Project CARS 3

PSN-Name: Crash Bandicoot
Spielt gerade: Crash Bandicoot
#62

PRO_TOO

avg. parcel delivery man
systems, systems, systems, systems
PSN-Name: PRO_TOO
Spielt gerade: ACC, AMS2, AC, RRE
#64

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#65
Project CARS 4 "Will Be The Most Realistic Simulation Ever Made"

:LOL: :LOL: :LOL:

~lol~


In a flurry of Tweets, which have since been deleted, Bell laid out some of the wider details in store. The first Tweet in the series refers to individual leaves casting shadows on each other, which seems an obvious indication of real-time ray tracing.

Visuals are one thing, but PC2 fans lament the blunted physics edge of PC3. Fortunately, Bell continues, with a further two Tweets referencing Madness 2.0 and Live Track 4. That signifies a new game engine running beneath PC4 — an evolution of the Madness Engine — and a new version of the Live Track circuit evolution code.

Bell also makes mention of bump-mapping, a technique used to impart surface texture, for circuit edges, and an aerodynamics simulation model which would allow items like leaves to feel the effects of passing cars and be whipped into other vehicles.

Further Tweets and replies — now also deleted — reveal more of SMS’s plans. In one, Bell comments that “no-one will touch us with pCARS4”, adding “given player and fan feedback, we’re dialling realism up to 11 this time. We’re going nads to the wall in every single area you can think of!” in a further response.

Ian ist jetzt direkt beim Feind EA gelandet :lol:. Vielleicht haben die gleich mal angerufen wegen der Tweets.
 
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crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#67

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#68
Ian ist jetzt direkt beim Feind EA gelandet :lol:.
Darauf hat er wohl keine Lust mehr.

Ian Bell Leaves Slightly Mad Studios

According to his updated social media profiles, Bell will make a quite a left-field move, into the area of mental health. Stating that he is a British Psychological Society-registered psychologist, his new venture is aimed at providing therapy for those who cannot afford it.


SMS meanwhile will likely continue to focus on Project CARS 4, assisted in part by the simultaneous announcement that it has terminated its Gamevil-developed mobile title Project CARS Go.

https://www.slightlymadstudios.com/sunsetting-project-cars-go/
 
Zuletzt editiert:
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: AngelVsMadman
#71
Die Konsole von denen ist wohl auch nur Geschwätz gewesen.
Es gab da damals eine richtige Goldgräber und "die crowd finanziert uns alles"-Stimmung. Da kann ich mir durchaus vorstellen, dass da ein Studiochef im Höhenflug wirklich glaubte was reißen zu können.
Mit dem dritten Teil hat man es wohl richtig vergeigt.
Ohne den alten Chef könnte es eine neue und bessere Richtung einschlagen.
Im Zusammenhang mit der Einstellung von Project CARS schlecht gealtert, aber ich glaube das hat weniger mit der Marke zu tun, als dass EA einfach die Ränder die weniger Gewinn abwerfen abschneidet.
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#72
Also found some interesting comments on the development issues with pCARS 3 by Austin from Pretend Race Cars blog long ago, he joined SMS and was part of the development for the end of pCARS 2 and the whole of pCARS 3. It is in a youtube comment, I've merged both comment and summerized out the FnF Crossroads comments, just quote the pCARS related parts just for it to be easier to read and find:
Worked on both of these games (FnF Crossroads & pCARS 3), hopefully my comment does not get lost. This video is literally a documentary of my time at SMS. I signed on right as they were about to release pCars 2/start on pCars 3, and then left (not really lol) right as the run of pC3 DLC ended. That alone is a wild story unto itself.

pCars 3 from what I recall was dictated by misinterpreting pCars 2 sales figures.

The original pCars generated massive sales figures for SMS on day one, primarily because in 2015 GT Sport was delayed and there was no racing sim on the PS4 yet. When pCars 2 didn't match those immediate insane sales figures, the decision was made that sim racing is too finicky of a market, and to try their hand at a Horizon-style offshoot.

In reality, pCars 2 sold very well over it's total lifetime, so this shift in direction was ill-advised and in hindsight shouldn't have happened. It is my professional opinion that pC3 failed because SMS didn't really comprehend what made the Shift games great. Shift was intended to be used as the blueprint but nobody really made an effort to ensure the Shift formula was there - things like obnoxiously loud engine sounds, aggressive visual effects, moody menus, and a grandiose soundtrack. We settled on rainbow menus, dubstep, and very uninspired car sounds. It was like they didn't understand why people liked Shift.

In mid 2019 when deep in development it really did remind me of PGR, albeit with pCars content. The game drove great with a pad and the AI was fun to race wheel-to-wheel with on higher difficulties. Portimao I recall being a highlight in GT3 cars. We didn't get all AI quirks dialed out that are a staple of isi/Madness engine games, but I was pretty satisfied especially because we had close to a year of fine tuning ahead of us. But once the overlords stepped in and demanded the AI to act a certain way, the entire experience fell apart IMO. They wanted road racing to be pack-based like NASCAR is, which literally doesn't work if you have even one iota of knowledge about road racing. Didn't matter.

Some of the crazier ****, like 6-wide starts at Fuji, thankfully never got into the release build. Not because it was immediately canned after one playtest, but because someone (me) spoke up and asked why we were intentionally generating chaotic 6-wide starts when we simultaneously had an online safety rating system that punished any sort of contact.

Two further things did us in.

Codies suggested a name change from pCars Revolution to pCars 3 at the last minute. The original name you can see Ian reference on twitter and in some promo shots. Codies had just taken over SMS & were worried it would confuse investors to have two arcade racers from the same company, competing against each other on the market at the same time - Grid 19 and pCars R. By changing the name from pCars R to pCars 3, they theorized the investors would understand that one was arcade and one was sim. Dead serious. This also resulted in crazy ****, like our physics guys having to write blog entries about how "realistic" our very obviously arcade racer was. In my opinion that put them in a very strange spot and messed with their personal reputations, as they had their real names slapped on blog posts that the sim community laughed at.

So instead of people knowing it was a Shift-style offshoot and to give it a pass if it wasn't your thing, we all had to double down and pretend like this neutered experience was indeed the future of sim racing.

We also recycled too much content. 95% of the car/track roster is stuff directly copy/pasted from pCars 2, with some tire updates and draft scalars improved (you'll notice drafting in pC3 is a lot more realistic than pC2 - you're welcome).

Had we taken a more focused approach - just street cars only - and maybe street circuits only as opposed to literally the entire pCars 2 track roster, people would have understood that yeah, it's just a lighthearted PGR-style racer, and you can upgrade or paint your car if you want to. If you sell that for $30, maybe $40, it does well and holds people over until the next major release.

Instead it pissed off our core fanbase and coupled with the launch of Crossroads, made them swear off buying games from SMS.
https://www.gtplanet.net/forum/threads/ea-ends-the-project-cars-dirt-series.413838/post-13880463

Name wurde geändert und als Sim verkauft wegen der Investoren :kopfpatsch:.

Das Spiel selbst war Interpretation der schlechteren Verkaufszahlen von PC2 verglichen mit PC1.


 
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.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#73
Vielleicht war ja PC2 - obwohl mit reichlich Marketing versehen auch kein glorreiches Spiel. Weshalb es anfangs hinter den Erwartungen zurückblieb. Man darf nicht vergessen Project Cars 1 war kein Shift und nach wie vor - imo - unspielbarer Mist mit Pad.
 

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#75
Aber es stimmt schon - das spin of als dritten Teil umzumüntzen hat auch nicht viel gebracht. Wobei man ja auch sagen muss, selbst mit anderem Namen war es jetzt wohl kein Burner (Grafik, Gameplay usw.). Codemasters steckte eben in einem Dilemma, denn letztendlich hatten die zwei recht ähnliche Spiele - PCars 3 und Grid 2019 - und ja, hätten SMS nicht so viele Assets aus PCars 2 verwendet, sondern stärker auf Straßenfahrzeuge und Stadtkurse gesetzt, wäre das vielleicht komplett anders ausgegangen.
 
#76
Schade um das Studio, das wahrscheinlich in versch. andere Teams aufgelöst wird. Las sich zumindest so.

Shift und PC waren je schon tolle Rennspiele und je die Nachfolger haben sich so viel verbessert und boten mehr Content (mehr Strecken, Nachtrennen, bei PC2 eine bessere Padsteuerung) und das je in recht kurzer Zeit.

Project CARS war wegen mangelnder Konkurrenz so erfolgreich?
Dann lasst uns doch Project CARS 2 zeitgleich mit Forza Motorsport 7 und GT Sport veröffentlichen~foreveralonelaugh~
Oh, die Verkaufszahlen zum Start sind dann nicht mehr so gut?
Woran kann das liegen?~notsure~
 
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