@flippyandnod said:
What is the the point of making a game have more fidelity if bad actions you cannot control (whether AIs themselves or random Drivatar masters) will make it hard to play a game with the level of finesse that makes the additional fidelity of worth?
They're two entirely separate issues, so tying them together's a bit pointless. Improvements to handling and input will be desired (and hopefully implemented) regardless of AI. To say a more aggressive and error-prone AI negates the need to improve handling or realism in a racing game is a bit illogical, as these changes would be desired regardless of AI behavior.
It's an improvement over typical racing sim AI, which generally drives error-free and on one solid line throughout a race, rarely reacting to player behavior, much less competing amongst itself like you'd see in a normal race. Is it great? I'm not so sure yet, but it's a lot more interesting, and I feel like I'm having to race more than just hotlap.
@flippyandnod said:
The essence of sim racing is inherently boring.
Could not disagree more. I think I'm seeing the crux of the differences in our viewpoints here.
I don't agree at all they are separate issues. The point of putting in more fidelity is to make it possible to drive more as a sim and less as a kart racer. But that's blown right away if you can't drive as a sim because the computer cars will be spinning you if you try to drive a race line.
I didn't say anything about improving handling. I'm talking about the additional feedback it gives. Forza 5 doesn't improve handling away.
It's not an improvement over typical sim AI. And we're not talking about reacting to player behavior here. We're talking about the AI trying to take you out preemptively.
And don't say this is anything like a normal race. You don't re-run normal races when you do poorly. You have to pay real money to fix your car (or spine) in real races. And if a driver were to spin cars in the first corner in a real race, that driver wouldn't be racing in the series anymore. All the forces which would be on a driver in a real race to keep them from going on a punt-fest do not exist in more sim racing and don't exist in Forza 5.
In real racing, the car that wins is generally one of the ones that contacts the fewest other cars during the race. And since drivers want to win, that means they don't do what the AIs are doing in this game.
As to my "boring" comment, you've removed the context in order to disagree with me. My point was that in sim racing, the idea is to hit the perfect lap, one that does not vary from succeeding or preceding laps because it is the fastest line possible and any variance would just be going slower. The point is not to try to have more collisions to make it more "engaging" like pseg talks about.
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