It’s been an exciting week to be a video game revhead, with Gran Turismo 6, Forza Motorsport 5 and now Need for Speed Rivals all being announced within the last seven days or so.
Based on the west coast of Sweden, Ghost Games (formerly EA
Gothenburg) has some work to do to follow Criterion’s well-received work
on both 2010’s Hot Pursuit and 2012’s Most Wanted – but the studio is
getting all the help it needs from the House that Burnout Built.
“We put together a new team to try to find some new energy and get
some new thinking into it,” explains DICE and Battlefield veteran Marcus
Nilsson, now heading up Ghost Games. “But Rivals is very much a product
between Criterion and Ghost, which means that a lot of the details, a
lot of the thinking, about how you create a racing game are going to be
there.”
“When you start a new studio and you have Criterion as your sister studio, you’d be pretty foolish if you don’t take all the best parts and the thinking from those people.
“The first people we hired to Ghost were low level physics
programmers because, as you know, how the car feels is where it starts
and ends. If the car is not really awesome to drive, don’t bother doing
the rest. The heritage here from Criterion is hugely helpful. In my
opinion, Criterion has the best arcade handling cars, and especially the
best cameras connected to those cars.”
But when it comes to what differentiates
Rivals from the last pair of Criterion cops ’n racers games, Nilsson
describes Rivals’ new AllDrive feature.
“We bring a feature called AllDrive, which is fundamentally a way for
us to destroy the line between single-player, co-op and multiplayer,”
he says.
“You can be in Australia, you boot it up, you’re playing the game
alone, you’re going through the single-player progression, playing
through the premise, and then I join the game. We’re friends, you and
me, so I’ll automatically be put into your world. I can still be playing
my single-player progression, through my premise, but at any time – obviously, we’re in same world – our worlds can meet.
“I can be a cop, you’re a racer; you’re in a race, I’m in a pursuit. If we happen to be on the same road, I can start going after you. There’s obviously point bonuses and stuff involved in that, in the details, but the idea with this is that you seamlessly, through player action, go from a single-player experience to [a multiplayer one.]”
There’s been a real migration to connectivity in racing games; it’s
been a long generation and there was quite a bit of discussion about
where racing games could go during these final few years and beyond. Is
something like AllDrive the next logical step?
“I’m obviously from Battlefield, worked on most of the Battlefield
games, the last one being Battlefield 3, and, as you know, that has a
real multiplayer focus,” says Nilsson. “It has a really connected focus
with the Battlelog stuff and those are obviously things that I bring
with me.”
“Need for Speed, traditionally, is played by people that play through
the single-player part; they play alone. This game is going to be as
rewarding, or even more rewarding, as the previous Need for Speed if
you’re playing through alone, but with the layer of playing with others I
believe we can take it to a Need for Speed experience they’ve never
experienced before.”
Nilsson feels it’s a natural step. There are no lobbies with AllDrive.
“Rather I show up in your world and the game is presenting new
options for us to play the game rather than playing it alone,” he says.
Like many games arriving at the end of the year, Need for Speed Rivals
is straddling two generations. AllDrive will feature across both
current gen and next gen versions but, regarding the latter, what
specifically does all this extra power allow Ghost Games to do that
wasn’t possible before? Nilsson explains.
“Next generation to me is much more about a mindset; how you think
about games,” he says. “How you think about games being connected. How
you think about games being convenient.”
“Visuals is going to be the starting point; triple A games will look
fantastic. You can do that with all that with this extra power,
especially power focused on getting great stuff on screen. But I think
we need to pick where we do it.
“I think from a visual standpoint we will be able to make worlds that are far more alive than before; the sterile look of racing games is probably something of the past. I’m not talking about having pedestrians in Need for Speed games; I’m talking about a world that feels a lot more alive, with things moving, using weather and really create a world that, quite honestly, could not be delivered on current gen.
“It also comes back to feel. With extra CPU power you can actually
have a lot more surfaces that the car can react to – not something that
we’re going to go ‘sim’ on for that matter, but it is something that we
now can differentiate a little bit more.
“But as I said, this is about a mindset; it’s about how you play
games differently and how we can get you, in a smart way, to stay
connected to the game – whether you’re inside a game or outside a game.
Even getting into your game once you’re back; there’s a big extension to
Autolog that I’m not going to talk about today but that is definitely a
big part of what is making Need for Speed next generation this time
around. How it’s evolved from simply a sofa experience with the
controller in your hand to something bigger.”
From a development standpoint, Nilsson describes the step from this generation to the next has been similarly tough, but the challenges haven’t been the same.
“Thinking back to the old transition, we certainly had a lot of
problems,” he says. “Xbox and PlayStation were not similar at that point
in time. What we’re finding now is that both architectures are more
alike.”
“But it was more complicated this time around, I think. It’s more
than just a box. It’s about layers, it’s about clouds. It’s about data
being transferred and matchmaked, not locally in your room but somewhere
else.
“The technology is easier to work with; there are better tools,
absolutely. Obviously we have Frostbite 3 engine which has gone through a
few iterations now and truly, truly is powerful and really next gen
ready.
“It is hard. Probably as hard as last time, but it’s just that the problems are a little different.”
On the topic of this year’s schedule of heavy-hitting first-party racing juggernauts, however, Nilsson is positive.
“I know for a fact that in transition years, racing games are
important,” he says. “They were used last generation to show off the
graphical fidelity of what the boxes could do, similar to now.”
“I think more racing games is good. I think that we can benefit from having more racing games. I think we need great
racing games. We need innovation in racing games. And it cannot only be
about details of car seats and seams and similar features; they need to
be about gameplay. We need to change the enjoyment of playing games
alone and together with others.”
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