CLEARNET

F1 2010
Genre: Racing
Publisher: Codemasters Developer: Codemasters Studios Birmingham

Release Date(s): US: 2010-12-31

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Publisher: Sony Computer Entertainment
Developer: SCE Studios Liverpool
Release: 16 April 2010

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Genre: Racing
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Need for Speed -- Criterion Project [working title]
Genre: Racing
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IGN.com Australia

F1 2010: Handling Q&A

by Martin Robinson - IGN.com | 24 April 2010 12:00
 
Formula 1's Chief Games Designer on creating a four-wheeled masterpiece.
 
As the Formula 1 season hots up and the race for the top spot is wide open, Codemasters is preparing to show off more of its upcoming driving sim, F1 2010. IGN cornered Stephen Hood, the game's Chief Designer, to find out how the British developer has made the transition from the arcade racing thrills of DiRT and GRID to the full-blown simulation it promises with its latest project.
 
IGN: F1 2010's engine, EGO, has been used for a track racing game before with GRID. How much of that game's approach to handling informed this one?
 
Stephen Hood:
I think from the very outset we knew Formula One needed a different approach. Whereas GRID dealt with a huge variety of vehicles, we were concentrating on a single type. This has given us room to rewrite particular areas of the car handling tech. Paired with all the technology on offer courtesy of earlier games, we're able to work with experienced driver Anthony Davidson to deliver a handling model that's predictable, consistent, authentic and completely engrossing.
 
IGN: GRID's handling came in for some stick for being over-light and insubstantial – a problem that was more keenly felt in its single seaters. Is this going to be a problem in F1 2010?
 
Stephen Hood:
To be fair we're probably chasing a slightly different crowd to that of GRID's target market. We understand the fans desire for a certain handling model because there are countless F1 fanatics across the development team. We're going all-out to produce something involving, something realistic and whilst we have a long-term plan, I think it's fair to say the first release will be streets ahead of recent F1 games. The base cars already feel weighty and involving, we're making fantastic progress.
 

See how Codies is aiming for the most authentic F1 experience yet.

IGN: Formula 1 games in general have lacked a certain spark over the past couple of generations, particularly regarding the feel of the cars themselves – what is F1 2010 doing to avoid making the same pitfalls as previous takes on the licence?
 
Stephen Hood:
Myself and the Senior Producer joined Codemasters specifically to play a part on Formula One and many of the team are revelling in this opportunity. If ever a company could return Formula One to its rightful place, it's Codemasters. I don't think anyone would doubt our ability to inject new life into the series. At the same time we've never lost sight of what the game has to deliver, what it's all about - handling. We're our own biggest critics and I think we've got the right people in place when it comes to car handling. Formula One is all about fractions of a second in qualifying, consistency during the races which brings strategy into play and the thrill of pushing a car to its limit when needed most.
 
IGN: F1 2010's got an exceptionally broad appeal, from the sim-minded fans to those who watch the races on Sundays but perhaps have never felt inclined to play a racing game before. How are you going about providing something for both those markets?
 
Stephen Hood:
Be the Driver, Live the Life – It really is the perfect balance. The majority of our attention has, quite rightly we think, gone into the Be the Driver elements this time out. Driving these cars, competing against the recognisable drivers, dealing with the changing weather conditions – it's what F1 should be about. Live the Life opens a whole new area for us to explore, a perfect companion to the extensive Career Mode. Live the Life brings atmosphere to proceedings, from the crew in your garage, the Race Engineer, the media obsession with how you stack up against your team mate, the barrage of questions about your recent qualifying performances, press conferences for finishing in the top-three, race weekend objectives set by your team… we're cramming as much as we can into the game.
 
IGN: Forza 3 recently did an excellent job of scaling its handling, making it accessible for newcomers and satisfying for racing stalwarts. Will F1 2010 be doing something similar?
 
Stephen Hood:
Every developer would say yes to that question! I think if you came into the studio and played the current version, you'd know we're already there. The speeds at which these cars can travel, the short braking distances, the fact aerodynamics come into play at certain speeds… it's not the easiest racing game to make. Add the split-second differences in lap times between the top runners and you realise how much of a challenge making this both authentic and fun is. We hit that sweet spot a few days ago and I cannot stop smiling!
 
IGN: Most racing games start off by giving the player Puntos and Minis before they upgrade to the meatier machinery in order, in part, to gently introduce the handling model, whereas in F1 the most powerful cars are obviously available from the off. Is it a worry that you'll be throwing players in at the deep end?
 
Stephen Hood:
If the player wants to jump straight into GP Mode, which is essentially Quick Race and Practice wrapped into a neat package, they can. In Career Mode your answers in the game intro determine career length and, as a result, which teams are open to you at the start of the game. Opt for the full seven seasons and the overall game objective goes up and available teams down. Pick the shortest career and you'll be able to pick from the more established teams. The most prestigious drives are not available from the outset in Career, you have to showcase your ability before these teams come knocking.
 

The in-car view is the closest you'll get to wearing Button's race suit.

IGN: How much will the handling differ across the different constructors? Will it be true to what we've seen so far this year, with for example the McLaren exceptionally pointy, the Mercedes lacking traction and the HRT plain impossible to drive?
 
Stephen Hood:
I'm now far more confident in our ability to deliver distinct characteristics between the cars. At the moment we're trialling different behaviours and having driven a mid-table team and front-runner yesterday, I can feel the difference. Where the mid-table car has a less positive turn-in, meaning I couldn't hit the fast apexes, it never felt slow. I couldn't quite hit the times I needed to be further up the grid, yet it never felt frustrating. When you get into a quick car you realise you can push that little bit more, everything comes together and you start dreaming of that championship!
 
IGN: Formula 1 test driver Anthony Davidson has been providing some input into the game's handling – what exactly has his experience bought to the game?
 
Stephen Hood:
Ant has been an absolute star on this project and I cannot overestimate the contribution he's had, especially in car handling. He's worked exceptionally well with our handling designer to impart his experience with these cars into the game. The fact he plays racing games, has experience in the team's simulators and knows what it feels like to drive these cars means we can get useful input from him every single time he's with us in the studio, he speaks our language. Recent contributions have enabled us to fine that consistent car balance which makes for close, exciting, racing.
 
Supplied by IGN.com
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