I know what you're saying Scaff and I know about the rollover thing but even some relatively real damage is better than no damage at all. A good example is Ford there is a brilliant article where a PC magazine talks to Ford about their upcoming models being in TDU and the person in charge of it basically says Ford will allow the use of their cars as long as they don't have rollovers but that's open to negotiation and also no civilians getting hurt or runover, they will however allow their cars in a game with people IF the people always get out of the way.
It was a very good read and I will need to find it and show it or it may already be on here in fact but I honestly feel that with Forza/2, GTR and other forthcoming racing games showcasing some form of damage it increases the immersion and realisation of the game experience, this is your car, wreck and your out of the race plus a big payout to fix it.
Realistic damage will probably never be possible as manufacturers don't want you to see that your front will fall apart with a 20mph hit in a Ford Focus whereas a Renault 5* NCAP Clio only sustains a cracked bumper.
Realistic looking false damage (in my head that makes sense) is much better than no damage imo and I really do think the GT series needs to embrace it rather than pass it off as not ready yet or not real enough.
Now I need to go find that article.
Found it:
Source:
Gamezone.com
Fords Mark Bentley Talks Licensing; Explains How Cars Get Into Games
by Louis Bedigian
We're involved with all the major titles: Test Drive Unlimited, Need For Speed, Forza, Project Gotham, Gran Turismo.
In between laps in Test Drive Unlimited and laps in the real Shelby Cobra concept at Fords Dearborn Development Center, Mark Bentley (Licensing Manager, Ford Motor Company) took a few moments to tell us about Fords involvement with games.
"I license Ford vehicles into toys, video games and collectibles, he said. One of the better parts of my jobs is working on video games. Were involved with all the major titles: Test Drive Unlimited, Need for Speed, Forza, Project Gotham, Gran Turismo (last year). Were really excited about our relationship with Atari, and we think the game is really revolutionary. It combines lifestyle and racing into one cool package. Its going to bring a whole set of new customers into the racing genre.
To make certain that the cars look as good as their real-life counterparts, Mark says that they review early game footage and screenshots. We review all specs, screenshots front, rear, side. All around, and interior. Were always looking to make sure the game portrays our cars as accurately as possible. But if we do our job up front, that shouldnt be an issue. Cause we provide them with all the data they need. CAD data, drawings, photographs anything they need to make it as realistic as possible. That either eliminates or highly reduces the incidence of error in terms of the way our cars are portrayed on-screen.
And we know that there are different levels of games in terms of the way the cars are finished off. If its a budget title, youre probably not going to get that level of definition that you would in an A-title. Like an Atari game or an EA game.
How does Ford decide which games to be a part of? Do you go to the game companies, or do they go to you? When does the relationship begin?
Mark Bentley: Generally speaking, the game companies come to us. We have a very specific set of guidelines we follow for participation in games. If the game title meets those guidelines, then we work out a contract, we just have to negotiate the details of that contract, and then go forward and supply them with whatever they need to incorporate the cars into the game.
Ill give you an example: we supply CAD data, we supply photos, we supply technical information. We will support them for recording the sound notes of the exhaust, of engines revving, of acceleration and deceleration. Depending on how technical the game is and how much realism they want to bring into the game, we actually partner with them from the beginning of the relationship and all the way through to launch. In cases where we really feel special about a game, like Ataris game [Test Drive Unlimited], we go forward and help to promote them.
What are some of the guidelines that you require a publisher/developer to follow?
MB: We cant have explosions. Rollovers we generally dont like to see rollovers. We know it does happen, but [we want it to be] minimal, if at all. No gratuitous sex, violence, obscene language. Pedestrians cannot be hit by a car. Were always very safety-conscious. We will allow pedestrians on the course provided that they are not able to be hit. Provided that they vanish out of the way, what have you. Our cars cant be put in any bad light, you know, where theyre out to do bad things to people.
How do you feel about body damage? It seems like car companies dont want their cars to be scratched in a game. I understand that, but at the same time, based on the crash tests you show on TV, have you ever considered including an element like that in the game?
MB: Yes. We are probably more liberal than people think on damage now. In Test Drive Unlimited the cars receive very little damage. But youll find it in other games. For example, Need for Speed Carbon youll see a lot more damage. The only thing we will not allow is for the passenger cabin to be compromised where someone could be physically injured. Now, they could be theoretically injured in a crash where the front end is bunched up and the passenger cabin is still intact. But the goal at all times it to promote safety, and making sure that Ford vehicles dont get portrayed in an unsafe way. But we are not against damage-modelling in games. We do realism in a game, and we think that makes the game more real.
Speaking of EA, in the Madden series they have Ford Field I would assume youre somewhat involved with that
?
MB: No, we have not advergamed [advertised in games]. Right now Ford isnt really active in the advergaming business. Not to say that we wouldnt be, but were still more traditional in our print and online medias. We are looking at video games as a way to connect with younger customers. Our cars are the stars, as we say, in our games. But if it makes sense to have the Ford oval on a sign somewhere, on a track
but the financial equation has to make sense.
Are there any other titles that Ford is getting their cars into?
MB: We have our own series, a title that started out as Ford Racing. We had Ford Racing 2 and Ford Racing 3, and now were introducing Ford Bold Moves Street Racing, which is a title being released by Eidos on September 19th. Thats a partnership that weve had with Empire Interactive out of the UK, who has developed the series for us over the last five years.
What cars are going to be in Need For Speed Carbon?
MB: I dont have the list in front of me, but youll see the new Shelby GT500, the Ford GT, the Mustang GT, and I believe a vintage Mustang.
And youll be able to tweak these cars to your liking?
MB: Yes. Need For Speed is about customization. Its about street tuning, and a lot of kits and all that.
You said youre involved with getting Ford cars into toys, games and collectibles. Are you also involved with getting Ford cars into movies?
MB: No, we have a whole brand entertainment office that does all that. They worked with Mission: Impossible 3, the movie Cars, and other types of movies too, if theres any need for our products. A lot of times the movie companies are looking for an automotive partner for various scenes. You know, theyll wreck cars James Bond, Aston Martin. We are a long-running partner with Sony Pictures for James Bond. We partnered with them for the upcoming Casino Royale. Aston Martin, a subsidiary of Ford Motor Company, will have a presence in that movie.