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That buy safe wow gold a tricky question, actually. It was probably the single player, really. Where it really came from was our desire to something a little bit different from what we done with Poject Gotham Racing. We wanted to keep what we felt was good about Gotham as a game, and we felt that it was the battling element the overtaking of the cars.

We decided that if the best thing about Gotham was the battling with the cars, then what would we create if we had unlimited resources, unlimited money and unlimited time and we could make that element occur more often? Well, we could shove a million cars on the track, the overtaking would happen every second. Of course, that was unworkable so we ended up with twenty cars. Then we decided we needed special abilities to speed up and slow down the cars more dramatically than in normal races, to encourage players to overtake and battle for position more.

That where the power up concept came from, really. We didn go out at the start of the project to make a Mario Kart for grown ups. It organically grew out of the idea of making a racing game which had as much overtaking and as much fighting for position in it as possible.

We looked at real races for inspiration too. But the best part of any Formula 1 race is the start, any crashes and then the end. That the problem with real world racing. There not enough overtaking. There not enough fighting.

That was what drove us to where to we are now, really.

Blur rewards you the more you play it. But the more you play it, the more you get hooked, like it

Like it crack? (Laughs)

So the levelling up is just a way to keep players hooked to their consoles?

It absolutely is! We really pioneered online racing and building communities with Project Gotham Racing on the XBOX. All we did with that though was we created a lobby which was an easy and fun way for people to play against each other online. There was very little in the way of progression and rewards.

When we did PGR3 we wanted a reward structure in place and we based it very heavily around Microsoft TrueSkill Ranking System stuff that we helped them develop. That was all about matching you with the best players and working out how good you were compared to other people who were playing the game. That was great for a certain segment of the market place the hard core people who want to better than anyone else but it wasn grabbing a broader spectrum of gamers.

There was a very conscious decision on Blur that we didn have TrueSkill and the concept of rating racers on some sort of complex chess algorithm. The idea of Blur was that everyone could see all of the content as they progressed through the game, but people who were better at it would just get through it faster.

We were also looking at online games which were massively successful, such as World Of Warcraft or the Modern Warfare titles in the Call Of Duty franchise. We wanted to come up with something that would draw people in and satisfy them in a similar way. That was a big part of the Blur game plan right from the beginning. We want people to keep this game in their game library, not trade it in, to look forward to the downloadable content and keep playing it well after the launch period.

Speaking of downloadable content, what DLC for Blur is on the horizon?

Well, we got a really cool piece of tech we developed. When you go into multiplayer and you see it downloading player information, you probably notice it. All the information about the game balancing tech is stored on a server. So all the playlists that you can see like MotorMash and Team MotorMash are things we can make changes to at a moment notice.

For example, one thing we noticed was that one race in the Skirmish racing was seven minutes long which was way too long. The reason it turned out that way is because the race is three laps on the New York circuit and it really should just be two. So we can change that.

So we can make all of these changes on the fly. So if we find out that people love One Hit, One Kill on Motor Mash, where you get hit with one Bolt and you wrecked, we can add that playlist without doing any sort of fancy downloadable content update. We can do that without players spending points. That definitely going to be happening we going to be making changes to the playlists regularly.

Beyond that, nothing been confirmed yet, but if the game does well we definitely got the scope for more stuff.

With all that in mind, it sounds like building and listening to Blur community feature quite heavily in your plans.

Absolutely! We already been through this process to an extent with the Beta that was released. We had well over a million people download the Beta and then leave messages about what they thought. We encouraged people to come to the Blur website leave feedback; over 26,000 people filled in our survey which was quite long actually and they told us what they thought of all game aspects from the power ups to the car handling and so on. We also got our Blur forums set up and ready to go.

How do you think the Project Gotham faithful and fans of hard core racers will react to Blur arcade style of Kart racing?

I think once they try it, they like it, and that was really the drive of the Beta. We knew that the hard core fans would be a little apprehensive that Blur wouldn as good a racer or as in depth as they like. We knew that they also be worried that it wouldn be fair, that there would be a power up in it like the Blue Shell in Mario Kart which adds a completely unbalanced element to the racing. They be worried that it wouldn matter if you were good or not, and it was completely random as to whether you won or lost.

That not the case with Blur at all. The high level facet of the game, which is backed up by the feedback we got, is that it fun, but most importantly, it fair.

For example, if you got a Shunt power up and you can see a car in front of you, you may want to hang onto it, or fire it. If you fire it, you run the risk of immediately being targeted by a ton of other cars. If you save the Shunt, you can block those attacks. Knowing when and where to use your power ups is very important.

It was really the important to make sure it was never the game fault if you lost or screwed up. That why everything in Blur is evadable or blockable. So hopefully people will get that. And then, of course, there the hard core playlist where you can play the game as a straight racer with no power ups at all.

So would you say that you were going for a game that is a hybrid of a racer and a tactical shooter?

Yes. We definitely wanted to grab the people who love action games and shooters.

The problem with racing games is that there are only a small set of mechanics to them to straightforward racers at any rate. You got overtaking, you got braking into corners, you got steering that about it, really. You can chuck in gear changing if you want to go for more realism. Now compare that to a shooter, which has cover based tactics, loads of different weapons, different equipment, team based modes it got tons of different ways to play the game.

We felt that unless we innovated and added more depth and strategy to Blur, it would feel really shallow. That probably one of the problems with the racing genre as a whole; it very very focused on one particular skill.

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