Driver 3 Aims For Filmed Car Chase Nirvana
Thanks to UGO.com for their interview with Martin Edmondson about Atari's Driver 3, the PlayStation 2 driving sequel due in early 2004. He explains the point of the game: "Driver was always about the most realistic car chases possible on a computer or console and Driver 3 is very much true to that... So you can set up your car chases and then have all the cameras positioned as you choose... it should look like a car chase movie, and that's the whole point behind Driver." But the developers of the previous Driver titles and Stuntman shy away from certain comparisons: "The thing is, we're not trying to do Vice City. Driver actually started the whole city, car-chase environment, so it'd be a big mistake to say, 'Let's do [all the GTA features], instead.'"
Did you read the article? It says they have >150 miles of major roads + who knows how many aleys and such. So you can select "take a ride", get cops on your tail, and have a huge chase. I think regular misions can be big chases as well. And with 3 cities this is huge - it says in the article modeling eat up the most budget.
Portland, Oregon: Yeah, I'm biased, I was born at and grew up in the Elliot and West Slope neighborhoods. But it frequently is used for movie shoots. Antitrust was filmed and set in Portland and featured a car chase across town from someplace downtown eastside to a TV studio located where Raleigh Hills Elementary School is in real life (not sure what building they used for the movie, but it's nothing anywhere along Schools Ferry Road where the chase ended in the movie). More recently, The Hunted had a long chase all over downtown (with some movie magic to make geography more convienent), culminating in a fight on the roof of a TriMet MAX train (never mind that in real life, the train doesn't spend what seems like 30 miles on the Hawthorne Bridge (it goes about four blocks across the Steel Bridge and there haven't been tracks on the Hawthorne Bridge since Portland Traction went out of business decades ago), and that the overhead lines make standing on the roof of a moving train impossible).
Vancouver, British Columbia: The most generic American city on the planet. Most action movies you see set in American cities are filmed in Vancouver, anymore. Along Came a Spider was filmed in Vancouver, with some stock footage used between scenes to make it look more like Washington, DC. But watch the scenery: The street signs are uniquely Canadian, and you can spot more Vancouver, BC landmarks in the movie than Washington, DC landmarks. And Washington, DC doesn't have that many Douglas Fir trees. A couple decent car chases in that movie. It's also a favorite city to film Jackie Chan movies.
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Realistic car chases usually last about 3 minutes and for the most part are deadly boring and end unspectacularly.
Realistic to the computer game world seems to mean something totally unreal.
"That looks so realistic", people say about events they have never actually witnessed.
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
>>UGO: Could you talk a bit about one specific mission that sets Driver 3 apart from the other driving games out there?
>>ME: I guess so.
>>UGO: Do you want people to buy this game?
>>ME: I guess so.
...
>>ME: And then he goes to a place in Turkey called Instanbul...
>>UGO: Not Constantinople?!
"The thing is, we're not trying to do Vice City. Driver actually started the whole city, car-chase environment, so it'd be a big mistake to say, 'Let's do [all the GTA features], instead.'"
Hello! McFly! Driver wasn't first at anything. Carmageddon came before Driver and did whole city car-chase environments. Grand Theft Auto(the original) came before Driver and did WHOLE(wow those were big cities) city car-chase environments. And before these was Test Drive, which did city/city limits car-chase environments with the police chasing you. These games did exist before the Playstation 2 and Grand Theft Auto 3. I love how developers get selective memory when hyping up their new shovelware game.
Dodger_
But that's typically where my enjoyment of the game ended. Why? So many special tricks and manuevers exist in Driver that are mandatory to your success.
I think that the ultimate car chase game would take the very basic controls of The Need for Speed III (steer, accelerate, brake, and handbrake), the modes of NFS3 (outrun, be the cops, etc), and stick it in a massive, non-linear city environment as opposed to a linear track. Give the player very basic controls and let them mix and match them to concoct their own tricks, rather than putting them through a long tutorial on different turning degrees, premade "macros," and other nonsense. I heard that the Game Boy Advance version had simplistic A + B controls and it got by just fine.
In short, Driver was often too complex for its own good (tying in to what Carmack said about modern games a few days ago). This is a driving game and, as such, the controls need to be as simplistic as possible. Let the physics engine handle the results.