I’m not a huge fan of most racing games, though of course there are exceptions like Wipeout, Rollcage, and Burnout. However the apex of the genre is without question Gran Turismo, which might not necessarily be to my taste in genre terms, but which has one incredibly strong appeal that really does tempt me.
You can customize everything. This game offers the kind of spergy detailed control and tweaking that really should make Strategy gamers think twice about our claims to be spergy over details. The same sort of thing appears in the NASCAR games which my dad used to play; you can customize the shock absorbance of each individual shock… thingy… look I’m not a car guy, that’s not the point.
The point is why don’t we have this sort of thing in other genres? I’m 100% behind racing game fans having a game like GT, it’s only good. I just want to know where the game that lets you design a train with that level of detail is, or an airplane. And then we get to the things I really want to see personally, which starts Gran Turismo crossed with Wipeout. Can you even fathom that level of detailed control and tweaking over your nifty little Auricom F-3600 AG racer?
Of course if you recall my recent post on different ship design methods in 4X games, you can probably see where this is going. Yep. I want a game where you can tweak the voltage that runs through the coils of your gauss cannon. I want a game where you can change the total range of movement of your ion thruster nacelles and get different effects. I want a game so incredibly complex that it makes Aurora look small-time.
I also want a game where you can do this with mechs. Armored Core is nice, but I don’t just want a bunch of different components, I want to modify each and every component individually. When will the world realize how desperately it needs to fulfill my unbelievably specific requirements?
Such a game starts sounding a lot like physics simulation software.
I know, doesn’t it sound great?!
I… okay, I’ll just be quiet now. :P
I’d wager part of the reason is that more people know about the finer points of automotive tinkering, why turbocharged engines are different from supercharged engines from normal engines, and so forth. If we’re talking about the difference between using a plasma engine versus a fusion engine versus gravametric versus an arcano-electric engine, it’s all just made up on the spot. That doesn’t mean it’s worse (super-tinkery mech gaming has potential – I’d love to tweak the use of jump jets where some configurations can attain higher jumps at the cost of horizontal distance, lift time, and so forth), just that it takes an extra level of conceptual wrangling for the gamer to pin down.