This interview conducted with John Jack, Producer of the upcoming game Test Drive Cycles, it concerns many aspects about the gameplay of this upcoming game.
Interviewer: Chris Kim
Interviewed: John Jack
Company: Infogrames
Working On: Test Drive Cycles
1.) What does this game play like?
With Test Drive Cycles, we wanted to give players the total experience of
motorcycling, but do so in a way that's very accessible. The game will be
easy to pick up, but difficult to master. We also wanted an emotional
response: How do you react when you accelerate from 0-100mph in under 6
seconds? What does weaving through traffic at 150mph feel like? Can you
wheelie a big Harley Davidson cruiser out of a tight corner? It's
experiences like these that we wanted to capture in Test Drive Cycles.
What is unique about it?
Real, licensed motorcycles from major manufacturers in real-world locations
with tough AI, cool upgrades, and a kickin sound track.
2.) Is it more of an arcade or simulation game?
The gameplay and control model will be closer to arcade than simulation, but
there are definitely some sim-related features and aspects to the game. The
bikes will be very realistic in terms of their performance--acceleration,
top speed, handling and braking are modeled after their real-world
counterparts. Players who are familiar with racing games will also
appreciate the track design, and how traditional racing-lines will be
rewarded. However, we wanted this to be a very accessible game, so we
avoided a sim-control model with a steep learning curve. We've also got some
hyper-realistic gameplay elements--big jumps, powerslides, and weaving in
and out of traffic, they're all a little over the top, and certainly not
something I'd try on my bike (although I've thought about it...)
3.) What is the coolest feature about the game?
The jumps-they are tons of fun, and really add a different element to street
riding. Also, with the Harley Davidsons, we've really captured the look and
feel of a Harley.
4.) How are the driving physics in the game?
The control method is arcade-oriented, but the actual physics model is
pretty realistic. You can really feel that the bike is doing what's it's
supposed to do. Since many of our developers also ride bikes, we've worked
hard to convey the feeling of riding, without the complex control model
associated with sims.
5.) How is the opponent AI?
Each of the AI riders has access to the same bikes as you do, which means we
tune the AI riders, not the bikes themselves. This was somewhat of a
challenge to implement, but it's paid off in terms of the way the AI
behaves. We can basically set each AI to perform at a certain level
(braking, throttle, turning), and the AI will excel within those particular
parameters. Each AI rider has its preferred race line, but it can move out
of that line depending on what's around it, how close it is to you, its
position in the race, etc.
6.) Is there a damage model to the bikes, if so how sophisticated is it?
Because we're featuring licensed motorcycles, there's no damage model for
the bikes. However, we do have some pretty cool crashes where the bike and
rider separate, and a great physics collision model, so there's plenty of
opportunity to witness spectacular crashes.
7.) How many different modes of play are there, will there be a stunt trick
game?
There are 4 basic modes of play: Quick Race (choose a bike, a track and go),
Championship (buy a bike, compete in multiple tournaments on your way to a
class championship), Time Trial (race for the best time on a track) and
Multiplayer. Because we're focusing on real-world bikes and locations,
there aren't any stunt games in Test Drive Cycles, but you can do wheelies,
stoppies, burnouts, and insane jumps. And we'll be sure to include some
extra 'hidden' stuff that will make some of these features even cooler.
8.) How do the graphics look? Advanced features about it?
We have both a hardware (Direct3D) and software version for Test Drive
Cycles. We use Surrender as our rendering API, which has great support for
all the latest and greatest 3D hardware features, including: 32bpp
rendering, multiple resolutions, nice lighting, multipass support, etc.
9.) How do the sound effects and music help the game?
Music and sound are huge parts of the Test Drive brand-we use real engine
sounds for all our bikes, and we are planning a great licensed soundtrack
that will include major bands. In racing games, sounds can make all the
difference, and we've got support for DirectSound3D, as well as Creative
Labs' EAX.
10.) Will there be police chases like there were in Test Drive 5?
The focus of Test Drive Cycles is really placed on racing different types of
motorcycles - sportbikes, musclebikes and cruisers. We do have all of the
typical Test Drive action in the way of big jumps and intense shortcuts, and
we are currently evaluating a cop mode feature. We will base our decision
on what makes the most sense for gameplay.
I would like to thank John Jack and Mika Kelly for taking the time out to setup and answer these interview questions.
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