recogió una serie de preguntas que iban a ser enviadas a Milestone para que las contestara y aquí están las respuestas y las preguntas.
1. Outside of the real world MotoGP where does Milestone take inspiration from? In other words- Has any of the staff ever played other MotoGP games and have favorites? If so how does this translate into your own design? Borrowing has been par for the course in terms of being a artist.
Answer:
Yes we obviously have played ALL the past MotoGP games, including also our ones, ’08 mostly. It’s a refreshing experience after all these years! Among the non-Milestone titles, we all love the Namco ones, that captured nicely the actual feel of the sport. We also play some more bike games, Polyphony’s Tourist Trophy, namely, and some hard core simulations for the physics (NetBike and GPBikes). We want to be highly respectful and the goal is to provide a very emotional and immersive experience, so anything that looks, feels and plays “real” is welcome. We don’t want to depart from this route in terms of visuals or gameplay.
2 Physics
Which bike games are the physics and handling derived from or closest to...to give us an idea of the proposed feel of the game? .. GP08 sbk08 sbk09 sbkx or sbkGen , and if the game is similar to any of the said bike games but has a different feel to it then explain in what way.
Well, MotoGP bikes are quite peculiar and very different from SBKs. They’re very easy to take to, let’s say, 95% or more, of their performance, then the rider makes the difference. An engineer said that you could easily ride it in everyday’s life, to some extent, they’re not so brutal if treated properly. On the other side, taking them to the limit unleashes the monster. With this in mind we’ve taken inspiration from our past games, but only conceptually, because the actual physics engine has been rewritten almost in its totality.
We still love and play SBK2001 that had very complex and realistic reactions, down to some nuances the hard core players and riders still love. That’s been an important reference point. We also loved MotoGP08 for its “pick up and play” feel at low simulation levels.
3: Game options and menu fluidity
Can you access the leaderboards from within an online lobby? Rather than leave the lobby you are racing in and page back to the main menu as in sbk gen?
No, we don’t have the option. But we will consider it.
4: Cheating / Corner cutting
Have you taken measures to prevent corner cutting and the use of run off areas to gain constant faster laps without penalties.
Have you introduced “sticky stuff” off track? or a time penalty system when going off track ?
Yes, we’ve got sticky grass, but in limited, strategic amounts. We’ve got a detection system that detects cuts and assigns warnings od disqualifies the cheating player, consistently with the MotoGP rules.
5: Controller Options and Controller Feedback
Will there be an adjustable rumble setting for the controller? Will we have more rumble feedback through the controller than in sbk gen? Will the controller be fully mappable ?
Rumble will be tuned for the best feedback, and the controller will be fully mappable. Further details will come.
6 Ranking system and Leader boards
Can i time attack alone and in multiplayer with times going on the leaderboard?
Yes, single player time attack will upload times to dedicated leaderboards.
Will we have a ranking system? We need simulation rank separate from arcade rank.
MotoGP13 features three simulation levels, and a number of tweakable options. The number of combinations is prohibitive, leaderboard wise. But this wasn’t the approach, I mean, to split them, because all helps are meant to be “filters”, in other words, the game does things for you, in the very same way you would. There is no 200% braking force, or “supergrip”. So, the game actively supports beginners with a number of helps that are conservative, in terms of performances. Removing helps one by one will give you a bike more 1:1 with your skills and sensibility, and obviously harder to ride, but faster. And so, all players will access the same leaderboards. But beware, to be really fast remove all helps and show your guts..
Will ranking be based on average best lap times across all tracks?
Best laps.
A points system as with sbk is flawed...play more equals more points...where does talent come in? this is a poor ranking system...what ranking system will we have?
Well, more winning plays equal more points.. Motogp13 features a system that unifies offline and online performance, we want to give players the feeling of an integrated world. I agree that a good tuning favoring great performance against plain grinding is mandatory…
7: Setups
Will we be able to save and name individual set ups for each track?
Yes.
Can we gift set ups to one another?
No, but that’s a nice idea we didn’t come across.. we’ll take note for 2014!
will people be able to adjust / save setups online ?
Load and adjust, yes. Save, right now no.
Will there be the ability to gift tuning setups to other players ?
See question above
How will we access bike set ups from an online lobby, will leader board information be implemented into the lobby or will it be separate ?.
See question above
*recommendation: online, give riders racing numbers that reflect their position on the time trail leader boards (these could easily go from 1 - 999).
8: Bike/Livery Editor
can i paint bikes?
No, we didn’t want to present an half-baked feature, and we scrapped it. I’ll try to explain: let’s say I take an M1, painting it inside the Factory Yamaha team is impossible, for licensing reasons. So, I’d have to create my own team. But then comes the sponsors issue, we didn’t like very much the idea of fake sponsors, and being able to use real ones is incredibly complex, just imagine conflicting brands, maufacturers’ blocks and everything.. so, you’ll enter always a real team.
You’ll be able to choose a personal color on your leathers’ details, and a nickname, anyway, and a racing number and your helmet, so plenty of real customization options.
9: Online multiplayer
How will you ensure that online racing is robust and lag free?
We’re working hard on that to ensure the maximum stability of the online racing.
What is the maximum number of players per race online ?.
12 players, plus AIs (optional). Lag is vastly dependent from the quality of net service for all the players, and marginally from the game itself. When many players join a lobby, it’s not that the game it’s overwhelmed, but that some poor performing players (bandwidth or lag) have joined.
10. Demo
Will there be a DEMO and When ?
We can say anything about it right now! Just stay tuned!