fun gaming experiences is another story. There's another similar project called BeamNG (BeamNG Drive is their "game"). Prior to these there was Rigs of Rods which was free and I believe also open source/ It wasn't very game-ish, although people did tonnes of mods for it and did roleplaying with it on MP servers. Driving around with other players, pretending you are running a tow truck business probably isn't the kind of thing most gamers want to do :), but it's an example of how the community took it and just made their own "fun" with it.

All that being said, this "game" seems to have the most game-like direction of them all so far.

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fisk0

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fisk0  Moderator

@xeiphyer said:

I think we have reached the point where videogame cars get destroyed better than real life cars.

I think that point was reached with Carmageddon II: Carpocalypse Now.

No Caption Provided

I was one of the few who really liked Bugbear's Ridge Racer games, so I'll probably get this too.

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deactivated-63b0572095437

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Just played the tech demo. Those cars crumple reeeeal nice. Hopefully they have a fun game to go with this tech.

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FlipperDesert

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Edited By FlipperDesert

Give me a ragdoll poser and a gun that shoots bikes and I'm in.

Just kidding, probably in anyway, I love physics toys.

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AKTANE

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@brashnir said:

@believer258 said:

@brashnir said:

Cool tech demo, but I fail to see much gameplay value in that stuff. For every game that is enhanced by adding more dynamic physics, dozens are hurt by it.

What do you mean by "dozens are hurt by it?" Isn't that the fault of bad design and not the fault of the physics engine?

Games, at their core, are a simple composite of tools vs. obstacles.

Adding a dynamic physics engine often comes as a direct compromise to a game's design, in that it can dynamically effect both the game's tools and its obstacles. Simple, predictable actions become unpredictable, and when you no longer have a nominal "norm," it throws the entire equation that is the game out of whack.

It's less destructive in a multiplayer game, since the physics-induced wonkiness becomes an obstacle for both sides, but in single player-focused games, dynamic physics either have to be neutered to the point where they don't matter, or they cause issues. If a bunch of stuff blows up with loads of physics calculations, and the resulting debris has no collision, it's not game-breaking, but it's also basically pointless. If it does have collision, well, say goodbye to your level design.

Ehhhhhhhhhhhhhhh, I still think that good design can work around that. Red Faction Guerilla had a very good destruction engine and it's one of that game's (admittedly few) high points. Battlefield Bad Company 1 and 2 also used a pretty robust destruction engine and, again, both games worked around that very, very well.

Besides, here it would be used in races or arenas where, after it's over, the whole thing would be reset.

I think you guys both have a point.

for instance.. playing BeamNG as a racing game would kind of suck because the flat body physics are way too realistic for it, and it is way too tedious to have fun if everything is literally being taken into account. Likewise if you are having to try to design a game with super robust physics, and the physics end up being the reason for the game, the game just won't be that great.

Take Force Unleashed ... with the euphoria and digital molecular matter engines... not the worst game ever, definitely enhanced, but you arent going to go pick it up just because you can throw a storm trooper through a glass window.

However. Take a game like GTA IV, GTA V... phenomenal games... but partly so much better with their car soft body physics, Euphoria people simulation dynamics, etc. Thats why that game looks and feels more alive than say saints row or even sleeping dogs, when it comes to cars, and crashes. Its just more fun that way.

TLDR: Physics can add fun. Physics is not a video game.

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MattyFTM

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I'm interested to see what they actually do with this game. It's a great physics engine tech demo, but it's not a game just yet.

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subyman

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Looks like the BeamNG game.

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Xeiphyer

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I think we have reached the point where videogame cars get destroyed better than real life cars.

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Justin258

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Edited By Justin258

@brashnir said:

@believer258 said:

@brashnir said:

Cool tech demo, but I fail to see much gameplay value in that stuff. For every game that is enhanced by adding more dynamic physics, dozens are hurt by it.

What do you mean by "dozens are hurt by it?" Isn't that the fault of bad design and not the fault of the physics engine?

Games, at their core, are a simple composite of tools vs. obstacles.

Adding a dynamic physics engine often comes as a direct compromise to a game's design, in that it can dynamically effect both the game's tools and its obstacles. Simple, predictable actions become unpredictable, and when you no longer have a nominal "norm," it throws the entire equation that is the game out of whack.

It's less destructive in a multiplayer game, since the physics-induced wonkiness becomes an obstacle for both sides, but in single player-focused games, dynamic physics either have to be neutered to the point where they don't matter, or they cause issues. If a bunch of stuff blows up with loads of physics calculations, and the resulting debris has no collision, it's not game-breaking, but it's also basically pointless. If it does have collision, well, say goodbye to your level design.

Ehhhhhhhhhhhhhhh, I still think that good design can work around that. Red Faction Guerilla had a very good destruction engine and it's one of that game's (admittedly few) high points. Battlefield Bad Company 1 and 2 also used a pretty robust destruction engine and, again, both games worked around that very, very well.

Besides, here it would be used in races or arenas where, after it's over, the whole thing would be reset.

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jimmyfenix

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Flatout was so underrated.

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BBAlpert

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To be perfectly honest, I don't even give a shit about the finished racing game (or whatever), I am sold entirely on the prospect of playing with that tech demo. Now if only they'd done that with Star Wars: The Force Unleashed...

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AssInAss

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Fucking sweet! Finally a whacky racing game, loved Flatout where you threw your driver into target practice.

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Edited By Nentisys

Wow, cool.

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Edited By Brashnir

@believer258 said:

@brashnir said:

Cool tech demo, but I fail to see much gameplay value in that stuff. For every game that is enhanced by adding more dynamic physics, dozens are hurt by it.

What do you mean by "dozens are hurt by it?" Isn't that the fault of bad design and not the fault of the physics engine?

Games, at their core, are a simple composite of tools vs. obstacles.

Adding a dynamic physics engine often comes as a direct compromise to a game's design, in that it can dynamically effect both the game's tools and its obstacles. Simple, predictable actions become unpredictable, and when you no longer have a nominal "norm," it throws the entire equation that is the game out of whack.

It's less destructive in a multiplayer game, since the physics-induced wonkiness becomes an obstacle for both sides, but in single player-focused games, dynamic physics either have to be neutered to the point where they don't matter, or they cause issues. If a bunch of stuff blows up with loads of physics calculations, and the resulting debris has no collision, it's not game-breaking, but it's also basically pointless. If it does have collision, well, say goodbye to your level design.

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SharkMan

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i really liked and played the shit out of flatout 2, flatout 1 wasn't half bad either. i do think bugbears flatout games were really under-rated.

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HerbieBug

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Edited By HerbieBug

Particles, guys.

Guys.

...

Particles.

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abendlaender

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@brashnir said:

Cool tech demo, but I fail to see much gameplay value in that stuff. For every game that is enhanced by adding more dynamic physics, dozens are hurt by it.

Did you play Flatout 2? The destruction and physic engine made that game amazing.

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Justin258

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Edited By Justin258

@brashnir said:

Cool tech demo, but I fail to see much gameplay value in that stuff. For every game that is enhanced by adding more dynamic physics, dozens are hurt by it.

What do you mean by "dozens are hurt by it?" Isn't that the fault of bad design and not the fault of the physics engine?

Also, I definitely see some gameplay value in applying this to a game like Destruction Derby. Speaking of, who has the Destruction Derby license and can you give it to Bugbear?

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TMBaker

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Edited By TMBaker

Can't wait to see this on UPF.

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if anyone has any doubts that this is not going to be a fun game should check out flatout 2 and play it with a handful of friends. it's one of the best multiplayer experiences you can have on your pc when it comes to driving games.

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BackseatBoss

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Edited By BackseatBoss

Flatout games are really underrated in my opinion. Can't wait for their next project to be complete.