•   Notifications
  • Welcome to our forums

    Join us now to get access to all our awesome features. Once registered and logged in, you will be able to create topics, post replies, give reputation to your fellow members, get your own private messenger, and so, so much more.

    + Reply to Thread + Post New Thread
    Page 1 of 3 1 2 3 LastLast
    Results 1 to 10 of 26

    New Dan Greenawalt Interview
  • Share This Thread!
    • Share on Facebook
    1. #1

      New Dan Greenawalt Interview

      VG247 interviewed Turn 10's game director, Dan Greenawalt. He talks about the games perfomance so far, DLC, the future but also about the competition.


      Interview by Patrick Garratt.

      VG247: You must be thrilled at the response to F3 in general, especially now you’re the only first-party next gen racing sim on the market and probably will be for some time, given GT5’s recent slip. How important was it for you to hit a 2009 launch?
      Dan Greenawalt: We started planning and development on Forza Motorsport 3 in June of 2007, shortly after the release of Forza 2. Hitting holiday 2009 was the plan from the get go – it made sense for the Forza Motorsport franchise and it made sense for the overall Xbox 360 business. In that respect, a 2009 launch was always important for the game. Of course, while we prioritized hitting our ship date high on the list during Forza 3 development, we never allowed that goal to trump quality and innovation. I’m pleased we were able to deliver the game in 2009 without compromising our vision for what Forza 3 would become.

      You were pretty slavish as regards hitting 60fps, and did receive some criticism from the community for apparently trading off some poly budget to achieve it. In retrospect, are you glad you stuck to the 60 frames goal, or could you have created something more visually attractive if you’d lowered the target to, say, 30?
      We get asked this question a lot by the press and my answer hasn’t changed much from Forza 2 to Forza 3. The reality is that racing games running at 30fps have to deal with visual shuttering artifacts in the environment and backgrounds that fly by your field of view when the car is traversing at high speeds. So you then go and mask that using motion blur for your environments, which end up eating into your GPU cycles, which take up resources from other features you want on-track.

      It really turns into a trade-off for the type of visual direction you’re trying to achieve, and with Forza Motorsport, the visual style is clear, crisp graphics, and highly-detailed environments and textures. But in truth, the decision is less about graphics than feel. We prioritize 60fps as an important feature because it gives the games a feel you just can’t achieve at 30; for instance, the responsiveness and feedback of the controls, or physics calculations and visual manifestation of that on how we model our tire flex and body roll. While those calculations are decoupled from the graphics and run as high as 360 frames per second, we found that graphical framerate impacts the feel of those systems as well. Simply put, we couldn’t have achieved the experience we wanted if the game only ran at 30fps. I’m sure you would get a similar response from Infinity Ward regarding Call of Duty.

      Can you give us any figures on how many items are being traded in the game at the moment? Have all the online community features panned out as you expected, or have you had to cope with some sticking issues?
      [Story - Ed]

      Sure. We already knew from Forza 2 that the online Auction House was going to come back strong for the community. What we were curious to see was how the new Storefront feature would play into the community ecosystem. We pulled these numbers a few weeks ago so they’re not the most recent server stats, but it gives you an idea the kind of momentum we’ve had nearly 90 days post-release. We’ve had over 8 million auction bids placed online, with over 3.3 million auctions created. Our community has purchased or downloaded nearly 10 million Storefront items. Overall, our community has driven well over 126 million races on Xbox LIVE, totaling over 13 million man-hours of time spent playing the game online. They drove over 1.1 billion miles in online races, which is more than five return trips from the earth to the sun. So yeah, we have a community that’s deeply engaged with the game.

      As for sticking issues, there’s been surprisingly little fire drills this time around. We had to update the leaderboards a couple times due to glitches but nothing really out of the ordinary.

      You’ve already said that 2010’s going to be a busy year for the Forza IP. Are you just talking about DLC here, or will there be disc-based expansions? I’m assuming Forza 4 isn’t releasing this Christmas.
      [Story - Ed]
      Right now a part of the team is focused on monthly DLC to support Forza Motorsport 3 and they’ve been a huge success for us since we started last December. We have lots of great content in the production pipeline right now which will all sooner-or-later become a part of the Forza Motorsport franchise. Another core part of the team is off working on our next big thing, but we’ve got nothing to announce at this time.

      On the subject of DLC, are there plans for any free packs, or is everything you release for the game going to be premium?
      We included a free DLC pack (with tracks and cars) packed in as code with the retail game at launch last October. This was content that didn’t get finished until the two game discs were already in certification. Soon afterwards we released a free Hyundai DLC pack on Xbox LIVE featuring three cars. We have no other free DLC announcements at this time.

      Has the reaction to F3’s car customization options been everything you’d hoped? For the record, one of the first things I did in the game was decorate a car with my daughter’s name: she loved it.
      The Forza Motorsport livery editor has evolved into something incredible with the help of our creative community. Every time we think we’ve seen the best livery possible with the toolset we’ve given them to paint cars, the painters out there have come back with something that raises the bar yet again and blows us away. And what I realized during the development of Forza 3 was that it really didn’t matter what the toolset you provide – creative people will use whatever means possible to express themselves. If you’re not artistic, it doesn’t matter how good or sophisticated your tools are – you’re still not an artist. I expect to see user-generated content taken to the next level with not just Forza Motorsport 3 but pretty much any game that Turn 10 creates because it’s just in our DNA as a studio.

      How closely are you watching GT5’s development? Are you looking forward to playing it? What does GT5 do that F3 doesn’t, and vice versa?
      I think all good game developers look at what their competitors are doing. It’s important to understand the landscape; not only to see what’s being done, but to see what’s not being done. As Game Director for Forza Motorsport, what I’m really interested in seeing and defining is the next big shift in how gamers (and even non-gamers) will play and interact with each other and express their passion for cars. For us, player generated content and social media are the modern ways to connect people and their passion for cars. That is why we’ve stressed those features for so many years. As a racing gamer, I’ve been a long-time fan of the GT series. At this point, after so many missed releases, it’s nearly impossible to say what GT5 will be or when it will ship. Based on the all the preview versions over the last several years, it looks like it will be a good racing game.

      Finally, how do you see the future of racing sims panning out? We have photo-realistic cars, online racing, full customization; where’s left to go?
      Do I think the racing game genre is played out? No, I think graphics fidelity and immersion will continue to improve in a predictable fashion. But if you want to evolve the core racing genre and reach players who may not typically race in a competitive fashion, you need the flexibility to be able to design the game for an audience outside of your comfort zone. We’ve touched on a lot of these diversifying pillars in Forza Motorsport 3: the game is easy to pick up for casual gamers, yet deep enough for hardcore gearheads; we’ve elaborated on the areas of the game that de-emphasize competitive racing to focus more on inciting the car passions that lie within all of us, such as collecting, customizing, photographing, and simply admiring cars in your home space. Now the question is, how do we take all of that to the next level? How do we go from being a “Racing Game” to being a “Car Game” to being a way of life? These are just some of the tenants we’ve taken to heart for our next project.
      340
      Quote Quote  

    2. #2
      Another core part of the team is off working on our next big thing, but we’ve got nothing to announce at this time.

      That's what we've been told a lot of times, now tell us what it is!
      Nice interview though.
      Quote Quote  

    3. #3
      That's what we've been told a lot of times, now tell us what it is!
      Well the last line of the interview tells us somethin:
      How do we go from being a “Racing Game” to being a “Car Game” to being a way of life? These are just some of the tenants we’ve taken to heart for our next project.
      TDU was a car game imho, most of the time I just wondered pointlessly sightseeing Oahu

      "straight lines are for fast cars, turns are for fast drivers". Colin McRae
      Quote Quote  

    4. Quote Originally Posted by Trapez View Post
      Well the last line of the interview tells us somethin:


      TDU was a car game imho, most of the time I just wondered pointlessly sightseeing Oahu
      I agree with TDU, it would be nice to have something like TDU there you can take a airplane trip to events in real tracks, that would be a very interesting mix, because Forza cant just turn into an open wolrd and drop the tracks, but i imagine a big city where you could race and drive around or take your favorite car from your garage to a nice track day!

      The city could have areas that are more representative to muscle cars, with shops for those type of cars, other areas for exotic, other for JDM, not exclusive areas but imagine that if you go to the JDM "coast" with your Ferrari you will get lots of people wanting to challenge you to races to prove you that their loved car is better.

      That would be a massive game to make but i dream that for the future of Forza.

      --------------------

      As for the interview, it was very good, i like when he doesnt have the PR guys telling him exactly what to say, he is much more humble and natural, you can really see his vision as game developer, his real opinion of the competition and not all that "definitive mess that was in E3".
      Quote Quote  

    5. #5
      Join Date
      Sep 2004
      Location
      Scotland, UK
      Posts
      8,802
      So Turn 10 are making an MMO PGR, at least the feeling I'm getting from them anyway.
      Quote Quote  

    6. #6
      Join Date
      Sep 2006
      Location
      Moncton, NB, Canada
      Posts
      8,889
      Quote Originally Posted by D View Post
      So Turn 10 are making an MMO PGR, at least the feeling I'm getting from them anyway.
      And therein lies the problem with the online racing, it's a whole "smash the **** out of everybody and hope you cross the finish line 1st" type deal, since they said they wanted to de-emphasize the competitive racing.

      http://www.flickr.com/photos/jdm-freak/

      www.RCCrawler.com

      That's the way she goes bud, just the f*ckin way she goes...

      Quote Quote  

    7. Quote Originally Posted by canadianbacon View Post
      And therein lies the problem with the online racing, it's a whole "smash the **** out of everybody and hope you cross the finish line 1st" type deal, since they said they wanted to de-emphasize the competitive racing.
      Actually no, because having a place like an island to race would leave the race tracks to have more strict rules in racing.
      Quote Quote  

    8. #8
      Join Date
      May 2007
      Location
      Ottawa, Ontario
      Posts
      790
      TDU with Forza physics and car list (minus the race cars) would really be a fun game, also open more doors for the type of cars, if that could be possible, I would never leave that game alone!

      But we'll see, this next project could be anything between the next PGR or TDU to a brand new concept.
      Xbox Gamertag: Ibn Rushd
      Playstation Network: Ibn_Rushd


      Formally: Brown Chaos
      Quote Quote  

    9. #9
      Brown Chaos: you hit the spot there, a mix between Forza and TDU would be such a cool game, free roaming in a city or an island with cars having the same physics and customization as we are used to in Forza and beeing able to go to different tracks for some "proper racing" or track days or just driving around in a big city having street races and such... *dreaming away* =)
      Quote Quote  

    10. #10
      Join Date
      Jan 2006
      Location
      New York
      Posts
      3,205
      Blog Entries
      1
      we’ve elaborated on the areas of the game that de-emphasize competitive racing to focus more on inciting the car passions that lie within all of us, such as collecting, customizing, photographing, and simply admiring cars in your home space.

      Good Job! That's exactly what the community was begging for! Now instead of enjoying close competitive racing and enjoying legitimate leaderboards I can sit around and watch different pictures of my virtual car being displayed on the screen. If you have a car passion to don't go to a game to see pictures of a car you go online and look at real pictures. Great job Turn 10, I'm thrilled that you're listening to the community, Oh and can we have auto gas and turning in the next game? Having to actually do anything in a game isn't really any fun, and last request more glitches in the next game please! I hate using the same car as everyone else and being slow so when I get to use the glitches that you refuse to fix it makes me feel better about myself!! [/rant]

      Speed gets you to first, Skill keeps you there

      Quote Quote  


    Thread Information

    Users Browsing this Thread

    There are currently 1 users browsing this thread. (0 members and 1 guests)

       

    Similar Threads

    1. Dan Greenawalt Game Director Interview
      By Ade X in forum Forza Motorsport 3
      Replies: 8
      Last Post: 28/09/2009, 19:36 PM
    2. Dan Greenawalt video interview
      By Ade X in forum Forza Motorsport 2
      Replies: 13
      Last Post: 09/05/2007, 18:01 PM
    3. Eurogamer Forza Motorsport 2 Interview w/ Dan Greenawalt
      By FordGTGuy in forum Forza Motorsport 2
      Replies: 0
      Last Post: 08/05/2007, 09:43 AM
    4. Replies: 18
      Last Post: 24/02/2007, 06:50 AM
    5. New Forza Motorsport 2 Interview with Dan Greenawalt
      By BADNED in forum Forza Motorsport News
      Replies: 30
      Last Post: 01/06/2006, 14:12 PM

    Tags for this Thread

    Bookmarks

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    Powered by vBulletin™ Version 4.0.3
    Copyright © 2010 vBulletin Solutions, Inc. All rights reserved.