So far, 81% vote that EA add a 'sim' setting. 👍 Let's just hope they put it in, along with the obvious fixes.
I can understand why so many of the seasoned sim racers would like a more sophisticated NFS.Shift approach, but that's not true to the original game design philosophy as far as I'm concerned.
NFS
orsche(PC) was cutting edge because it had independent suspension reflected in the game model. You know, back in the good old days, that was quite something.
It was very sim because of that.
Shift is very sim, because (a) they pay a ridiculous amount of attention to detail and (b) they use the quintessence of any "proper" racing game design - basic Newton Laws, racing techniques, management of weight shift, throttle and brake control, racing lines, etc.
It's fun, it's accessible, it's challenging, it's a true NFS by my standards and it gets the job done.
In fact it's the best
feeling NFS title in a decade, it would be right up there with Test Drive 1, Mario Kart, GT1 and TOCA if it wasn't for the bugs, glitches and carrer mode flaws.
It's
not Forza or GT, simply because there is no room left for such a game.
Nobody wants real "real life" physics in a game - because nobody has the skill to play those games. Everybody wants to believe a game is true to real life because that gives them the illusion - and that's what games are for.
Some, the very die hard sim racers or the RL motorsport enthusiasts with actual licence or a lot of track time, can appreciate the depth PD or T10 sneaked it. But it's only there because both are flagship titles for the consoles, and yes, I bought a XBox because of FM2 and I will buy a PS3
if when GT5 is out. In fact I hate myself that I thought GT5P is just a GT4 (which I love to pieces) with fancier graphics.
Most MS/Sony independent developers can spend a good amount of time, human resources and cash to get the numbers right. They can't afford the manpower needed for fancy graphics or a ridiculous number of cars included or the code polishing needed to get both maths and graphics go together.
To conclude my rant:
Is there a game engine beneath Shift that is capable of portraying physical laws? Yes there is. Is there an emphasis on doing so? Only in so far as it serves the gaming experience in a chosen context.
It would love to see the bugs fixed, but I'd hate to see go Shift hardcore.