As the graphics of Formula 1 computer\u00a0games\u00a0have become ever more impressive in recent years, the demands for car handling to be as real-world as possible have ramped up too.\u00a0But this has left game developers with a bit of a conundrum. \u00a0
As the graphics of Formula 1 computer games have become ever more impressive in recent years, the demands for car handling to be as real-world as possible have ramped up too. But this has left game developers with a bit of a conundrum.On the one hand, they want to produce a car that feels real and challenging to the hardcore sim-racers, but if they do that too well then it risks alienating the casual gamer who just wants to jump in and have some immediate fun.
"There was a point where we were discussing areas of the handling that we felt were weak, not just in terms of the tech, but also in terms of the experience that the players had. "Obviously that's a different feeling for a player, but obviously, they still need to feel like a hero. So, when you get into a qualifying trim on the best tyres on a clean track, which is relatively rubbered in from previous sessions, it should feel great and it should feel stable.
"It was not just the way that the traction came and went, but the impact on the car, how it rotated – so the lateral grip went completely as well as the longitudinal. "But if you have a car that's as direct and as snappy as you would expect, the counter is it's very hard to catch as well. So, amongst those things, we also worked on the relationship between aerodynamic grip and traction from the tyres." team allowed Mather's team to better line up the performance profile of the F1 2023 car with the real-world thing. "We were able to compare it with some overlays that Mercedes were happy to share with us," he said.
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