Reader Submission #51 – Is the Average Gamer Scared of Racing Sims?

As the weekend rapidly approaches, it’s time to tackle our 51st Reader Submission. Today’s mail comes from Joel A. all the way over in Portugal, who asks if there’s anything developers can do to make racing sims less terrifying for new users to pick up.


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Is the average gamer scared of Racing Sims?

I think so.

But I question myself, why? Is it from the steep difficulty and learning curves generally associated with simulations? Is it from the (almost) mandatory purchase of steering wheels and expensive equipment? Is it from the elitist-natured community of sim racers? Is it the lack of graphics to compete with Forza? In my opinion, the answer to all of this questions is no. All of these aspects have their share of the problem, but none is as crucial as this: Racing Sims are just too unwelcoming for the average gamer. Why? Let’s start with this topics:

  • Naming/Branding
  • Marketing
  • Content Structure and Business models
  • User Interface
  • Production values

To explain the weight, I present these bullet points. You must understand my background is heavily related to design, branding, and overall design thinking, so I can be very picky and often feel disappointed with the lack of effort racing sim Developers invest in theoff-track experience. Also, I’ll be talking about these features only on the so called “Hardcore Racing Sims”, which seem to be the most affected by the lack of accessibility to outsiders.

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Naming/Branding

Should developers name their games with powerful and inspiring, yet simple and accessible titles like Gran Turismo or Forza? Nope. Let them label their games netKar Pro, ARCA, RaceRoom Racing Experience, Game Stock Car Extreme, rFactor, iRacing, Live for Speed, Sim Raceway or BeamNG Drive for example. I don’t understand what were they thinking when they came up with this awful, boring and bland names that leave gamers wandering what the game is about, sounding unwelcoming at least, from a newcomer’s eyes. It wasn’t always like this though: Grand Prix Legends, GTR, GT Legends, NASCAR Racing are old racing sims with good names. So what happened?

Let’s now talk about another thing in which naming relates to: Branding. There isn’t much to say really, as there isn’t much good stuff coming, apart from the usual console titles and two honorable mentions I’ll talk about later. The branding and overall graphic presentation is as uninviting as difficult to recognize and distinguish from one another. I never understood how can these studios spend year upon year developing such complicated paraphernalia like emulating car, tyre, weather, and AI behavior, while disregarding the off-track experience of the gamer. If there’s so much passion thrown into the racing experience, why can’t there be any outside racing? I have to give two honorable mentions though: Assetto Corsa and Project CARS, while not perfect as games, at least tried to present themselves like a game should have. Their branding is simple yet cool, as are their names. I feel invited to play them.

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Marketing

Contrary to what most people believe, Marketing doesn’t always need to involve massive funding and a huge PR team. In an age where user reviews and indie media have never been so important; where anyone can throw a crowdfunding campaign, where social media is as strong as ever (and free); where Steam and other online stores eliminate the need to invest in physical production, there’s no need to spend money on conventional advertising gatekeepers anymore. I guess everyone remembers how SMS created an army of viral marketers, and it succeeded. Early Access is also a popular marketing move, widely used by racing sims nowadays, which can guarantee early users and earnings while including the audience itself in its developing cycle.

It is a good choice, as long as it’s done correctly, like in Dirt Rally, where the current build was solid and stable. Some games also develop partnership with their real counterparts, like Gran Turismo does with GT Academy, or SimRaceway does with its performance driving centre at Sonoma. All of this creates engagement and make the games transcend themselves into more than just a video game, becoming a whole experience. You also have to know who are you selling your games to, and develop it around it, as you can read in the next topic.

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Content Structure and Business Models

Another thing that can scare away new players is the different and sometimes overwhelming business models used by racing sims. Yes, we all know about iRacing and its subscription based pricing. Yes, it can be expensive, but at least what they’ve done right was having a clear vision of the experience they wanted to create, and what target audience they wanted to work for. iRacing is a game, a simulator and also a service. iRacing is not for the average player, and it makes sure that everyone understands that. As for example RaceRoom Racing Experience, rFactor and rFactor2, the story can be different. They offer you base content instead of full packages. This ends up creating one of the most interesting phenomena about the racing sim community: modders. However, it’s one thing to enjoy a good core game and then add mods if you want. It’s another thing being “forced” to use mods and tweaking to have at least a decent experience. For someone who just wants a quality out of the box sim racing experience, this can be frustrating and time consuming. This is what can happen with games like rFactor and Race 07.
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The User Interface, Atmosphere and Production Values

This is a good one. I think there must be some kind of agreement between Sim developers stating all of their game’s UI has to be underwhelming, dubious in terms of graphic design, as in user interface and overall navigation. I will merge the production value and atmosphere here, because it all works together to create the off-track experience. Shift 2, Dirt 3, GRID, GT or Forza may not be perceived hardcore racing Sims, but that’s not the point here. I could just fire up those games menus and don’t touch the racing at all to feel satisfied about my experience. There is so much production value and attention to detail put into their navigation that I feel immersed right away in what I’m playing. It invites you to feel a new experience, and gives you thrills even before you touch the asphalt. The sound design and soundtracks also make a lot of difference and should be taken seriously. I’m not a big fan of lounge music, but it’s impossible to forget the jazzy tunes of the Gran Turismo dealerships, or the funky Japanese fusion of the tuning menus. It’s a thing that stacked to the game for generations now, and it became a recognizable part of its brand and world class experience. Another good example is GRID, DIRT2, or even TRD2 where menus and gameplay were merged together, without obvious loadings and transitions. In GRID, the UI was your garage, where you managed all your cars and team before getting the car out to race. In DIRT2 you wandered through your own caravan, selecting cars and events like you were there. Codemasters is well known for this type of work, and they are very good at it. But even in the more Simlike universe, we have good examples that prove that when a Developer puts effort in it, it can do something good. Take GT Legends for instance: It had a very clear graphic vision of the 60’s and 70’s. The menus were drawn accordingly, so has been the music chosen to go along that theme. We can hear classic bluesy rock tunes while tuning our Lotus Cortina for Spa, and although it is a dated game with outdated graphics, it’s still a very immersive experience.
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Conclusion

Sim Racing developers, hire Designers to your team. Or fire the ones you have now. You wouldn’t let the construction worker draw your house, or would you?


rFactor2 2015-07-09 18-22-40-42First of all, thanks for your submission! There are some things that I agree with, and some things that I disagree with, but before I go down the order, I’ll state something up front: In my opinion, there is no way to make the average gamer more likely to play a full-blown racing sim. I’ll answer to what you said first and then chip in with my own opinion on why that may be the case.

In terms of naming, I agree with what you said. To make a game sound attractive for the average gamer, it needs a catchy name. Assetto Corsa does it (sounds a bit like “Forza Ferrari!”, a phrase that everyone, even a teenager, recognizes), as does Project CARS, where even though I don’t like the game, I appreciate the wordplay with their name, because as we all know CARS stands for Community Assisted Racing Simulator. Even iRacing has something catchy to it because it follows the same naming scheme that Apple products do, something that is very popular with young people. However, I think the problem here is that there is only so much that developers can do to make their product sound interesting. After all, it really is “just” a racing simulator, and no matter how catchy its name, nothing will change that.

The same goes for branding and marketing. How would you market a racing simulator? It can’t have explosions like Call of Duty does, and in my opinion it shouldn’t have super duper edgy tuning/scene content like the new Need for Speed, because a simulation needs a certain amount of seriousness. There is only so much you can do to market a racing simulator, and as you already mentioned trying to virally market the game through a horde of obnoxious fanboys definitely works, as Project CARS demonstrated. Sure, you can advertise it by saying it is super realistic, has super awesome physics and what not, but sadly most gamers don’t care about realism. It scares them.

What you say about content structure and  and business models makes sense, because I too think that many racing sims have an absolutely retarded pricing structure (hello rFactor2), cost way too much in order to simply get goind with anything (talking to you, iceRacing) or simply lack in content (yep, that’s you Assetto Corsa). What makes games appealing to the masses is if it has progression. This could either be driven by story (like RPGs, Action games etc.) or through a career mode. Project CARS does it, Gran Turismo does it, and in my opinion it is the main reason why these games are so successful compared to their counterparts. I think no one is denying that Assetto Corsa is a better simulator than Project CARS will ever be, but Project CARS gives the player a sense of progression through its career mode. It gives the player a purpose.

The UI, atmosphere and production values are only secondary in my opinion. They don’t even matter when no one is even buying your product. And I can see the reason why there is not much thought put into UIs for racing simulators: It needs to be functional and have functionality. I don’t care about a flashy UI when I am racing wheel to wheel against someone else online. I need the UI to give me precisely the information I need, and not throw flashy lights into my face or distract me in any other way. It simply needs to work.

In my opinion the reason that most people don’t buy racing simulators is a completely different one: They are too hard. Have you ever seen your normie friends play video games? Have you ever seen how fucking terrible they are at them? Do you really expect those casual gamers to put hours and hours into a single game and try and get good? If you aren’t a racing driver or naturally gifted at racing, it will take you a long time to get really good at racing simulators. I know people who’ve been playing racing games and simulators for five or six years and they are still worse than me because they don’t possess the aptitude for racing games. The only reason they keep doing it is because they love cars, and they love racing. Casual gamers who are not particularly into racing only care about lots of action, lots of rewards, and they want it instantly.

What do you think is the reason that games like Call of Duty work so well? It’s fast paced, it provides a lot of action, doesn’t take long to master, doesn’t have a long and steep learning curve and in the multiplayer it rewards you every 5 minutes with another new perk that you just unlocked. Compare this to a racing simulator: You have to spent ages sitting in front of the setup screen in order to get the perfect setup, and if you haven’t put hundreds of hours into racing simulators, there is no way that you will win online races. And casuals hate losing. How do you explain to someone who is used to instant gratification that it will take him or her two hundred hours to reap the first rewards when playing online? If you aren’t a huge fucking autist, you will think that it’s retarded and simply start doing something else, where you will find more success faster and more easily.

In my opinion, it simply lies in the nature of the genre that not many people are into it. And to be quite honest, I am glad about it. I don’t want the dudebros are the Call of Duty or Halo kiddies to come and try racing with me. I’d rather have one raging autist shout at me on Mumble because I punted him out of the way for not making space when lapping him, than a whole bunch of teenagers going Allahu Akbar in the first turn because “lol what are brakes”. Just go to Youtube and take a look at some of the F1 201x by Codemasters games videos that show online multiplayer. It’s horrible, filled with immature kids that think going fast around a race track means you aren’t allowed to use the brakes. It may sound elitist, but I don’t want this people in my sessions. I know this can create drama because it creates tight-knit, circle-jerking communities like SRD that stalk and doxx you for making a better mod than you, but overall I think not having casual gamers in the audience makes for a better gaming experience.

Another reason is, as you mentioned in the very beginning, the entry cost into the genre. If you want to be at the top and the most realistic experience, you will have to buy a wheel. The majority only buys new products, and the cheapest, new racing wheel that’s actually worth its money is the G27. If you happen to find it on sale anywhere you’ll be happy to pick it up at around $200, but other than that you will have to dosh out at least $250-$300 depending on where you live and what the availability of the product is. Considering half the people that consider themselves gamers are teenagers that still live at home and don’t work or don’t make much money, that’s a huge investment. And if your parents don’t understand what simracing is, it’ll be hard to explain or justify to them to give you $300 for a toy wheel.

To conclude I will say that in my opinion the two main reasons that racing sims aren’t more popular are first of all the difficulty of the genre and the inaptitude of the majority of gamers for it, and secondly the considerable amount of money you have to spend initially do actually be able to enjoy the genre.

What do our readers think? Do you agree with Joel, do you agree with me, or do you agree with both of us? What is your opinion, and do you think it should be any different? Let us know in the comments!

Auf Wiedersehen

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44 thoughts on “Reader Submission #51 – Is the Average Gamer Scared of Racing Sims?

  1. Once you got into the simracing scene and get online on a racing league, the “tourneyfag” (leaguefag is already taken by League of Legends folks) mentality develops, though. Those are people who think that “public racers = scrubs” (which is generally perceived as true, as you said above) and “driver aids = easymodo”, etc. Hence the elitism.

    Liked by 1 person

  2. They’re intimidating and difficult. Even if a sim drives well, and let’s face it, most of the current crop have some big issues, it usually functions pretty badly as a game, and the community tends to take it way, way too seriously. It’s no wonder people don’t feel welcome.

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    1. We live in a world where perpetually unfinished is ok. If you say hey I’m not happy because X isn’t working or finished you get told to quit crying and the devs can’t because whatever cry me a river reason. Then more fanboys pour in and your wrong because Y works even though you want to play X feature.

      This zealotry enables the devs and doesn’t promote any progress.

      The only way you can vote is with your wallet. Not going assgram mode.

      Liked by 2 people

  3. It’s funny talking to normal gamers about sim hardware. I have some friends who spend easily $1000 a year on Steam, and yet even the DFGT (at about $100, it’s the cheapest I’d say is ‘better than a controller’) sounds ridiculously expensive for a toy to them – other peripherals like controllers clock in at $40 for a genuine Microsoft X-Box Wireless Controller, you can get good headsets for 50 bux, and you only need one of those – it’s not “buy the wheel, then replace the pedals, then get a standalone shifter, replace your office chair with a Racing Seat, carefully remove your monitor and replace it with a bigger one that allows for a wide FOV, then you can start enjoying that sexy ass Cobra”. The only reason any of that sounds reasonable to me is cause I’ve been hooked on racing games since the 20th century. It’s not the only genre I play but it’s the only one where I have perennial favorite games.

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  4. I think a purpose or career mode (or at least achievements) is really important to draw gamers in.

    It gives you a goal and a sense of progression and you will naturally get better as you complete more and more milestones, assuming they are well balanced.

    A gamer has no incentive to pick up rf2 and do any kind of race longer than 3 laps… for basically no reward.

    In that way Dirt Rally is very refreshing because it gives you hundreds of achievements to do, a career mode where you unlock cars and upgrades, where you hire a crew…

    If it was lacking those elements, it would drive just as good, but I doubt it would be as popular as it is now. Think about it.

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  5. The current crop of sims are not more difficult to play than the market leading MOBA and RTS titles. And literally hundreds of thousands of gamers go online and play those rock hard, highly competitive, games for hours every day.

    I needed a LOT more practice to not be a complete disaster in DOTA than I ever needed to practice Laguna Seca in iRacing to climb out of rookie.

    My main gripe is; noone except iRacing, actually bothered to put a decent game into their simulator. This notion that you can just put in the “realistic physics”, tack on few racing features and a server app and have the community do the rest only works for the small hardcore that are happy to organize everything by themselves, or the very casual who are happy to just drive without any gaming or competitive aspects to it.

    Then there is the issue of hardware. Playing a sim with a controller is crappy experience, so you wont get into it without a wheel. But you wont buy a wheel if you are not into sim racing… Most of the peaple I know RL that actually got into proper sims have a Driving Force Pro/GT from their Playstation back in the day… It’s not a genre with a lot of discoverability.

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    1. >The current crop of sims are not more difficult to play than the market leading MOBA and RTS titles.
      I needed about 20h of playtime to become competitive with people who’ve played DOTA2 for months, meanwhile it definitely took me longer than 20h to become competitive in simracing, even with my real-life racing experience.

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      1. Have you played or play CS:GO? This is a game with very steep skill level. You can obviously progress through the ranks as you gain experience and skill. But CS is like a sim racing game, either you are a good or bad driver. Of course there are more skill sets. But in all these online games, you can find people on all skill types, ranging from the very bad to the pro/top/alien.

        All these games, CS and Sim, aren’t hard per se. You just grab the wheel or your mouse+kb, depending on the game, and play the game. What decides how difficult a game is, is the relation with the other players. These aren’t games where everyone will be at about the same skill level. These games allow to exist a wide range of skill levels. These games are easy/accessible for everyone. They only become hard when you start comparing yourself with other people, in a 5v5 match or a race.

        Is like life. Life is easy and accessible for everyone. You just hunt/collect, eat, and sleep. Life is only hard when a society of competition is created based on a value item: money (gold) and power. So since everyone tries to be the best/get the most, the difficulty of life increases because not everyone is as talented (talent is also subjective, depends on what is required in the moment and the value attributed), but life is easy when is just down to the basics, of the animal we are.

        Same with these online games, when everyone tries to win and be the best player, the skill set required increases a lot because not everyone is capable to use the weapon+movement or drive a car in such a way that others can’t do it as well or as effective.

        Liked by 1 person

      2. Sorry not even close, Im no FPS junkie at all, play a few tactical shooter, and heard same stuff about CSGO, Im not sure you understand “steep learning curve” my 8 year old daughter can pick up and play CSGO (kid you not) as can I, as could my missus, could even probably “teach” my mum, all within ten mins, the difficulty in CSGO is playing dweebs with 1000+ hours, playing the game is a piece of piss, thats not a steep learning curve, its just playing ppl that play a average shooter far too much.

        The only place you will find a bigger learning curve in gaming is probably other sims like DCS, steel beasts and ARMA, essentially you learn how to operate a a-10 or abraham’s in DCS or steel beasts, you’d be able to do the real deal, try 30 hours of play and you tube just for basic flight operation, they also dont get much “mainstream” gamers, but they aren’t asking or expecting it either.

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  6. I don’t think many hard core or dedicated gamers will find the level required for sim racing difficult, I think it really comes down to whether they’re motorsport fans. I’m guessing that one reason we sim race is because of a passion for real-life motor racing or else it would be just another game and the interest would be lost to the next big thing around the corner.

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    1. Was going do lengthy reply, but damn james you covered pretty much every point I was gonna make, to a t.

      At end of the day you gotta ask whats the objective of having the masses buy our race sims?More

      ppl online?=general pub games be a no go,just check out someone like that AMIK issue in Pcars,x that situation (http://forum.projectcarsgame.com/showthread.php?39817-Amik-Problem) by a 1000.

      more money for devs?Yes potentially lots more, so much so it will be the drooling xbone monkeys money that the devs end up following,seen too many times through the years.

      or a false belief that a product is good if you can flog to the drooling masses? This seems to be so prevalent with the teens and millennials, the very fact a game doesn’t have “mass” appeal is enough to make ppl not like, which in my mind the height of retarded consumerism.

      I much rather keep seeing ppl coming to sims by themselves without OT modern day marketing “techniques” (I fucking hate marketing in genral, the industry side anywho) tricking ppl into buying shit they dont want, instead of slapping lipsticks on my sims to “appeal” like some cheap whore.

      If you are interested in motorsport and gaming and you have half a brain to look around, you will eventually be into the major sims, they are only gonna get more popular, gaming in general is still very young really.

      And finally yeah fucking progression not bad idea, how about this crazy shit, they just have a working custom seasons in sims ffs,how fucking hard is to have a point counter and linking races, it does my head in, only guys to of done decent job at it are sector3.

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      1. hahaha I hadn’t seen that thread. That’s some funny stuff, ‘respecting the yellow flag’.

        Feel bad for the people that had their races ruined, mind you, even if it is developer-enabled trolling.

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    2. People are scared of sims. Throw a party. Leave your sim rig out. Invite gamers. Not many will get in the rig in front of you. They don’t want to look stupid. The most recent gamer to sit in my rig took about five minutes and a couple crashes before he quit Pcars.
      My kids can manage any game you put in front of them. Fps. Whatever. Even racing games sometimes.
      Attach a wheel to it, and they suck. They will have to learn. Only my 17 year old has the aptitude to race, because he learned Granturismo at 12-13
      It really is for drivers. Or people willing to practice a lot.
      It’s niche because it’s hard.

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    1. You literally could not be more wrong if you tried, so good work on that.

      A steep learning curve requires high level of skill at a very early stage. A shallow learning curve slowly ramps up difficulty as time goes on.

      Every person new to spins the car or goes wide in every slow turn almost every single time for the better part of an hour. That’s not what I call slowly ramping up difficulty, that’s expecting a high skill level from the outset.

      Do you just not know basic industry terms, or what?

      Liked by 3 people

      1. Sorry, I’ll come down to your level of communication.

        You’re wrong and possible too stupid to realize. Look up the Dunning Kruger effect and you’ll still misunderstand.

        The curve is shallow because it takes a relatively long time for most people to learn the skill. Steep learning curves are easy and quick. Replace steep with short and shallow with long. They represent time taken to learn a new skill, not how difficult the tasks is.

        Your misunderstanding is not uncommon, yet the reverse of the technical meaning of “Learning Curve”. Do some research before responding, you condescending asshole.

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      2. Generally you would be correct Andrew, and I guess it’s not clear what I meant. What I meant is a combination of a steep learning curve (ie. rapid progress of skill), but also a long learning curve as in the fact that you have to make rapid progress for a long time in order to be competitive in an online league for example. I meant something like this, I guess I didn’t word it clearly enough:

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  7. Interesting topic I wondered about for a while now. My additions:
    – The core of a racing sim, IMO should be the driving experience -> that involves the complexity of the physics, how this physics are represented in the output, mainly as FFB and also visual effects
    – Having a close-to-real driving experience is not what a major part of gamers are seeking for, even if they are car enthusiasts, that does not mean that they want an experience handling a variety of cars at it’s limits. They want a motivating game with lots of well-known cars. They do not really care about physical realism, it is rather about nice visual presentation and accessible gameplay
    – If my assumption about the “experience” is right, classical game principles do not apply: Your main motivation to play would be to master a specific car around a track, maybe online in competition with real players or against AI or hotlapping. The whole game setup / career like in Forza 6 or similar arcade-sims is not that relevant
    – For the get-together of physics&FFB you need more than an regular “OK” Wheel like the G27. I had pretty much all well-known wheels (G25/G27, TM TX, DSP, CSR Elite…), but the game changer came with the CSW V2, it is another league and brings so much more life into the experience. Problem as you already have stated: It is too expensive for most customers, a whole rig with seat, wheelbase, wheel, pedals and shifter will cost you at least 1500$ and it is still not professional equipment (!)… I think that’s also the reason why a lot of people massively underestimate what AC and PCars devleopers have achieved -> they stand out, especially AC, against EVERY other sim concerning the driving experience (also against iracing, stockcar and rfactor2… which I all know very well and did indeep testing of the FFB/physics… none of them are close)

    In the end the market for complex driving sim’s will therefore stay fairly small, at least compared to other genres like first person shooters or FIFA and alike. A shame but reality…

    Liked by 1 person

  8. I’m not sure marketing helps hugely with the casual audience, unless you already have a major name behind you like GT or F1 & Nascar etc. I’d argue Forza’s success came as a result of having no direct (on Xbox) competitors to build up their brand over time. There’s just no competing with the marketing budgets of CoD or Halo frankly.

    As someone who has made the jump from Console semi-sims like Gran Turismo to PC ‘hardcore sims’ I agree that it hasn’t been the easiest or most welcoming.

    There’s definitely something to be said for GT’s license test in helping noobs understand the fundamental concepts of driving/racing technique, while the clear progression of a career mode often keeps me playing even if the driving model is lacking.

    I’ve barely played ACs career mode, as it’s all just a series of races with no greater meaning. It will definitely need an overhaul for the console release. I hate to say this, but seeing a number increase (xp, £) as you progress really does keep you coming back. Grid Autosport’s career could be summarised with the bar chart that displays your xp, but I still played it to the end.

    The same can be said for multiplayer. GT had the club system along with long lists of rooms racing practically everything you could imagine; from casual laps around the Nordschleife, spec races with pitstops, even so called ‘dirty’ races if you wanted. It was just much easier to get a good race in the GT games, especially later in their life cycles when the crash kids moved on to the latest CoD. The best races I’ve had have been in GT.

    GSCE by comparison is a ghost town, with a handful of open lobbies that require downloading track mods to even enter. Once I eventually do get in, I find myself in the no man’s land ahead of the shitters who can’t drive in a straight line, and a second or two off really good people who have put in a shitload of practice and found a decent setup (another minefield for newcomers).

    AC comes the closest to this in terms of lobby numbers, but there are so many issues: poor netcode and collision detection, that fact that you can’t pick your cars colour (wtf), player joining mid race etc.

    I guess to get good races with sims you need to be involved in leagues, but this requires a lot of commitment which I personally can’t really guarantee all the time.

    I guess this is why iRacing is so popular; it’s all in game, you don’t need to sign up to a forum and register for a league, you can get (somewhat) competitive racing whenever you log in. But as you have pointed out many times on this site, it has its own share of issue, not least the pricing, which puts me off joining.

    In the end, though I agree with Sev; Sim racing requires a lot of effort to get properly into, and even then it’s filled with the same shit you find in other online communities (well documented here), while the single player portions don’t really do much either. I’ll keep persevering though; hopefully the rewards of ‘getting gud’ will be worth it.

    It says a lot that the most fun I’ve had with racing games recently have been playing through the old ToCa and Colin McRae games of my childhood with a pad, rather than these racing sims on my G27.

    [Insert obligatory praise of PRC.net here]

    Liked by 1 person

  9. Is the Average Gamer Scared of Racing Sims?
    Good article by Joel A and the Auf Wiedersehen comment.
    Im a long time iRacer and former user of other most older racing games/sims.
    The articles common point are spot on that most gamers are afraid of sims because these requires a lot of practice and doesnt pay you back every 5 minutes by rewarding you for real or often just plain lucky punch achievements.

    A solution for this problem could be something like good old Nascar 2003 at least tried to do.
    By offering both an arcade and a sim mode Papyrus tried to catch more gamers by offering a more gamer friendly mode as a starting point.

    I use the term “Papyrus tried to” because it didnt work – mainly because the extra driver aids available in the arcade mode was unable to make the sim easy enough for casual gamers.

    BUT – if a sim like AC, rF2 or iRacing did offer a mode where the car behaviour (physics) and extra aids did make the cars so easy to control that even casual gamers would feel they were “payed back” by being able to both win against AI or other online drivers – without having to practice for hundreds of hours and investing in expensive wheels – then probably a percentage of these casual gamers would begin to wonder if their joy and excitement could be enhanced by investing more money in the input devices and more time in the sim mode of the game.
    Win win.

    Liked by 1 person

    1. High stability percentage plus tc and abs forced on all cars should be all the cars easily accessible in AC. In fact it has a Custom/Gamer/Racer/Pro assist configs, which works for single player. Grabbing a gamepad is easy enough this way.

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      1. I agree that it will make AC accessible enough to get along on the track as a dummy-racer -> but by doing so it takes away the only main strength of the game. The leftovers are a poor UI, a boring career and a not-so-well working MP (saying that as a huge fan of AC!).

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    1. Under a technical point of view it is (physics, tire modeling, FFB), and the discussion can pretty finish here, because then there’s the “personal opinions”, and we won’t come to a conclusion neither by talking for several years. 🙂

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      1. Complete shill nonsense. What’s the value of their ‘advanced’ tyre model that STILL (as of 5.0) doesn’t heat and cool correctly, along with tyres that are not changed in pits in a logical manner or as you request.

        They maybe finally fixed the drifting suspension joints. I mean really, how can you call something a ‘simulator’ when your suspension geometry was progressively messed up the further you drove?

        Very few of the ‘simulation’ features actually function correctly in pcars. I like the assumption of ‘correctness’, when we have clearly seen that hardly anything was or is actually correct.

        Half-assed ‘simulation’ features for marketing purposes do not equal actual simulation features.

        Hell, many of the complaints about the latest patch are due to Bentley fanboys who no longer have a huge and completely unrealistic advantage, simply because that car has finally been tuned with real-world results in mind…and it’s still not right. That gives you a great example of the average pcars racer, the same ones that thought ‘warm tires’ = suspension geometry drift and decided to explain away obvious problems by claiming ‘it’s a simulator’.

        It simulates a functional game from time to time and that’s about it.

        Liked by 1 person

      2. “It simulates a functional game from time to time and that’s about it.”

        lol that a good one,I reckon goes bit deeper, that SETA tyre model I reckon they must of disabled\turned off the vast amount of features it has, probably to do with performance and lack of expertise to implement it.

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      3. ^^^ The above comments will show you the “personal opinions”, while the serious simmers are used to read the data. For a serious discussion, I invite you to join a real simmers forum rather than trying to discuss a such sensible argument here (it’s full of trolls).
        I don’t post names here to not spam, google will help you to find the adult simmers communities out there. 😉

        Like

      4. Yes, just run away to your pro-pcars censor zones so you don’t actually have to ‘read the data’.

        We both have the same sources (SMS). For some reason, you blindly believe the marketing, even though we have clear evidence of dishonesty from actual competent users and SMS themselves.

        Also, camber is still completely broken… Please don’t run away simply because the evidence is clearly available for anyone that actually cares to do a tiny bit of research.

        I like hearing statements such as ‘read the data’, especially when you clearly aren’t interested in accuracy of said ‘data’ before or especially after it has been interpreted by the engine.

        Liked by 1 person

    2. PC focused on pleasing the audience instead of sticking to the devs’ idea of a good sim. The core audience thought that complicated physics models and thousands of FFB sliders were more important than good data and good ffb, which AC has.

      Liked by 1 person

      1. Jack spades FFB files really shows how deep is the FFB in project cars and how it can please every taste. It’s the first time i find something similar in a simulator, it’s a giant step in the right direction, because everyone (from the real pilot to the amateur) can tweak it to what he thinks it feels “real”. It’s pure genius imo.

        Like

  10. I can relate to this user’s submission, and the article in general.

    I’m not too sure if every average gamer is scared of them. I mean, sure, some might not be interested in them, but I appreciate any who bring up a sim, be it GT/Forza or the more proper PC sim-racers.

    Besides, when racing online, even if my skill level hovers around decent to shit at times, I’ll always put in the effort to try and drive as clean as possible, so I don’t end up running into n00bish 12 year-olds who may shout derogatory insults at one another and scream the game at fault when it’s their driving style that is responsible.

    Over the next few months, I’m excited to start investing in steering wheels and all this other jazz, it opens up a whole plethora of experiences for myself to try out. But for all the hidden gems I can uncover, there’s a certainty there’ll be some absolute stinkers with moronic devs who can’t play nice with their user-bases and don’t know how 2 business models properly.

    Liked by 1 person

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