GamerZines: The presentation in Milestone’s games always tends to get criticised by gamers and journalists alike. How has that aspect changed in SBK 2011?
Simone Magni, lead game designer at Milestone Studios: Last year we had the paddock as the background, and now we have actually changed the background by putting in abstract environments with some extra elements. We kept the 3D assets, we kept the rider and the bike which are very good. They are the best 3D models in the game, so we put them in the middle and we put the track in there, so you know which track has been selected. Then we put in all the abstract environments, which allow you to do whatever you want. Last year we had to keep it real with elements that weren’t so good looking, like the asphalt in the paddock, so everything looked too flat. We threw out the flat aspects of the menus.
GZ: So there’s no living paddock elements?
SM: In races there’s still the crew that helps you, for instance the engineer still helps you set up the bike.
GZ: Last year’s version was by far the best Superbike game we had played, but the problem with two-wheeled motorsport is that it isn’t as popular as the four-wheel variety. As a game designer that must be frustrating…
SM: Yeah you try really hard and if you just gave two-wheels more to people they would be happier. It’s an issue, but you have to make the best game that you can and I actually think that SBK is not only the best riding game, but it’s also among the best simulation racing games you can buy. Obviously if you don’t like bikes, it won’t have that much appeal but there’s nothing we can do about that.
GZ: When it comes to handling, how has accessibility changed? How can you get over the fundamental misconceptions which are out there involving the front and a rear brake?
SM: Talking with actual riders, most of them don’t use the rear brake, so we’re trying to make that less important. In the first SBK game we created in 2007 rear brake was almost a cheat, because if you used it you would turn so fast. So we’re reducing its power to emulate the real thing, it’s still there but you can enjoy SBK and be very good without using it. Actually I myself don’t use it, so it’s there but it isn’t necessarily a thing that people need to know.
On the other side we have implemented an auto-brake system in the low simulation modes, because people that play 2011 need to know that bikes brake a lot slower than cars. For Monza at the end of the final straight, you have the tight chicane and you need to brake 350 metres before the chicane, which is a thing that gamers in general aren’t used to knowing. We use auto-brake so gamers aren’t frustrated with the difficult corners after straights. We’re going to introduce them to the correct physics and handling, as well as the riding style that they have to use.
One of the problems last year was that the arcade mode was built for casual gamers and it wasn’t the same game as the simulation level, so nobody was learning anything from that part of the game – it was just a gimmick. This year we have tried to integrate the need for casual players to learn how to progress up to that simulation part. I think this new model is perfect for newcomers.
GZ: Is that where the new Tour mode comes in, by ramping up the difficulty via challenges?
SM: Yeah, sort of. The tour mode has a difficulty which scales, so when you start it’s easy and gets difficult at the end. It’s more for the casual player, because those are the players who get bored by the real simulation, where you run several sessions on the same track, over and over again. It is something where they can play the top classes and still learn how to play, but they learn something different. It comes in handy thinking this way, as it isn’t a proper tutorial.
Tour mode is something we added so players can have fun, learn how to play and enjoy the riding model without getting bored. We do ask the player to do things a certain way and if they can all the better for them.
GZ: With the photo mode being added this year, it seems SBK is becoming more of a social game. Are there any plans to add the ability to upload replays to social networks?
SM: We thought about that, but it isn’t going to make it into 2011. We’re going to share pictures for the moment. I mean it’s a first step and we’ll think it will be good. None of our screenshots have been tampered with using Photoshop. Basically we’re saying to gamers, look at what pictures you’ll be able to take and show them to your friends. This is what they will be able to do with the new engine and photo mode. The more you play with the photo mode, the better shots you can take. We have some very funny shots in the studio!
GZ: The crashes which you can capture in the new photo mode coupled with the new animations must be really impressive…
SM: We’re still working on the new animations, so I’m not so confident to say they are the best, but they should come out really good and I hope they will.
GZ: Many thanks for your time Simone, we look forward to seeing more of SBK 2011 in the future.
Tags: SBK 2011
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