- 1,048
- GTP_bullie77
Wrong. These are what are most important in a racing game.
The physics thing: making cars behave realistically.
The immersion thing: making you feel as if you are physically in control of a car.
The vision thing: giving you driver views which suit you.
The cues thing: giving you the sense of how well the car is gripping the road through tire noise and other clues.
The accuracy thing: making sure the cars and tracks are precisely modeled.
The content thing: insuring that the car and track list is adequate, plenty of options, etc.
The depth thing: giving the player a lot to participate in off and online, numerous races and other challenges.
The modification thing: giving you the options to customize your cars through upgrades, tuning, body modification, race modification, livery editing, etc.
The world thing: adding as much life to the environments as possible, from wind noise while racing, crowd noise, making sure the sun lines up with shadows, to dynamic time transition and weather factors.
Gee, I haven't even reached the car sounds yet.
But honestly, I think all these issues are more important than making sure the Corvettes can shatter windows at high volume, or the 3D trees have working windshield wipers and reverse lights. As others have said, on my audiophile stereo - just a two channel stereo with a powered sub, Prologue sounds dandy, and the TT demo was even better.
The thing is, and I'm afraid most of people aren't realizing it and therefore are not giving the due relevance to it, that Sounds, including engine sounds, and Damage are of the upmost importance for the immersion thing you mention. Without those in a sim, there's something wrong and lacking. An example, the lack of tyre wear on a Sim, is a severe handycap for both immersion and feedback.