Forza motorsport 4 xbox 360 steering wheel
I felt that it would be a better approach on paper.
#Forza motorsport 4 xbox 360 steering wheel code#
It's straight up – their test data goes straight into our code and that's what you're driving in the game. But I felt that if we could throw all our old data away and get a completely new set of data from Pirelli that was custom tests run by them and then change our systems so that we never touch it. We had blended data from all these different sources. Our approach for Forza 3 was very strong. Even as Creative Director, there are some things that you kind of want to get your hands dirty and still be working in the game itself and tires are one of those areas that I continue to like to work in. This is something that I'm very passionate about, and I worked hands-on, first hand on this. The interesting thing is that I didn't think that people would notice the difference between our Forza 3 tires and our Forza 4 tires, before I drove them myself! I really believed in our approach for Forza 3. At the core, at the heart of that is a great simulation engine. And that's when we actually make it fun – first, we make it easy, and then we make it fun. Part of what makes it fun is challenging people to turn those assists off by using social engineering game-play techniques as well as addictive mechanisms that we get from a lot of the RPGs, even social gaming, where there are multiple levels of experience points coming in, and there's always some new challenge you're just about to complete if you continue playing – that's the sort of addiction level that we get with people.Īnd then having a ton of variety – so you get to play with the cars you want, but there's a lot of variety in not only the event types but in the events themselves, the types of opponents, the types of tracks, so there's always something new. But all those assists don't actually make it fun. And, then we add layers of assists that go everywhere from PCS, STM, ABS, automatic shifting, auto-braking and auto-steering, all the way up to the assists that are in place to make Kinect driving possible. The first thing we do is we build the best simulation engine we can and we do a lot of things to make it as good as possible. And I'll get into the physics in a second, but I just wanted to set the tone.
In fact, we believe that driving a car is really fun in the real world, so the challenge is really on us to try and make reality as fun as possible.
We don't believe that you have to make a choice between making a great simulation and making a fun game. For us, we believe in a layered approach with how we actually design the game and the game-play itself. GeekDad: Regarding the new physics engine, (which is awesome!), how do you see it as improving the game-play over Forza Motorsport 3?ĭan Greenawalt: I have to let you in on how the mind works at Turn 10. We touched on overlooked features of Forza 4, the collaborative spirit behind the game's creation, the new physics engine and, of course, his passions: racing and gaming. Now it's time to sit down in the stands and speak with Dan Greenawalt, the Creative Director of Forza Motorsport 4. You know, to find their inner racer again. I wanted to allow the Forza Motorsport 4 racers to take their rides around the track and test out their new wheels and tricked out cars.