Stephen Hood, chief game designer, chats to eu.playstation.com about bringing the Formula 1 season to life on PlayStation 3.
The game is split into two sections: Live the Life and Be the Driver. Can you explain how both work?
Be the Driver is what people would expect - driving around the circuits. We're pushing the technology with tyres blistering, marbling and all those kind of cool things that racing nerds like me are really in to. The second aspect, Live the Life, is centred around the career mode and the paddock. The idea with it is to make you feel as though you are competing in the world of Formula 1 and whether you're doing well or exceeding the team's expectations.
You also have media, celebrities and fans hanging around in the paddock eager to ask you questions, find out your opinion on the team and other drivers. There is a definite split: it's a racing game, but could you also be a real Formula One driver.
What has been the most challenging aspect for you as a developer in bringing F1 2010 to PlayStation 3?
Definitely the car handling because it's quite difficult to depict this in an accurate sense, as very few of us have driven Formula 1 cars. It's all about the speed, the handling, the aerodynamics and the short breaking distance, but you still have to have some elements of fun in there. That has certainly been the hardest thing to do.
How closely have you worked with Formula 1 to ensure that car specifications and racing rules are all up to date?
We've worked with them quite a lot and have developed a good relationship. We were able to speak with them on occasion about particular elements we wanted to put in the game, plus we were able to speak with each of the teams, which has been a huge help. And of course, we always went back to just watching races on the TV.
What advantages are there in releasing the game later in the racing season?
Well, it enabled us to watch the races throughout the year and then continue to tune the cars in the game, which makes for a far better experience.
What kind of efforts have you gone to as a developer to try and capture the kind of energy Formula 1 racing brings with it?
I think atmosphere has been a huge thing for us. It carries through to when you're sitting in the garage and the crews are working. If you look to your left you can see your teammate and his crew, and everything else that's going on around the area. By including that, you can really feel that rivalry building throughout race seasons.
It's hugely important for when you go to new races too, because you'll encounter a new paddock, new lighting and a whole new feel to the environment. The idea is to create this kind of atmosphere so you feel like you are moving around the world, rather than simply going from race A to race B. I think that comes across quite well.
Have you got a feature in the game that you're really proud of?
I think it would be the technology that is in the game in terms of seasonal upgrades so you're not racing the same car from race one through to another. It's about mixing things up when teams are competing against each other, not only on the track but in the factories trying to improve the quality of the cars.
So when you go to new circuit you're thinking about an upgrade that has been delivered and fitted, and what it will do for your performance.
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