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Balancing depth and accessibility in F1 2012 [Interview] (IncGamers)

IncGamers: Sports games are a difficult beast to get right. On the one side you’ve got the hardened fans of the sport, the people that won’t accept anything less than a pitch perfect recreation of every nuance, tactic and system. Leave something out, get it wrong or not get it right enough and they’ll scream in the forums and on comment threads until the house falls down (or least until the five people listening have gotten bored).

Then you’ve got the other side, the more “casual” crowd. These guys make up the bulk of your audience, so you need to appeal to them. However, they don’t really care about having everything perfect, they want something that simply feels enough like the sport in question to provide them with a good time. In fact, too much realism can put them off.

So, how do you balance the two and how do you decide which features to add that will satisfy them both?

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