Real Racing In the Virtual World
zebadee writes "The BBC has a story about a company aiming to pit gamers against the professionals. iOpener Media has a patented system that sucks in real-time GPS data from racing events and pumps it out to compatible games consoles and PCs. This means you can race in real-time against the like of Lewis Hamilton, Felipe Massa and Kimi Raikkonen. The company also claims to have an AI that solves the problem of overtaking and crashes." It would be great to see this applied to historical events and other game domains, too -- like trying to beat Amundsen to the South Pole, using best-known weather data.
The possibilities are interesting, but the most exciting idea you can think of is a game where you spend 3+ months riding behind sled dogs across the Antarctic tundra? Sounds like Penn & Teller's Desert Bus.
I mean, don't get me wrong, Roald Amundsen was an interesting guy with a great story, but that doesn't mean it would make a good videogame.
http://youtube.com/watch?v=rkdWkAs9qmo
He points out that no matter how realistic a game is, it is just not a real-life experience:
"The one thing I've learned today... is that you can have the skill to get this car around here in 1:40, and it could do 1:40... [but] it's that part of your brain that makes you frightened."
Of course, games are essentially there to entertain, and I'm sure that a lot of people will enjoy racing against the professionals from the comfort of their own couch. But just because you can play Guitar Hero and have a blast of a time doing so, it doesn't necessarily mean you can play the guitar.
Aly =]
Have you ever raced? Because I have.
A racer interested in self preservation usually only reduces his speed by about 5%-10% of what is theoretically possible. Most motorcycle racers use lines that provide space to recover if they exceed traction limits, usually at the cost of position or lap times. Most racers use a delayed apex line that allows the driver to get on the throttle hard and early. If the vehicle does start to go out of control, there is usually plenty of room to recover.
Because exceeding the limits can be recovered, and because it usually reduces lap times, I highly doubt that being able to run near maximum speed would provide a significant advantage. After all, a casual gamer is just as likely as a racer to botch a corner and go off-line. If doing so hurts lap times badly enough, there is not a real advantage in getting so close to the edge.
The biggest advantage a simulated racer will have is that simulations tend to be a little watered down from reality, and are usually more predictable. Top gear had an excellent video on the matter, where Jeremy Clarkson attempted to beat his GT4 time in reality using the same car (Acura NSX) and course (Laguna Seca.) I'm sure you can find the video on YouTube.